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naming_standards

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These standards are for resrefs, blueprints, scripts, encounters, and area transitions.

Areas

The naming convention for areas for tag and resref that match are <2 letter area><2 digit level><unique_name>.

Example:

Name Tag & Resref
Rauvins Ford Floating Anvil rf00floatanvil

2 Digit name is from the following list

Abbreviation Area Name
EP Elven Port
EL Everlund
EP Everlund Pass
EM Evermoors
HF High Forest
JA Jalanthar
LH Lhuvenhead
NM Nether Mountains
SU Sundabar
SW Silverwood
XX DM Areas/Voids

For areas that correspond to the map grid areas, the area corresponding to that grid would be tagged and resfefed as the grid name:

av64

If there is a cave underneath the areas, it would be named as such:

av64u01cavename

A second level down would be

av64u02cavename

if there was a building in the areas with an interior and it's not near a town, use:

av64_00buildingname

<2 digit level> is generally 00 unless it is a building or dungeon with multiple levels. In that case it starts at 01 For example, Nether Mountains: Tombs of Deckon Thar Levels 1-3 would be like this:

nm01deckonthar nm02deckonthar nm03deckonthar

Area Transitions

All doors are listed in the CUSTOM Palette → Universal for doors. They have been pre-setup as to make building easy. The one thing that must be changed and adhered to as far as naming convention goes is this:

Under the Basic tab there is a section called Name and Tag. You need to change Tag to match the following:

Name Tag
DoorType to (Location) at_curlocationTOdestlocation

For example:

Name Tag
Portullus to Rauvins Ford at_felgrimmsTOrauvinsford

If the location being transferred to is named as such, we can always have a uniform method of knowing which areas go to which areas.

If you are using a Trigger/Waypoint combination as you would use for outdoor area transitions. The Waypoint tag should match the trigger except for the at_ and wp_.

Trigger Name Trigger Tag Waypoint Destination Tag
East Road to Rauvins Ford at_rfeastroadTOrauvinsford wp_startlocationTOdestlocation

Conversations

For conversations the following categories have been implemented and should be named as such beginning with c(x)_ to denote Conversation files:

Conversation Type Prefix
NPC cn_
Object co_
Special cs_
Monster cm_

Creatures

For creatures you should use the first three lines of the category heading preceded by an m, n, or s to denote a Monster, NPC, or Special respectively. There should be 4 letters in the first section of this naming standard. If the sub-category has two words the first letter of each word should be used and only three letters will be used in this case of the naming standard.

Creature Type Prefix
Monsters m<xxx>_
Aberrations mabe_
Animals mani_
Constructs mcon_
Dragons mdra_
Elementals mele_
Gaint mgia_
Humanoid mhum_
Insects mins_
Magical Beasts mmb_
Miscellanious mmis_
Planar (Outsider) mout_
Shapchanger msha_
Undead mund_
Beasts mbea_
NPC's n<xxx>_
Dwarves ndwa_
Elves nelv_
Gnomes ngno_
Half-Elves nhe_
Halflings nhal_
Half-Orcs nho_
Humans nhum_
Other noth_
Special s<xxx>_
Custom 1 scs1_
Custom 2 scs2_
Custom 3 scs3_
Custom 4 scs4_
Custom 5 scs5_

Doors

All doors are listed in the CUSTOM Palette → Universal for doors. They have been pre-setup as to make building easy. They include necessary scripts and have saves adjusted according to the DMG. For decorative doors (PC's shouldn't be able to open them), make sure they are locked and need a specific key with the tag of that key left blank so that they cannot be opened except by a DM. For doors that are not being used in transitions, their tags have been named d_<material type abbreviation>_<unique_name>

Door Type Prefix
Wooden d_w_xxxxx
Metal d_m_xxxxx
Stone d_s_xxxxx

Encounters

For standard trigger based encounters simply use the first letter of the category name beginning with e(x)_ to denote Encounter files, if two words then first letter of both, followed by the unique name. Tag and resref Must match. Name should be <creature types> <lowest level> - <max level> (<Respawn Rate>)

Tags should be of the form <encounter difficulty>_<creature types>_<lowest level>_<max level>, where the prefix is listed below:

Encounter Difficulty Prefix
Hard eh_
Impossible ei_
Moderate em_
Normal en_
Easy ee_
Very Easy eve_
Special es_

Example:

Tag & Resref Name
en_baneguard_1_6 Baneguard 1-4 (300)

Items

Start by using the first letter of items category then the first two letters of the sub-category. If two item sub-categories have the same second letter use the third letter, or if they it is a two word sub-category use the first two letters of each word. After this use the unique name of the item abbreviate as needed.

Item Type Prefix
Armor a_<xx>_
Clothing a_cl_
Heavy a_hv_
Helmets a_he_
Light a_li_
Medium a_me_
NPC Clothing a_nc_
Shields a_sh_
Creature Items c_<xx>_
Bite c_bi_
Claw c_cl_
Gore c_go_
Melee c_ml_
Skin/hide c_sh_
Slam c_sl_
Miscellaneous m_<xx>_
Books m_bo_
Clothing m_cl_
Gems m_ge_
Jewlery m_je_
Kit m_ki_
Other m_ot_
Potions m_po_
Scrolls m_sc_
Plot Items p_
Tutorial t_
Special s_
Weapons w_<xx>_
Ammunition w_am_
Axes w_ax_
Bladed w_ba_
Blunts w_bu_
Double-sided w_ds_
Exotic w_ex_
Mage-Specific w_ms_
Polearms w_po_
Ranged w_ra_
Throwing w_th_

Merchants

Merchants need to be placed on the palette with a description noting the location of the merchant for easy updating. We don't want to have to go hunting for every merchant to update.

For custom merchants, name the tag and resref with the following: m_<unique name>

Scripts

For scripts the following categories have been implemented and should be used to determine the type of script and the naming standard beginning with s(x)_ to denote Script files.

Script Type Prefix
Mod Wide sm_
Quest sq_
NPC sn_
Unique su_
Area Wide sa_
Database sd_
Checks sc_
Creature sr_
Item si_
Placeables sp_
Actions Taken sat_
Area Scripts Suffix
OnEnter _onenter
OnExit _onexit
OnHeartBeat _onhb
OnUserDefined _oud
Creature Scripts Suffix
OnUserDefined _oud
naming_standards.1206199226.txt.gz · Last modified: 2008/03/22 15:20 by cedwards

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