%%%%% %% %% This .cls file contains basic customizations for your game, such as %% the title and date. It also serves as the root of everything. %% %% \gamedate, \gamedateabbrev, and \takedownby all might be based on %% \gamerun. \run\choice, documented in gametex.sty, is used to %% specify run-conditional information. For example: %% %% \def\gamedate{\run\choice April 2003\or May 2003\endchoice} %% %% When \gamerun is set to 1, \gamedate will be "April 2003". When %% \gamerun is set to 2, \gamedate will be "May 2003". %% %%%%% %%%%% %% \gameclassname %% %% When you change this, make sure the name of this file and the name %% of the game's environment variable both match it. See ../README. \def\gameclassname{game} %%%%% %% \gamerun \def\gamerun{1} %%%%% %% \gamename %% \gamedate %% %% Basic custom game information; gets used everywhere. Don't put %% linebreaks in these and keep their lengths reasonable. \def\gamename{Test Game} \def\gamedate{Test Date} %%%%% %% \gamedraft %% %% \gamedraft can be defined as either \Draft or \Final. This will be %% the default draft state for the game. \Draft is normal for %% writing, \Final specifies that any \TODO commands remaining in the %% text of the game will not typeset any todo info (they will still %% output info to the terminal). \def\gamedraft{\Draft} %%%%% %% \gamenameabbrev %% \gamedateabbrev %% %% These are used on cards and other places where the name and date %% used need to be small. If \gamename and \gamedate are long, %% \gamenameabbrev and \gamedateabbrev should have shorter values. %% %% \gamedateabbrev is also used on transferrable things. If you have %% multiple runs close together, you may want to keep \gamedate %% general, like "September 2002", while \gamedateabbrev shorter and %% more specific, like "Sept run 1" and "Sept run 2". \def\gamenameabbrev{\gamename} \def\gamedateabbrev{\gamedate} %%%%% %% \takedownby %% \signdate %% %% \takedownby is the date printed on signs (see the signs option) as %% a label for when they will be taken down after the game ends. This %% is usually set to the day after the last day of game, or something %% like "noon on Friday". %% %% Define \signdate as either \gamedate or \gamedateabbrev. If you %% plan to leave signs up between different runs, \gamedate may be %% better. \def\takedownby{Testember Nth, 2001} \def\signdate{\gamedateabbrev} %%%%% %% \defaultnamemappings %% %% \defaultnamemappings contains the default settings for the %% namemapping macros. See Extras/README-namemappings. \def\defaultnamemappings{ \titlemap{\full} \mapnickinformal } %%%%% %% \badgemap %% %% \badgemap lists the Char fields used to generate namebages. You %% can disable parts with \unskip. For example, to have badges %% without character names, use: %% %% \def\badgemap{{\unskip}{\MYnumber}{\MYplayer}{\MYdesc}} %% %% and for badges without descriptions: %% %% \def\badgemap{{\MYname}{\MYnumber}{\MYplayer}{\unskip}} \def\badgemap{{\MYname}{\MYnumber}{\MYplayer}{\MYdesc}} %%%%% %% \badgedagger %% %% For an "old-school" feel, \badgedagger can be used to put a dagger %% image as the background to PC namebadges. It can have 1 of 3 values: %% %% \def\badgedagger{\nobadgedagger} %% no daggers on badges %% \def\badgedagger{\bigbadgedagger} %% 'classic' big daggers on badges %% \def\badgedagger{\smallbadgedagger} %% 'smooth' small daggers on badges \def\badgedagger{\nobadgedagger} %%%%% %% \playerlistproduction %% \playerlistcompendium %% \charactergrouping %% \playergrouping %% %% \playerlistproduction and \playerlistcompendium are, respectively, %% what \production and \compendium are defined as for the playerlist. %% Possible simple values are \longgameplayers (player, email, %% address, phone, notes), \longgamechars (same plus character name), %% \shortgameplayers (player, email, notes), and \shortgamechars (same %% plus character name). %% %% \charactergrouping defines how characters (and GMs) are grouped for %% \longgamechars and \shortgamechars. \playergrouping is the same %% for \longgameplayers and \shortgameplayers. %% %% Within the grouping commands, you can use \mark, \group, %% \groupasis, \allchars, \allplayers, and \allgms, all of which are %% documented in comments in Handouts/playerlist.tex. \def\playerlistproduction{\longgameplayers} \def\playerlistcompendium{\longgamechars} \def\charactergrouping{ \mark{GMs}\allgms \mark{Characters}\allchars } \def\playergrouping{ \mark{GMs}\allgms \mark{Players}\allplayers } %%%%% %% \theboxpref %% %% \theboxpref can be set to \boxbyplayer, which means labels in the %% GM Box will print by player name, and \boxbycharacter, which means %% labels will print by character name. \def\theboxpref{\boxbyplayer} %%%%% %% \charsproduction %% %% \charsproduction can be defined as either \charsbyname, %% \charsbyplayer, or \charsasis. If it is defined as %% \charsbycharacter, characters and their elements will be produced %% sorted by character name. If it is \charsbyplayer, they will be %% produced sorted by player name. If \charsasis, they will be %% produced in the order they were created. \def\charsproduction{\charsbycharacter} %%%%% %% \usetags %% %% \usetags can be defined as either \tagstrue or \tagsfalse. %% \tagstrue specifies that \starttag{} \endtag %% entries will be extracted from character sheets. \tagsfalse turns %% this off, which makes production files latex more quickly if your %% game does not use character sheet tags. \def\usetags{\tagstrue} %%%%% %% \charsheetlists %% %% \charsheetlists defines the lists printed at the end of a character %% sheet. It is built from tlist environments. You can redefine it %% to change the lists. For example, if your game has no ability %% cards of any sort, everyone knows this, and you don't want everyone %% to have an empty ability list on their sheet, remove (or comment %% out) the tlist environment that corresponds to abilities. \def\charsheetlists{% %% listed mempackets \begin{tlist}{Memory/Event Packets} \MYmems \end{tlist} %% listed bluesheets \begin{tlist}{Bluesheets} \MYblues \end{tlist} %% listed greensheets \begin{tlist}{Greensheets} \MYgreens \end{tlist} %% listed abilities \begin{tlist}{Abilities} \MYabils \MYskills \end{tlist} %% listed items, etc \begin{tlist}{Items} \MYitems \MYwhites \MYcash \end{tlist} %% listed stats \begin{tlist}{Stats} \MYstats \end{tlist} } %%%%% %% \gamepath, etc. %% %% \gamepath is the path to the game's location. It is pulled from %% the game's environment variable, the name of which matches %% \gameclassname. This works because kpathsea can expand environment %% variables in filepaths. %% %% The other path macros are built on \gamepath, so they can be used %% like relative filepaths. Change them if you change the directory %% structure. This file is at \latex/\gameclassname.cls. \edef\gamepath{\string${\gameclassname}} %$ \def\blues{\gamepath/Bluesheets} \def\chars{\gamepath/Charsheets} \def\greens{\gamepath/Greensheets} \def\latex{\gamepath/LaTeX} \def\lists{\gamepath/Lists} \def\notebooks{\gamepath/Notebooks} \def\postscript{\gamepath/Postscript} \def\whites{\gamepath/Whitesheets} %%%%% %% Lastly, gametex.sty is input, making everything work. \input \latex/gametex.sty