From: [r--dd--n] at [ttidca.TTI.COM] (John Redden)

Subject: Other Suns # 3



------------------ OS.3 ----------------------------------------



This is being posted to the net by myself for Niall Shapero.



Others Suns is copyright by Niall Shapero.  This gaming material is

distributed on a shareware basis.  If you do not use the material you

owe the author nothing.  If you do use it please pay him what you

think it is worth at a fair price becasue it took a damn lot of work

to develop and playtest.  The USmail address is:



Niall Shapero

2536 Short Ave

Los Angeles CA 90066

USA



Those of you with modems can dial into his BBS using this phone number:

(213)822-6729



Please email any comments to my electronic mailing address and I will

pass them on to Niall.



----------------  end of preamble -------------------------------------------



What follows is  the data base description for the character records in

my computer character generator for OTHER SUNS.  This is only a prelim-

inary description; modifications will  undoubtedly be made  between now

and completion  of the programming project.  Information will be stored

for each character in a separate file.



/*********************************************************************/

/* Data structure for character records                              */

/*                                                                   */

/* Species Designator   --   unsigned integer, the first numbers are */

/*                           to be used for the standard second edi- */

/*                           tion species.  Add 32k to the number to */

/*                           give the species number for a 'custom'  */

/*                           species created by the user.            */

/*                                                                   */

/* Species Checksum     --   unsigned integer.  This is the checksum */

/*                           value for the custom species (if used). */

/*                           (The custom species data file is check- */

 

/*                           summed so as to prevent mis-matches of  */

/*                           character structure and custom species  */

/*                           data structures).                       */

/*                                                                   */

/* Psych Profile        --   array[12] of Psych_item.                */

/*                                                                   */

/*                           The low and high stats for each array   */

/*                           entry are as follows:                   */

/*                                                                   */

/*                           Index   Low             High            */

/*                           ===== ==========     ===========        */

/*                            [0]  Cautious   <-> Reckless           */

/*                            [1]  Courageous <-> Cowardly           */

/*                            [2]  Forgiving  <-> Vengeful           */

/*                            [3]  Generous   <-> Miserly            */

/*                            [4]  Hedonistic <-> Stoic              */

/*                            [5]  Honorable  <-> Treacherous        */

/*                            [6]  Humble     <-> Proud              */

/*                            [7]  Merciful   <-> Cruel              */

 

/*                            [8]  Optimistic <-> Pessimistic        */

/*                            [9]  Peacable   <-> Combative          */

/*                           [10]  Trusting   <-> Suspicious         */

/*                           [11]  Xenophilic <-> Xenophobic         */

/*                                                                   */

/* Psych_item           --   structure description follows:          */

/*                                                                   */

/*    Psych low stat    --   byte.  Percentage for "low" stat.       */

/*                                                                   */

/*    Psych low favored --   unsigned int. Count of actions taken by */

/*                           the character using the "low" action    */

/*                           that resulted in favorable resolutions. */

/*                                                                   */

/*    Psych hi stat     --   byte.  Percentage for "high" stat.      */

/*                                                                   */

/*    Psych hi favored  --   unsigned int. Count of actions taken by */

/*                           the character using the "high" action   */

/*                           that resulted in favorable resolutions. */

/*********************************************************************/

 



              Character data record description (part 2)



/*********************************************************************/

/* Strength             --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Intelligence         --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Will                 --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Activated_Will       --   byte.  Non-zero if the character's WILL */

/*                           has been activated, zero if it has not. */

/*                                                                   */

/* Constitution         --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

 

/* Endurance            --   unsigned integer.  The characteristic   */

/*                           value for the character.                */

/*                                                                   */

/* Dexterity            --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Charisma             --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Length               --   unsigned integer.  The characteristic   */

/*                           value for the character                 */

/*                                                                   */

/* Build                --   byte.  The characteristic value for the */

/*                           character.                              */

/*                                                                   */

/* Build Adjustment     --   integer. Any adjustment over the course */

/*                           of the character's career to the BUILD  */

/*                           characteristic.                         */

/*                                                                   */

 

/* TSC                  --   integer.  The characteristic value for  */

/*                           the character.                          */

/*                                                                   */

/* TPR                  --   integer.  The characteristic value for  */

/*                           the character.                          */

/*********************************************************************/



              Character data record description (part 3)



/*********************************************************************/

/* Gender Designator    --   byte.  Indicator of what sex the char-  */

/*                           acter is.                               */

/*                                                                   */

/*                           0 -> Male                               */

/*                           1 -> Female                             */

/*                           2 -> Neuter                             */

/*                           3 -> "Other"                            */

/*                                                                   */

/* Learned Dodge        --   unsigned integer. The adjustment to the */

/*                           dodge bonus resulting from learning in  */

/*                           the field over the course of the char-  */

/*                           acter's career.                         */

/*                                                                   */

/* Military Designator  --   byte.  Indicates what military organi-  */

/*                           zation (if any) the character owes his  */

 

/*                           allegience to.                          */

/*                                                                   */

/*                           0 -> no military allegience.            */

/*                           1 -> Support Arm                        */

/*                           2 -> Ground Arm                         */

/*                           3 -> Air Arm                            */

/*                           4 -> Star Arm                           */

/*                           5 -> Paratemporal Arm                   */

/*                                                                   */

/*                             +8 for Imperial forces                */

/*                            +16 for Corporate Independent forces   */

/*                            +32 for Regional Subgovernment forces  */

/*                            +64 for 'Puppet' forces                */

/*                           +128 for true Independent forces        */

/*                                                                   */

/*                           Designator 5 (Paratemporal Arm) is only */

/*                           allowed for direct Hegemonic/Imperial   */

/*                           forces (so a designator of 5 or 13 is   */

/*                           allowed, but NOT one of 21, 37, 69 or   */

 

/*                           133).                                   */

/*                                                                   */

/* Command Designator   --   byte.  Indicates the level or command   */

/*                           chain for the character.                */

/*                           0 -> regular line officer               */

/*                           1 -> engineering/sciences               */

/*                           2 -> medical                            */

/*                           3 -> headquarters & special staff       */

/*                                                                   */

/*                             +8 for Executive Officer of a ship    */

/*                            +16 for Commander of a ship            */

/*                            +32 for a squadron flag officer        */

/*                           unused if character is not military (a  */

/*                           "don't care" byte in this case).        */

/*********************************************************************/



              Character data record description (part 4)



/*********************************************************************/

/* Rank                 --   unsigned integer.  Rank (if military)   */

/*                           of the character.  Unused if not mili-  */

/*                           tary (a "don't care" 16 bits in this    */

/*                           case).                                  */

/*                                                                   */

/* Current funds        --   14 BCD digits in Motorola order (high   */

/*                           digits first).                          */

/*                                                                   */

/* Creation Day         --   byte.  Day of the month (game-time)     */

/*                           that the character was created.         */

/*                                                                   */

/* Creation Month       --   byte.  Month of the year (1-12), game-  */

/*                           time, that the character was created.   */

/*                                                                   */

/* Creation Year        --   unsigned integer. Full year (game-time) */

 

/*                                                                   */

/* Age at Creation      --   unsigned integer. Character's age, in   */

/*                           days, on the creation date.             */

/*                                                                   */

/* Next use Day         --   byte.  Day of the month (game-time)     */

/*                           that the character will next be avail-  */

/*                           able for use.                           */

/*                                                                   */

/* Next use Month       --   byte.  Month of the year (1-12) game-   */

/*                           time that the character will next be    */

/*                           available for use.                      */

/*                                                                   */

/* Specialty            --   array[40] of char.  Character's general */

/*                           field of specialization (e.g. Engineer) */

/*                                                                   */

/* Primary Subfield     --   array[40] of char.  Character's primary */

/*                           skill specialization (e.g. Contragrav   */

/*                           Engineer).                              */

/*                                                                   */

 

/* Name                 --   array[80] of char.  Character name.     */

/*                                                                   */

/* Skill001             --   skill_vals.  First skill for the        */

/*                           character that has a non-zero value.    */

/*                                                                   */

/* Skill002             --   skill_vals.  Second skill for the       */

/*                           character that has a non-zero value.    */

/* : : :                                 : : :                       */

/* SkillN               --   skill_vals.  Nth skill for the          */

/*                           character that has a non-zero value.    */

/*********************************************************************/



              Character data record description (part 5)



/*********************************************************************/

/* skill_vals           --   structure description follows:          */

/*                                                                   */

/*    skill_name        --   array[30] of char.  Skill name.         */

/*                                                                   */

/*    skill_type        --   byte.  Designator for skill base type   */

/*                                                                   */

/*                            0 -> ACC, accuracy skill               */

/*                            1 -> ATT, attack skill                 */

/*                            2 -> DOD, dodge skill                  */

/*                            3 -> KNO, knowledge skill              */

/*                            4 -> MAN, manipulation skill           */

/*                            5 -> OBS, observation skill            */

/*                            6 -> PAR, parry skill                  */

/*                            7 -> PER, persuasion skill             */

/*                            8 -> SPE, special skill (no bonuses)   */

 

/*                            9 -> STE, stealth skill                */

/*                           10 -> WIL, psionic talent based on WILL */

/*                                                                   */

/*    skill_base        --   Percentage base skill level with skill. */

/*                                                                   */

/*    skill_level       --   current skill level with skill          */

/*                                                                   */

/*    skill_tics        --   Number of skill ticks for next improve- */

/*                           ment roll in this skill.                */

/*********************************************************************/



                            (End of messages)