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That being said, I've found the right equilibrium for their use within the xmld20 project, for now at least. I use the namespace xmld20 for my XSLT functions, so we now have xmld20:skillAbility() and xmld20:thisMeleeAttack(). Most of these functions take (or will soon take) a $source as their first parameter, so no context is required (because unlike templates, functions don't have context). This is fine, because it means I can share the functions between similar XML data, such as Monster and Character records.
The data itself is currently not in a namespace. I tried this when I implemented Xschemas for the datafiles, but wasn't able to reconcile their use between schema verification and XSLT processing.
I have put together two schemas so far, one for the Monster records, the other for the Tables data. Once I finish the port of the current work to XSLT 2.0, and get the same results with that as I did before I started the port, I'll post the schemas here. Of course, these schemas are likely to change, to allow us to accurately record everything there is to say. I will say, though, that considering it had been over three years since I had touched XSchema, it was surprising at how quickly it came back. It is now part of the build process to verify that the data is well-formed before we start to process it, making the build process take a little longer, but removing a lot of problems that didn't occur as errors.
There are a lot more checks that can be done in the schema that aren't right now, such as validity of datatypes; presently, things like damage, size, damage type and ability names are just general strings, where they can be described with their restricted forms (xdy for dice rolls, Tiny/Small/Huge/etc. for sizes, bludgeoning/slashing/piercing for damage type and Strength/Intelligence/etc. for abilities) in Xschema to further ensure the data is well-formed.
As a small digression, this is where some data purists will argue that I should have
<KeyAbility><Strength/></KeyAbility>instead of
<KeyAbility>Strength</KeyAbility>because the schema can more easily force a known element than a known string. I have a couple issues with that: in my form, it can be printed with XSLT by just referring to KeyAbility, instead of name(KeyAbility/*); and telling the schema that KeyAbility is of type xmld20:abilityname and defining the custom type is more readable than saying that KeyAbility is a complexType and having to define that it's a xsd:choice of one of the abilities.
<Weapon name="tentacle" hand="light" range="melee" proficiency="natural"> <Damage>1d3</Damage> <Critical/> <Type>bludgeoning</Type> </Weapon>and the aboleth's weapon is listed like this:
<Weapon name="tentacle" super="tentacle"> <Damage>1d6</Damage> <Extra>slime</Extra> </Weapon>The super="tentacle" tells the xmld20:getObject() that it should first check for a general "tentacle" object in the tables, then override with (or add) values from the aboleth's entry (the one from the source). The final object returned is:
<Weapon name="tentacle" hand="light" range="melee" proficiency="natural"> <Damage>1d6</Damage> <Critical/> <Type>bludgeoning</Type> <Extra>slime</Extra> </Weapon>Of course, it could be that the damage increase is based on the aboleth's size, and doesn't have to be explicitly overridden in its version of a tentacle, but I still have to investigate that. One example that throws a wrench in the Damage element is that of the Cyclonic Ravager, from Monster Manual IV. It lists as
Melee: smith of seven winds +28 touch (4d6+7 or 1d6+7, see text)Unless I start formulating multiple damage entries, and other notations, this is probably best served, for now, as a static string that gets tacked on, and isn't calculated at all. I'm not sure where the +7 would come from anyway, so this is probably for the best. While working further, I realized that I'm still handling the Knowledge, Craft, Profession and Perform skills as individual skills, such as
<Skill name="Knowledge (religion)"/> <Skill name="Knowledge (the planes)"/>when I should be handling them more like feats that have other information, such as
<Feat name="Quicken Spell-Like Ability" value="fireball"/>The skills are a little trickier, because the individual ones have different effects to other things, such as synergy bonuses, as seen here:
<Skill name="Knowledge (local)"><KeyAbility>Int</KeyAbility><SynergyTo name="Gather Information">2</SynergyTo></Skill> <Skill name="Knowledge (nature)"><KeyAbility>Int</KeyAbility><ConditionalSynergyTo name="Survival" condition="aboveground environs">2</ConditionalSynergyTo></Skill>This should probably be changed to something like:
<Skill name="Knowledge" subname="local"><KeyAbility>Int</KeyAbility><SynergyTo name="Gather Information">2</SynergyTo></Skill> <Skill name="Knowledge" subname="nature"><KeyAbility>Int</KeyAbility><ConditionalSynergyTo name="Survival" condition="aboveground environs">2</ConditionalSynergyTo></Skill>This makes the skill searching a little messier, but still doable, and I'm not sure about the subname name, but it should be considered for uniformity's sake.
I'm going to go back to typing in a few more entries, for a larger testbase, and will then likely look into calculating weapon damage where possible. I've recoded all of the spell and spell-like handling, which seems to be working well, including the DCs when needed.
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