Behavior Element (Data)

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Context: HL Kit … Kit Reference … Definition File Reference 

Each game system has a variety of behaviors that will need to be defined. These behaviors are collectively specified within a "behavior" element. The complete list of attributes for a behavior element is below.

defaultname (Optional) Text – Default name to be used for all actor that have not been explicitly named by the user. Maximum length is 50 characters. Default: "Unnamed".
secondaryphase (Optional) Id – Specifies the unique id of the phase to be used as the default for all Secondary tag expressions assigned by tables and choosers. If no explicit phase is assigned for a Secondary tag expression, this one is used. Default: "Setup".
secondarypriority (Optional) Integer – Specifies the priority to be used as the default for all Secondary tag expressions assigned by tables and choosers. If no explicit priority is assigned for a Secondary tag expression, this one is used. Default: "5000".
existencephase (Optional) Id – Specifies the unique id of the phase to be used as the default for all Existence tag expressions assigned by tables and choosers. If no explicit phase is assigned for an Existence tag expression, this one is used. Default: "Setup".
existencepriority (Optional) Integer – Specifies the priority to be used as the default for all Existence tag expressions assigned by tables and choosers. If no explicit priority is assigned for an Existence tag expression, this one is used. Default: "5000".
gearphase (Optional) Id – Specifies the unique id of the phase during which all built-in gear processing is performed. This includes the calculation of gear weights throughout all gear holders. Default: "Effects".
gearpriority (Optional) Integer – Specifies the priority at which all built-in gear processing is performed. Default: "5000".
mouseinfo (Optional) Id – Specifies the unique id of the procedure to automatically invoke as the MouseInfo script within portals. Default: "MouseInfo".
description (Optional) Id – Specifies the unique id of the procedure to automatically invoke as the Description script within portals. Default: "Descript".
initascend (Optional) Boolean – Indicates whether initiative order ascends or descends. When it ascends, lower numbers take their actions first, and vice versa. Default: "no".
initperturn (Optional) Boolean – Indicates whether to re-generate new initiative values at the start of every turn instead of at the start of every combat. Default: "no".
initsimultaneous (Optional) Boolean – Indicates whether it valid for two actors to have identical initiatives and act simultaneously. If not, HL will automatically generate a tie-breaker value. Default: "no".
interleave (Optional) Boolean – Indicates whether the evaluation cycles of all actors within the context of the same lead are interleaved. If enabled, masters can influence changes upon their minions and minions can also influence changes upon their masters. If not enabled, masters all fully evaluated before minions, so the influence can only occur in the downward direction. Default: "no".

The "behavior" element also possesses child elements that describe additional facets of the game system. The list of child elements for a behavior element is below. Click on the links to access the details for each element.

diceroller A single "diceroller" element must appear as defined by the given link. This element dictates facets of the integrated Dice Roller within HL.
scriptmacro Zero or more "scriptmacro" elements may appear as defined by the given link. This element specifies the various macros that can be utilized within scripts for conveniently accessing object details.
leadsummary An optional "leadsummary" element may appear as defined by the given link. This element defines the LeadSummary script to synthesize the summary information for each actor that is displayed when the user previews the available actors for import into the current portfolio. If omitted, default information is used.
newcombat An optional "newcombat" element may appear as defined by the given link. This element defines the NewCombat script that is invoked whenever the user begins a new combat via the Tactical Console.
newturn An optional "newturn" element may appear as defined by the given link. This element defines the NewTurn script that is invoked whenever the user start a new combat turn via the Tactical Console.
integrate An optional "integrate" element may appear as defined by the given link. This element defines the Integrate script that is invoked whenever the user integrates pending actors into a combat via the Tactical Console.
initiative An optional "initiative" element may appear as defined by the given link. This element defines the Initiative script that is invoked to calculate a new initiative score for each actor when needed.

The "diceroller" Element

The "diceroller" element defines characteristics of the integrated Dice Roller mechanisms when used with the game system. The complete list of attributes for a diceroller element is below.

mode (Optional) Set – Specifies the initial dice rolling mode to start out in for the game system. Must be one of the following:

totals – The dice rolled are added and that total is displayed
successes – Each die rolled is compared against the threshold for declaring a success and the number of successes is displayed
Default: "totals".

dietype Integer – Specifies the default die type to be rolled.
quantity (Optional) Integer – Specifies the default number of dice to be rolled. Default: "1".
success (Optional) Integer – Specifies the threshold value at which a success result is achieved. Game systems like World of Darkness and Shadowrun utilizes successes instead of adding the dice results. Default: "1".
explode (Optional) Integer – Specifies the threshold value at which a success result "explodes" by allowing a re-roll. If a value of zero is given, no explosion occurs. Default: "0".
maxexplode (Optional) Integer – Specifies the maximum number of times that a single roll may explode. A value of zero indicates that explosion is unlimited. Default: "0".

Example

The following example demonstrates what a "structure" element might look like. All default values are assumed for optional attributes. Within this example, the composition of a game date is defined as if it were a date in realspace.

<structure
  folder="skeleton"
  editwidth="520"
  combatturnterm="round">
  <datetime name="month" digits="2"/>
  <datetime name="day" digits="2"/>
  <datetime name="year" digits="4"/>
  </structure>