Improved readme

This commit is contained in:
Endeavorance 2025-03-20 14:41:00 -04:00
parent 655a105924
commit 2c42ebd246
2 changed files with 116 additions and 46 deletions

144
README.md
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@ -18,10 +18,12 @@ Options:
## Binding File
Each Muse project should specify a `binding.yaml` file with the following shape:
```yaml
name: My Playbill # Required
author: My Name # Required
version: 0.0.1 # Required
extend: ../another-playbill # Optional
files: # Optional
- "**/*.yaml"
styles: # Optional
@ -31,6 +33,51 @@ terms: # Optional
Another Term: Another Definition
```
The **Binding** file is used to specify the metadata for the Playbill, as well as the files to be compiled. It is also the entry point for a project.
When using the `muse` CLI, you must provide either a path to a `binding.yaml` file or a directory which contains a `binding.yaml` file.
## Common Types
Many Playbill components share common properties that expect a value
from a predefined list. These are the common types used in the Playbill.
### `Roll` Options
- `none`
- `attack`
- `fate`
- `muscle`
- `focus`
- `knowledge`
- `charm`
- `cunning`
- `spark`
### `Damage Type` Options
- `phy` (denotes "physical damage")
- `arc` (denotes "arcane damage")
### `Prowess` Options
- `novice`
- `adept`
- `master`
### `Challenge` Options
- `novice`
- `adept`
- `master`
- `theatrical`
### `Ability Type` Options
- `action`
- `cue`
- `trait`
## Definition Shapes
These YAML representations of definitions show the properties available for each Playbill component.
@ -51,54 +98,71 @@ categories: # default: No categories
```yaml
$define: ability
type: action | cue | trait
ap: 0
hp: 0
ep: 0
xp: 0
damage: 0
damageType: phy | arc
roll: none | attack | fate | <any talent>
type: <ability type> # Default: action
ap: 0 # AP cost to use this ability (default: 0)
hp: 0 # HP cost to use this ability (default: 0)
ep: 0 # EP cost to use this ability (default: 0)
xp: 0 # XP cost to learn this ability (default: 1)
damage: 0 # Damage dealt by this ability (default: 0)
damageType: <damage type> # Type of damage dealt by this ability (default: phy)
roll: <roll type> # Roll type for this ability (default: none)
```
### Blueprint Definition
```yaml
$define: blueprint
species: some-hypenated-id
items:
species: species-id # ID of the species this blueprint is for
items: # List of item IDs (default: empty)
- item-id
- item-id-two
- item-id-three
abilities:
abilities: # List of ability IDs (default: empty)
- ability-id
- ability-id-two
- ability-id-three
ap: 0
hp: 0
ep: 0
xp: 0
muscle: novice | adept | master
focus: novice | adept | master
knowledge: novice | adept | master
charm: novice | adept | master
cunning: novice | adept | master
spark: novice | adept | master
ap: 0 # Starting AP (default: 4)
hp: 0 # Starting HP (default: 5)
ep: 0 # Starting EP (default: 1)
xp: 0 # Starting XP (default: 0)
muscle: <prowess> # Starting muscle prowess (default: novice)
focus: <prowess> # Starting focus prowess (default: novice)
knowledge: <prowess> # Starting knowledge prowess (default: novice)
charm: <prowess> # Starting charm prowess (default: novice)
cunning: <prowess> # Starting cunning prowess (default: novice)
spark: <prowess> # Starting spark prowess (default: novice)
```
### Item Definition
```yaml
$define: item
type: wielded | worn | trinket
rarity: common | uncommon | rare | legendary
affinity: none | attack | fate | <any talent>
type: <item type>
rarity: <rarity>
affinity: <roll type>
damage: 0
damageType: phy | arc
damageType: <damage type>
hands: 1 | 2 # Only for wielded items
slot: headgear | outfit | gloves | boots | adornment | unique # Only for worn items
slot: <item slot> # Only for worn items
```
#### `Item Type` Options
- `wielded`
- `worn`
- `trinket`
#### `Rarity` Options
- `common`
- `uncommon`
- `rare`
- `legendary`
#### `Item Slot` Options
- `headgear`
- `outfit`
- `gloves`
- `boots`
- `adornment`
### Method Definition
```yaml
@ -113,11 +177,17 @@ abilities:
```yaml
$define: resource
type: text | image | table
type: <resource type>
url: https://example.com/image.jpeg # Only for image resources
data: <a 2-d array of strings> # Only for table resources
```
#### `Resource Type` Options
- `text`
- `image`
- `table`
### Rule Definition
```yaml
@ -138,10 +208,10 @@ ap: 0
hp: 0
ep: 0
xp: 0
muscle: novice | adept | master
focus: novice | adept | master
knowledge: novice | adept | master
charm: novice | adept | master
cunning: novice | adept | master
spark: novice | adept | master
muscle: <prowess>
focus: <prowess>
knowledge: <prowess>
charm: <prowess>
cunning: <prowess>
spark: <prowess>
```

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@ -41,9 +41,9 @@ const BlueprintSchema = Base.extend({
species: z.string(),
items: z.array(z.string()).default([]),
abilities: z.array(z.string()).default([]),
ap: z.number().int().default(0),
hp: z.number().int().default(0),
ep: z.number().int().default(0),
ap: z.number().int().default(4),
hp: z.number().int().default(5),
ep: z.number().int().default(1),
xp: z.number().int().default(0),
muscle: z.string().default("novice"),
focus: z.string().default("novice"),