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editing

UrsZeidler edited this page Jan 4, 2015 · 17 revisions

browsing and editing managing the resources

browsing objects

It's all about resources. The resources and the resource set are the main concept in this application. There are like a directory structure in which the objects are contain. The objects are mostly stored in a container called shrList, which is a Beschreibbar (describable) means it can have a name and an image, also a description for clarification or what ever. This list is used to group the objects together, in the explorer view you can show the child of the element by expanding it.

You save the resource set back to the disk by using the save button on the to of the explorer tree or the save project menu. model-explorer.

To fast open a generator or character you can use the Open generator object and the Open Managed Character in the Character menu.

editing objects

To edit an object you need simply double click it in the model explorer, and the corresponding editor will show up. All the properties of the object are available for editing. In the context menu of the explorer you can also create new objects as child of the selected object. To see the different kind of objects refer to the [gear](The model#gear) and the [modifications](The model#modifications) section in the model document or in the shr5-model and shr5Management-model. editor-example An editor contains several pages, this kind of editor is called multipage editor and contains pages for the different aspects of the object to edit. We use customized editors and the ones provided by the emf forms. When no customized editor is available the reflective ones from the emf forms is open up, when there is a customized editor, there will be also a page with the reflective form so every attribute should be available for editing, even when we din't finished the editor.

There is also a wizard to create new objects of any kind which is preferable over the creation as child adding.

adding childs

As some objects can contain other objects, you can create child's by selecting the object and open the context menu, where all applicable child's show up. createChilds-1

So the available object types differs with the selected object. createChilds-2

After selected the editor of the newly created object will open up.

editing childs

As every object is a child of another except for the root node, childs and objects are the same concept , so editing childs is in fact editing objects.

removing objects

For removing object you simple select the object you want to remove and select delete model element remove-child

editing characters

You can edit the character directly by it's various editor pages, you can also edit the child objects like the connection, contracts etc. see ManagedCharacter for an overview. As the objects like contracts, vehicles gets copied from the resource you can always edit them in the way you like to have them, without changing it for all other. You can open the editor and change the for example vehicle in your way.

character Characters are stored in the group you choose in the generator page. As the imported resources are not cover every aspect, and also you might want to have other stuff or change properties of it you can simply open the editor and change it the way it need. You can take a look at the example characters Rob and Kyra or Gu. This is mostly true for the edges and flaw and the bio/cyberware which lacking most modificators. You can use the context menu to create the appropriated.

The managed character contains mostly the "outer" part of a character. It connects the character with the outer world like other characters or stuff and so on.

character-model

editing personas

The persona defines the type and the basic properties of a character so there are 6 different persona types :

each type support different properties. The persona represent the inner character as it contains the wares, the skills and skill groups, again you can simply open the child objects editor to modify it. persona

modificators

On of the concept to define some game related modification done by wares, ki powers ... are the AbstraktModifikatoren

are all modificators, they are able to change ratings in the persona. To do so they simply refers the attribute they like to change and stores an integer value as the modification. The modificators can be managed in the modificator page where you can add and remove it, like in other pages. When adding, and dialog pops up where you choose the attribute, most the list off attributes should be ok, but not all are.

add modificator

As the modificator are also child objects you could edit the manualy. Here you can select every attribute (there are many). edit modificator

The essence are measured as one from hundred.

The exceptional attribute quality is defined by an attributes modificator referencing the corresponding max attribute of species.

importing exporting resources

To exchange the objects you created or changed with others you can export and import objects and it's child's.

exporting

You can export any selected resources, like your generator system or a created and committed character to a file by selecting the element and use the Export action in the context menu. export generator And import the element also by the context menu as a child of the selected element. You can use the import and export function to migrate your data from one version to another. Normally there should be no compatibility problem.

As long as the character generator is not commited, there are two objects, the generator and the managed character in different locations, the generator where you created it, and the character in the selected group, so to export both you would need the export the container of both.

As after committing the generator is moved to the character, you can simply export the character, the generator and all owed stuff get export as well.

If you want to creates your own report of the data, like in chummer the data format is a xml dialect and you can use xslt for example.

importing

You always import an object as a child of another, and of course not every object can have every other object as child, it must be applicable. import-child So you select your parent object and choose import child from the context menu and select the file you want to import. When the object can be a child of the selected object it will be insert as one, if not a dialog show up and informs you.

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