Difference between revisions of "Data LST Standards"
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Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe ('), parentheses (), slash (/), and a tilde (~). | Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe ('), parentheses (), slash (/), and a tilde (~). | ||
− | Characters which should never be used in object names are Commas (,), Pipes (|), | + | Characters which should never be used in object names are Commas (,), Pipes (|), Backslashes (\), Colons (:), Semicolons (;), Periods (.), Brackets ([]), Percent (%), Asterisk (*) and Equals (=). |
+ | |||
+ | No object may be called "ANY" or "ALL" or "LIST". | ||
+ | |||
+ | No Class may be called "HIGHESTLEVELCLASS". | ||
+ | |||
+ | No Equipment may be called "Total". | ||
+ | |||
+ | No Weaponprof may be called "DEITYWEAPON". | ||
+ | |||
+ | No equipment (or eqmod ITYPE) may use the types "ADD" or "REMOVE". | ||
Two words separated by a dash should both be capitalized. | Two words separated by a dash should both be capitalized. | ||
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Variable names in all capitals are reserved for hard coded or variable defined in the system files. | Variable names in all capitals are reserved for hard coded or variable defined in the system files. | ||
− | Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers | + | Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers. |
Each word in the variable should be capitalized for readability. | Each word in the variable should be capitalized for readability. | ||
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Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel. | Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel. | ||
− | A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is | + | A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is. |
− | All variables | + | All variables are to be DEFINEd within the parent object where it is first used or encountered. |
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For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7. | For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7. | ||
− | EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs | + | EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs. |
Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type. | Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type. |
Revision as of 04:41, 12 February 2009
General Object Naming Standards
These are general rules for the naming of classes, feats, races and other objects.
Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe ('), parentheses (), slash (/), and a tilde (~).
Characters which should never be used in object names are Commas (,), Pipes (|), Backslashes (\), Colons (:), Semicolons (;), Periods (.), Brackets ([]), Percent (%), Asterisk (*) and Equals (=).
No object may be called "ANY" or "ALL" or "LIST".
No Class may be called "HIGHESTLEVELCLASS".
No Equipment may be called "Total".
No Weaponprof may be called "DEITYWEAPON".
No equipment (or eqmod ITYPE) may use the types "ADD" or "REMOVE".
Two words separated by a dash should both be capitalized.
Within these limits the name should be as close as possible to the published source.
General Variable Naming Standards
There should be only one DEFINE statement per variable.
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.
Variable names in all capitals are reserved for hard coded or variable defined in the system files.
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers.
Each word in the variable should be capitalized for readability.
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is.
All variables are to be DEFINEd within the parent object where it is first used or encountered.
General EQMOD Naming Standards
EQMOD keys are to be in all capital letters and may only contain letters, numbers and underscores ("_").
Each word should be separated by an underscore character for ease in reading.
For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7.
EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs.
Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type.