Difference between revisions of "Structural File Reference"

From HLKitWiki
Jump to: navigation, search
Line 3: Line 3:
 
==Overview==
 
==Overview==
  
The ".1st" files are structural files, so they are where you'll be defining all of the pieces that provide the underlying framework for the game system. The Kit supports four different structural files that share the identical contents. Of the four, the ".1st" files are loaded first, as implied by the file extension. They are loaded immediately after the definition file.
+
Structural files are where you'll be defining all of the pieces that provide the underlying framework for the game system. They are loaded immediately after the definition file.
  
This section outlines the structure and mechanics for writing a definition file.
+
The Kit supports four different structural file types that share the identical contents. They possess the file extensions ".1st", "core", ".str", and ".aug". These files are always loaded in that same order.
 +
 
 +
This section outlines the structure and mechanics for writing a structural file.
  
 
{{important}}This section utilizes critical notational conventions that can be found in [[Conventions Used in Reference Section|over here]].
 
{{important}}This section utilizes critical notational conventions that can be found in [[Conventions Used in Reference Section|over here]].
Line 13: Line 15:
 
==Structural Composition==
 
==Structural Composition==
  
The overall file structure is that of a standard XML file. The file must start with an XML version element in the form: "<?xml version="1.0"?>". Following this, the top-level XML element must be a "document" and it must have a "signature" attribute containing the explicit value "Hero Lab Definition".  
+
The overall file structure is that of a standard XML file. The file must start with an XML version element in the form: "<?xml version="1.0"?>". Following this, the top-level XML element must be a "document" and it must have a "signature" attribute containing the explicit value "Hero Lab Structure".  
  
 
The following table defines the attributes for a "document" element.
 
The following table defines the attributes for a "document" element.
Line 19: Line 21:
 
:{| class="infotable"
 
:{| class="infotable"
 
|class="leftnormal"|signature
 
|class="leftnormal"|signature
|Text – Must be the value "Hero Lab Definition".
+
|Text – Must be the value "Hero Lab Structure".
 
|-
 
|-
 
|}
 
|}
  
Within the document element, every definition file possesses the following child elements, appearing in the sequence given and with the names specified.
+
Within the document element, every structural file possesses the following child elements, appearing in the sequence given and with the names specified.
  
 
:{| class="infotable"
 
:{| class="infotable"
|class="leftnormal"|{{flalt|Game Element (Data)|game}}
+
|class="leftnormal"|EnMasse Element (Data)|enmasse}}
|A single "game" element must appear as defined by the given link. This element contains basic game system information.
+
|-
+
|{{flalt|Author Element (Data)|author}}
+
|An optional "author" element may appear as defined by the given link. This element contains information about the author of the data files.
+
|-
+
|{{flalt|Release Element (Data)|release}}
+
|A single "release" element must appear as defined by the given link. This element provides details about the current release of the data files.
+
|-
+
|{{flalt|Structure Element (Data)|structure}}
+
|A single "structure" element must appear as defined by the given link. This element specifies structural details about the game system and its behavior.
+
|-
+
|{{flalt|Behavior Element (Data)|behavior}}
+
|A single "behavior" element must appear as defined by the given link. This element details behavioral aspects for the game system and data files.
+
|-
+
|{{flalt|Advancement Element (Data)|advancement}}
+
|An optional "advancement" element may appear as defined by the given link. This element contains details regarding the advancement works within the data files.
+
|-
+
|{{flalt|EnMasse Element (Data)|enmasse}}
+
 
|Zero or more "enmasse" elements may appear as defined by the given link. This element specifies categories of things to automatically add to every actor.
 
|Zero or more "enmasse" elements may appear as defined by the given link. This element specifies categories of things to automatically add to every actor.
 
|-
 
|-
Line 64: Line 48:
 
|{{flalt|Source Element (Data)|source}}
 
|{{flalt|Source Element (Data)|source}}
 
|Zero or more "source" elements may appear as defined by the given link. This element specifies sources that can be configured by the user for each actor.
 
|Zero or more "source" elements may appear as defined by the given link. This element specifies sources that can be configured by the user for each actor.
|-
 
|{{flalt|Phase Element (Data)|phase}}
 
|Zero or more "phase" elements may appear as defined by the given link. This element dictates the set of evaluation phases that will exist for the game system.
 
 
|-
 
|-
 
|{{flalt|Resource Element (Data)|resource}}
 
|{{flalt|Resource Element (Data)|resource}}
Line 73: Line 54:
 
|{{flalt|Style Element (Data)|style}}
 
|{{flalt|Style Element (Data)|style}}
 
|Zero or more "style" elements may appear as defined by the given link. This element specifies an assortment of visual styles that can be used by portals.
 
|Zero or more "style" elements may appear as defined by the given link. This element specifies an assortment of visual styles that can be used by portals.
|-
 
|{{flalt|Portal Element (Data)|portal}}
 
|Zero or more "portal" elements may appear as defined by the given link. This element specifies an assortment of portals for use within layouts.
 
|-
 
|{{flalt|Template Element (Data)|template}}
 
|Zero or more "template" elements may appear as defined by the given link. This element specifies an assortment of templates for use within layouts.
 
 
|-
 
|-
 
|{{flalt|Component Element (Data)|component}}
 
|{{flalt|Component Element (Data)|component}}

Revision as of 16:48, 22 November 2008

Context: HL KitKit Reference 

Overview

Structural files are where you'll be defining all of the pieces that provide the underlying framework for the game system. They are loaded immediately after the definition file.

The Kit supports four different structural file types that share the identical contents. They possess the file extensions ".1st", "core", ".str", and ".aug". These files are always loaded in that same order.

This section outlines the structure and mechanics for writing a structural file.

IMPORTANT! This section utilizes critical notational conventions that can be found in over here.

IMPORTANT! Just because you can put numerous different elements in the same file does not mean you should do so. Keeping your data files small and focused will also keep them much more manageable, so break up all the information across files where appropriate. See the Skeleton data files for examples of this.

Structural Composition

The overall file structure is that of a standard XML file. The file must start with an XML version element in the form: "<?xml version="1.0"?>". Following this, the top-level XML element must be a "document" and it must have a "signature" attribute containing the explicit value "Hero Lab Structure".

The following table defines the attributes for a "document" element.

signature Text – Must be the value "Hero Lab Structure".

Within the document element, every structural file possesses the following child elements, appearing in the sequence given and with the names specified.

EnMasse Element (Data)|enmasse}} Zero or more "enmasse" elements may appear as defined by the given link. This element specifies categories of things to automatically add to every actor.
bootstrap Zero or more "bootstrap" elements may appear as defined by the given link. This element specifies specific things to automatically add to every actor.
autoadd Zero or more "autoadd" elements may appear as defined by the given link. This element identifies choices that are pre-selected for every actor.
autoadd Zero or more "usagepool" elements may appear as defined by the given link. This element specifies usage pools for use by the game system.
reference Zero or more "reference" elements may appear as defined by the given link. This element details references used throughout the data files.
group Zero or more "group" elements may appear as defined by the given link. This element defines a collection of tag groups and their tags.
source Zero or more "source" elements may appear as defined by the given link. This element specifies sources that can be configured by the user for each actor.
resource Zero or more "resource" elements may appear as defined by the given link. This element defines resources like fonts and bitmaps used by styles for visual display.
style Zero or more "style" elements may appear as defined by the given link. This element specifies an assortment of visual styles that can be used by portals.
component Zero or more "component" elements may appear as defined by the given link. This element specifies a variety of components that can be used by component sets.
compset Zero or more "compset" elements may appear as defined by the given link. This element defines various component sets that can be used to define things.
entity Zero or more "entity" elements may appear as defined by the given link. This element defines entities that can be used within the game system.
sortset Zero or more "sortset" elements may appear as defined by the given link. This element defines various sort sets that can be used by the game system.