MyRPG Master

MyRPG Master

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Tutorial- Attributes Editor
By Ash
This Quickstart Guide explains how to use the Attributes Editor in the MyRPG Master program.
   
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Introduction

This Guide provides instructions on how to use the Attributes Editor to define the characteristics that represent various aspects of your Actors; both Players and NPC's.


Launch MyRPG Master and press the Attribute Editor button on the toolbar.


The Attributes Editor button brings up the Attributes Editor.

Attributes Editor Overview
The Attribute Editor Panel

This is where you can define various Attributes for characters in your game. You can determine various values by simulating dice rolls, performing calculations, or using pre-determined values.

Some examples of common rolled Attributes:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charaisma

Some examples of calculated Attributes:
Armor Class
Saving Throws
Current Experience Points

Some examples of pre-determined values for Attributes:
Starting Money
Experience Points for next level
Attribute Editor Controls Overview
The Attribute Editor contains everything you need to provide rich character experiences for your game.

Check Rules- Use this button to generate a test of your Attributes. Any dice rolls you have defined, along with any calculations you want performed will be run and the results displayed in a window called Attributes Check Result. Use this button to be sure your character Attributes are generating the values you expect. In the Attributes Check Result window, you will have the opportunity to instantly re-roll sample characters as many times as you like.

New Attributes Group- All Attributes must be contained in a group; you cannot create new attributes by themselves on the Attributes root level. Use this button to create logical groups for your Attributes, to keep them organized. For instance, you may want to create a few groups such as, Rolled Stats, Current Stats, Stat Modifiers, Saving Throws, Combat Stats, etc.

Create New Attribute- All new Attributes must belong to a group (see New Attribute Groups above). Use this button to create a new Attribute.

Save Attributes- This saves the current list of Attributes. Be sure to save often; it's easy to 'get on a roll' and forget to save a bunch of work, so be sure to save as you go along.

Delete Selected Item- This button is used to delete whatever is selected in the Attributes List Panel.

Attributes List Panel- This area is used to organize and vidualize all the Attributes you have defined for characters (Actors) in your game.

Atributes Detail Panel- This area containes the details that you can edit for the item currently selected in the Attributes List Panel.
Check Rules Details
Once you have created an Attribute for Actors in your game, you will want to be sure that the Attribute definition is working as planned. This can be easily done from the Check Rules button on the Attributes Editor.

Pressing this button will bring up a window entitled "Attributes Check Result".



The Attributes Check Result window contains a readout of all the Attributes you have defined, along with their starting values. This is a great tool for troubleshooting your Attributes. For instance, if you have defined all your starting Attributes to be determined by rolling 2 six-sided dices and adding the results together for a range from 2-12, this tool can show you if you made any typos along the way if any of your Attributes fall outside that range.

Click the ReRoll button to generate a new set of test Attributes.

Close the window when you are ready to return to the Attributes Editor.
New Attribute Group Details
All Attributes must belong to an Attribute Group.

Use Attribute Groups to keep your Attributes List organized into logical sections. This will help manage the Attributes List manageable, especially if you have a lot of Attributes to track.

When you press the New Attribute Group button, a new Group is created with the default name of New Attribute Group. To change the name of a Group, select it in the Attributes List Panel. Once the Group is selected, the details will appear in the Attributes Detail Panel. Put your cursor in the field next to GroupName and change the name to whatever you want. Some examples might be "Rolled Stats" or "Stat Modifiers".

You can come back and change the name of a Group at any time.

You can also adjust the column width by grabbing and dragging the divider between the GroupName tag and the field where you can type.

*Note- You cannot create Groups within Groups.
Create New Attribute Details

Use this button to create new Attributes for Actors in your game.

When you click the Create New Attribute button, a new Attribute is created with the name New Attribute and the Abbreviation of NEW. In the Attribute Detail Panel, you will see the default settings for all new Attributes.

Abbrev- Abbreviation of the Attribute Name
AttributeName- This is the spelled-out name of the Attribute you are creating.
AttributeType- This controls what type of Attribute this is. The choices are:
  • Dice Roll- The Attribute value will be determined by rolling dice.
  • Pool- The Attribute value will come from points allocated to the player from the Point Pool
  • Formula-The Attribute value will be determined by a mathematical formula
  • Table- The Attribute value will be determined from a Table in the Table Editor

UseInHud- Check this box to make the Attribute available for display in the in-game HUD.

Each AttributeType has some detail fields that need to be filled out.

Dice Roll
The initial Attribute value is determined by a dice roll. There are two details that need to be specified:
Dices- This indicates how many of what kind of dice you want to use by using the standard dice convention used in RPG games. For example, if you want to roll 1 six-sided die you would enter 1d6 into this field (generating a number from 1-6). If you want to roll 2 six-sided dices and add them together enter 2d6 into this field (generating a number from 2-12). You can also add some arithmetic to the roll. For example, if you wanted to roll 2 eight-sided dices and add 3 you would enter 2d8+3 into this field (generating a number from 5-19).

Use the asterisk (*) for multiplication and the slash (/) for the division.

KeepDice- This indicates how many dice to keep. In some RPG systems, you may want to roll 3d6 and keep the highest 2 rolls, for instance. This helps skew Attributes a little more towards the "heroic" range. In order to do this, set Dices to 3d6 and set KeepDice to 2. If you want to just roll the dice normally and add them all up, set the KeepDice to the same number listed before the "d" in the Dices field. In other words, if you have 4d6 in the Dices field and want to keep ALL the rolls, set KeepDice to 4.

Pool
The initial Attribute value is determined by allocating points from the Attributes InitPoolPoints. The InitPoolPoints are set by selecting the Attributes root from the Attribute Selection Panel. The detail fields for this Attribute type allow you to set a default value, along with minimum and maximum values.
InitPool- This field sets the default value of the Attribute in the Character Creation Screen.
PoolMax- This field sets the maximum allowed points the Attribute can go to.
PoolMin- This field sets the minimum allowed points the Attribute can go to.

Formula
The initial Attribute Value is determined by a formula. You can set the formula, along with minimum and maximum values in the details panel.
MaxValue- This sets the maximum value for the Attribute.
MinValue- This sets the minimum value for the Attribute.
Formulae- This is the formula you want to use to determine the initial value of the Attribute. You can use dice notation (2d6), arithmetic symbols (+,-,*,/), and Abbreviations of existing Attributes (STR+2). You can also use the built-in math function MFLOOR(expression) which rounds down the value contained in parenthesis. You cannot put values in the MFLOOR function directly, you have to put another formula inside. For instance, both MFLOOR(STR/3) and MFLOOR(5/2) are valid, but MFLOOR(2.5) is not. If you want to round UP, use MFLOOR(expression)+1. For example, MFLOOR(5/2)+1 would give us the value of 3. Rounding to the nearest whole number is not yet supported. Keep in mind the order of operations when creating formulas. You can force operations out of order by using parenthesis.
2+5*3 = 17
(2+5)*3= 21

Table
(Under development)
The initial Attribute value is derived from a Table created in the Table Editor. No examples of this exist right now and it looks like the Detail Panel is missing controls for the Table.



An RPG without Attributes is pretty boring. On the other hand, an RPG with too many Attributes can be confusing and complicated. Try to strike a balance between simplicity and overdoing it.
Save Attributes Details
There's not much to this button; it just saves your current Attribute List.

Be sure to save frequently, in case of power outages or equipment failure. After working so hard in the Attributes Editor it would be ashame to lose your work. Get in the habit of saving every so often, or when yo ucomplete minor milestones.
Delete Selected Item Details
This button removes Groups and Attributes that are selected in the Attributes List Panel.

Be careful, because you can delete an Attribute Group and everything in it.
Attributes List Panel Details
This panel lists all the Attributes and Attribute GRoups you have defined.

To view the details of any item in the Attributes List Panel, simply select it with your mouse and the Attribute Detail Panel will fill in the relevent detail fields for that Attribute.
Attributes Detail Panel Details
This panel shows the detailed fields required for the item currently selected in the Attributes List Panel.

The columns can be resized by dragging the border marker left or right.

Each section can also be collapsed or expanded.
Conclusion
MyRPG Master contains all the tools you need to create your own RPG game.

One of the most important aspects of an RPG is defining Attributes for your characters and NPC's that describe their mental and physical capabilities.

Use the Attributes Editor to bring your game characters to life. Be sure to balance detail and complexity with ease of use.

I hope you found this Quickstart Guide to be helpful.

Stay tuned for more Steam Guides from me on MyRPG Master.

Find me on Patreon: http://www.patreon.com/cyborgprime