Difference between revisions of "Kit Reference"
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Latest revision as of 17:36, 25 June 2009
Context: HL Kit
This section details all of the specific formats and mechanisms used within the Kit. This encompasses all of the different file formats, all the scripting contexts and transitions, required and pre-defined elements, and anything else that requires specification. Click on the various topics below to delve into the details for that facet of the Kit.
The Authoring Kit is an evolving toolset. A detailed summary of the changes and enhancements made within each new version after the initial V3.0 release is accessible via the links below.
Most of the basics regarding the Kit's use of XML files and their implications can be found in the section on XML Files. Additional reference details are outlined in the topics below.
Conventions Used Below
The reference section of this documentation utilizes a variety of notational conventions for presenting how things work. This includes the syntax used for data files, as well as the formats for other types of files, which are outlined in the topics below.
Tags and Tag Expressions
Tags are a fundamental building block that a wide range of mechanisms leverage through the Kit. Tags are utilized to identify and classify objects through tag expressions. The following topics delve into the various facets of using tags.
The types of behaviors that exist within the realm of RPGs is limitless. As such, it's impossible for HL to anticipate everything, so the Kit provides a versatile scripting language that enables data files to adapt to virtually any game system. The scripting language has many facets that you should be familiar with, and the topics below outline the information you'll need.
- Scripting Language Overview
- Language Syntax
- Declaring Variables
- Basic Language Mechanisms
- Flow Control
- Other Language Statements
- Language Intrinsics
- Special Symbols
- Formatting with Encoded Text
- Script Macros
- Re-usable Procedures
- Debugging Mechanisms
- Compiler Error Messages
Script Data Access
The majority of your scripts will focus on accessing and manipulating the data managed within HL. This will involving identifying both the structural and visual elements throughout the data hierarchy. The following topics detail the various pieces involved in data access.
IMPORTANT! Be sure you are familiar with the basics of data manipulation before reviewing this content.
- Script Contexts
- Context Transitions
- Target References
- Data Access Examples
- Employing Script Macros
- Script Types
Structure of Data Files
There are a number of different types of files that comprise the data files for a game system. Each of the topics below describes the structure of one of these file types.
The Kit automatically defines a variety of different structural and visual elements for use in common situations. These auto-defined elements help to streamline and simplify the authoring process, and they are detailed in the topics below.
- Auto-Defined Tags and Tag Groups
- Auto-Defined Components and Fields
- journal, transact, stackable, gear, shortname, etc.
- Auto-Defined Component Sets
- Auto-Defined Things
- Auto-Defined Sort Sets
- Built-in Resources
- System Resources
There are an assortment of structural and visual elements that every set of data files is required to define. By standardizing on a core set of objects, everything becomes simpler to manage for the data file author. To make the process as easy as possible, the Skeleton data files pre-define these necessary pieces, which you can leave as is or modify if you wish.
- Required Panels
- Required Forms
- Required Components and Fields
- Required Component Sets
- Required Things
Other File Formats
In addition to the various data files, HL utilizes a few other types of files. The contents of these files is documented in the topics below.