To-Do List
See Template philosophy about what kinds of
things go here and whether the feature you want fits.
- LaTeX addition/modification:
- use more of the power latex2e now provides, especially to make
existing things cleaner, more general, or more robust
- check whether card error detection/handling is adequate
- clean up fake character Observer-badge hack
- use unique by-style substring in macros in .sty files to
make them easier to use as bases for new ones
- be able to punt npc/gm badges via 'ghostly' field
- punt statcards for ghostly chars
- some hacks can be cleaned and/or made more robust
- think about making bluesheet etc macros available in
all sheets, as at least some games want to use this and
some assume it works that way to begin with
- be able to easily say "\extract{ \Gmusic } if they don't
have it already" so that, for instance, multiple suites
that each include the same greensheet can be given to a character
such that they get exactly one copy. In some cases, "give them
the \Gfoo if they don't have it or the \Gbar yet" is
desirable, and other such generalizations. It's not necessary to
have every possible variation on this theme be ready-made, but some
amount would bring suites vastly closer to their true potential.
- when \input'ing misc files (mostly Lists/*.tex), do something to
make it idempotent, so that having the \input in foo.sty and adding
it to custom.sty doesn't break anything
- consider consolidating sheet styles so that \usepackage[blue]{sheets}
gets you bluesheets without needing a bluesheets.sty (though if there
is one, it should also suck that in, for extra customizations)
- enforce preamble-only-ness for macros that only belong in preamble
- store \newchar, \player, etc information such that it takes up
less of the macro-length memory pool, as Buffy had problems there
- check that a blank \me{} doesn't screw anything up (\leavevmode
is usually enough to fix this)
- maybe, possibly, perhaps provide generalization of
\newchar magic so that Czars can arrange for, say, item info to
work the same way as character info
- various auto-compendium-like / auto-cheat-sheet functionality
(may involve a script)
- Scripts:
- packets should pause at errors for GMs to note and/or fix them
and allow retries, instead of aborting after the stage
- packets should probably notice if the queue stops moving
- make mass-editing scripts suite-aware (actually, this largely
involves adding tex code, not perl)
- possibly do useful Charsheets/Email thing to produce stuff
for email parts (packets --dvips already makes this easier)
- generate slightly-varied charsheets from one for SIK games as per foley
- numbers should try to have smaller files
- improve error handling
- internally document
- Documentation:
- HTML
- add by-topic index to index.html;
this is likely to be large, as most things can be
described many ways...
- add production.html with stuff like dvips -o, distill,
ways to do email parts, etc
- macro-glossary.html might want to put a "a name=foo" tag on
each \foo, so that other pages can point to individual entries
- recommend some way of dealing (\ifcase or symlinks or...) with
multiple runs
- Postscript --- how to do Cool Font Things cf. boojum; note
that fonts that can't deal with being partially loaded need to
be marked as <<foo.pfb rather than <foo.pfb in psfonts.map
or newtex dvips will screw them up. Also note that it's hard to get
psfonts.map into the search path; see if this is a solvable problem.
Unclear how much these things changed in the transition to latex2e.
- postscript -- how to do even cooler things with the map
- Testing:
- finish automatic regression test suite for the whole Template
- Might add (if there's enough popular request):
- money w/ serial numbers
- money numbering script
- Other packages to make someday:
- remailer (definitely)
- SIK-game generator package (foley's stuff, definitely)
- cyberspace mud (if requested)