Kit Reference: Difference between revisions

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{{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.
{{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.
=={{fl|Conventions Used in Reference Section}}==
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 Details}}==
=={{fl|XML Details}}==
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The basics of XML files have already been outlined. This section outlines additional XML details that may be of use.
The basics of XML files have already been outlined. This section outlines additional XML details that may be of use.


=={{fl|Definition File Reference}}==
==Structure of 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.
 
=={{fl|Structural File Reference}}==
 
The structural files are loaded immediately after the definition file. They define elements that provide the framework for the game system.


=={{fl|Data File Reference}}==
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 data files are loaded last, after all of the structural files have been loaded. They build upon the structural framework and define all of the major elements the user directly manipulates, including things and panels.
*{{fl|Conventions Used in Reference Section}}
*{{fl|Definition File Reference}}
*{{fl|Structural File Reference}}
*{{fl|Data File Reference}}


=={{tbd}}==
=={{tbd}}==

Revision as of 04:57, 4 December 2008

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.

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.

XML Details

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

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
    • Relative timing of Leads vs. masters vs. minions
    • Rules for sequencing of tasks with the same phase and priority
  • Scripting
    • 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
    • List of Contexts
    • List of Transitions
    • List of Target References
    • Employing Script Macros [!]
    • Script types (i.e. list of different scripts)
  • Tag expressions
    • List of tag expressions used throughout Kit
    • Annotate when and how to use them
  • Visual Elements
    • Rules for auto-sizing and default sizing
  • Pre-Defined Elements
    • Tags and Tag Groups
    • Components (journal, transact, stackable, gear, shortname, etc.)
    • Component Sets
    • Fields
    • Pseudo-fields
    • Sort Sets
    • Things
    • Built-in Resources
    • System Resources
  • Required Elements
    • Components
    • Component Sets
  • Auto-Defined Tags
  • Timing report contents and structure
  • Skeleton Data Files
    • What's provided
    • How things work
    • Why elements are provided