Behavior Element (Data)
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 "structure" element also possesses child elements that describe additional facets of the game system. The list of child elements for a structure element is below. Click on the link to access the details for each element.
datetime Zero or more "datetime" elements may appear as defined by the given link. This element dictates the structure of dates and times for the game system. By default, the date and time structures for gamespace are assumed to be those used in realspace.
The "datetime" Element
The "datetime" element defines the composition of dates and times within the game system. The sequence in which the datetime elements are defined dictates the composition used within HL. The complete list of attributes for a datetime element is below.
name Text – Name to be used for the component of the date or time. Maximum length is 20 characters. digits Integer – Specifies the number of digits used to specify the date/time component. istime Boolean – Indicates whether this is a component of the game system's time or date.
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>