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[[Category:Kit Reference]]
[[Category:Kit Reference]]
==Overview==


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.
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.


{{important}}This section of the documentation is not yet complete. Topics that have been written will be found at the top of the list below and possess live links. Other topics are simply identified by name, sometimes along with a few notes about what the topic will contain. These topics will be added over time to complete the documentation.
==Revision History==
 
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.
 
*{{flalt|Functionality Revision History|Functionality Changes and Enhancements}}
*{{flalt|Skeleton Data File Revision History|Skeleton Data File Changes and Enhancements}}
 
==XML Details==


=={{fl|Conventions Used in Reference Section}}==
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.


A number of important conventions are used throughout the various reference topics below. Be sure to review this section before perusing the other reference topics.
*{{fl|XML Character Encoding Set}}


=={{fl|XML Details}}==
==Conventions Used Below{{anchor|conventions}}==


The basics of XML files have already been outlined. This section outlines additional XML details that may be of use.
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.


=={{fl|Definition File Reference}}==
*{{fl|XML Attributes in Data Files}}
*{{fl|Specifying PCDATA in Data Files}}
*{{fl|Optional Attributes in Data Files}}


The definition file provides the Kit with the most fundamental information it needs to know about the structure of a game system. All other files are built upon the definition file.
==Tags and Tag Expressions{{anchor|tagexprs}}==


=={{fl|Structural File Reference}}==
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 "first" files are loaded immediately after the definition file and before any other files. They define structural elements that the rest of the data files build upon.
*{{fl|Leveraging Tags Via Tag Expressions}}
*{{fl|Tag Expression Types}}


=={{fl|The ".core" File}}==
==Scripting Language{{anchor|scripts}}==


The "core" files are loaded after the ".1st" files and define additional structural elements that build upon the files that have been loaded previously.
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.


=={{fl|The ".str" File}}==
*{{fl|Scripting Language Overview}}
*{{fl|Language Syntax}}
*{{fl|Declaring Variables}}
*{{fl|Basic Language Mechanisms}}
*{{fl|Flow Control}}
*{{fl|Other Language Statements}}
*{{fl|Language Intrinsics}}
*{{fl|Special Symbols}}
*[[Encoded Text|Formatting with Encoded Text]]
*{{fl|Script Macros}}
*{{fl|Re-usable Procedures}}
*{{fl|Debugging Mechanisms}}
*{{fl|Compiler Error Messages}}


All ".str" files are loaded after the ".core" files and define additional structural elements that build upon the files that have been loaded previously.
==Script Data Access==


=={{fl|The ".aug" File}}==
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.  


All ".aug" files are loaded after the ".str" files and define additional structural elements that build upon the files that have been loaded previously.
{{important}}Be sure you are familiar with the [[Data Manipulation Basics|basics of data manipulation]] before reviewing this content.


=={{fl|The ".dat" File}}==
*{{fl|Script Contexts}}
*{{fl|Context Transitions}}
*{{fl|Target References}}
*{{fl|Data Access Examples}}
*{{fl|Employing Script Macros}}
*{{fl|Script Types}}


The ".dat" files are loaded last, after all other data files have been loaded. These data files define all of the major elements the user directly manipulates, including things and panels.
==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.
{{tbd}}
----


*Evaluation cycle
*{{fl|Definition File Reference}}
**Relative timing of Leads vs. masters vs. minions
*{{fl|Structural File Reference}}
**Rules for sequencing of tasks with the same phase and priority
*{{fl|Data File Reference}}


*Scripting
==Auto-Defined Elements==
**Links back to reference info covered in Basic Concepts section
**Language Intrinsic Functions
**What about declaring variables? Currently in basic concepts
**Compiler error messages
**Miscellaneous notes


*Script Data Access
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.
**List of Contexts
**List of Transitions
**List of Target References
**Script types (i.e. list of different scripts)
**Script Macros


*Tag expressions
*{{fl|Pseudo-Fields}}
**List of tag expressions used throughout Kit
*{{fl|Auto-Defined Tags and Tag Groups}}
**Annotate when and how to use them
*{{fl|Auto-Defined Components and Fields}}
**journal, transact, stackable, gear, shortname, etc.
*{{fl|Auto-Defined Component Sets}}
*{{fl|Auto-Defined Things}}
*{{fl|Auto-Defined Sort Sets}}
*{{fl|Built-in Resources}}
*{{fl|System Resources}}


*Visual Elements
==Required Elements==
**Rules for auto-sizing and default sizing


*Pre-Defined Elements
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.
**Tags and Tag Groups
**Components (journal, transact, stackable, gear, etc.)
**Component Sets
**Fields
**Pseudo-fields
**Sort Sets
**Things
**Built-in Resources
**System Resources


*Required Elements
*{{fl|Required Panels}}
**Components
*{{fl|Required Forms}}
**Component Sets
*{{fl|Required Components and Fields}}
*{{fl|Required Component Sets}}
*{{fl|Required Things}}


*Auto-Defined Tags
==Other File Formats==


*Timing report contents and structure
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.


*Skeleton Data Files
*{{fl|Timing Report File Reference}}
**What's provided
*{{fl|Portfolio File Reference}}
**How things work
**Why elements are provided

Latest revision as of 00:36, 26 June 2009

Context: HL Kit

Overview

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.

Revision History

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.

XML Details

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.

Scripting Language

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.

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.

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.

Auto-Defined Elements

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.

Required Elements

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.

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.