Gatecrashers Naming Conventions

Why Naming Conventions?
To keep things organised and simplify the process of future updates. If we ever need to export things we can see from the resref in the toolset exactly what it is.This also allows us to use a lot of scripting options that search for item type, or area location, etc.

What's in this document?

	Section 1 - Finished Area Export/Import Rules
	Section 2 - ERF Availability
	Section 3 - Item Conventions
	Section 4 - Area Conventions
	Section 5 - Placeable Conventions
	Section 6 - Creature Conventions
	Section 7 - Encounter Conventions
	Section 8 - Merchant Conventions
	Section 9 - Script Conventions
	Section 10 - Conversation Conventions

SECTION 1: FINISHED AREA IMPORT/EXPORT RULES

All items to be added to the Gatecrashers module must adhere to the rules. If your additons do not adhere to the rules, they will be sent back to you until such time as they are fixed.

1) The Name, Tag, AND Resref must all be changed to reflect the unique nature of the object being created.
2) The Tag and Resref must be exactly the same.
3) Areas must have a unique tag and resref (Areas are excepted from the rule that Tag and Resref must match, as there are scripts that can be attached per the name of the area. See the Area Creation Guidelines for more details).
4) When exporting anything into an .erf you must uncheck the "Reset to Parent Factions" box.
5) Items MUST follow the item rule guidelines.
6) "Sign" your creations, either embedded into a script, or in the "Comments" section. Your name must be on EVERYTHING you build, so we can contact you later if we need to speak with you about the thing in question. (For example, if something goes wrong with a script.)

When you export an area for additon into the server, the following items must be exported:
-Area
-Any scripts you've built
-Items
-Merchants
-Shops
-Creatures
-Encounters
-Conversations

You do not need to export:
-Anything that was in a Builder ERF File. (Placeable objects, items, etc)

Do NOT send us an .erf with an area and nothing else. It will be rejected and returned to you. If there are still 12 hours worth of work to be done on your area, we expect YOU to do it. That's why you applied to be a builder. All Imports will be thoroughly checked over by OrchestralDarkness or Wraith before they are added. We should not need to say that any malicious attempt to add exploitable anything to your area will result in a banning, but we said it anyway.

SECTION 2: ERF AVAILABILITY

SECTION 3: ITEM NAMING CONVENTIONS

In additon to these naming conventions, all items must have their "notes" section filled in. If the item is for a specific monster or NPC, please state this in the notes. Also, anything else we need to know about the item, for example: which script it is attached to, which door in which area it unlocks, etc. Please, also add your name to the notes area for each item, so that we can contact you about the item in future if something is unclear.
	1.0 Armour
		1.1 Clothing
			1.11 Magical Clothing (clo_mag_XXXX)
			1.12 Non Magical (clo_nma_XXXX)
		1.2 Heavy
			1.21 AC 6 (arm_bnd_XXXX)
			1.22 AC 7 (arm_hfp_XXXX)
			1.23 AC 8 (arm_plm_XXXX)
		1.3 Helmets
			1.31 Helmets (arm_hlm_XXXX)
			1.32 Hoods, etc (clo_hod_XXXX)
		1.4 Light
			1.41 AC 1 (arm_pad_XXXX)
			1.42 AC 2 (arm_leh_XXXX)
			1.43 AC 3 (arm_slh_XXXX)
		1.5 Medium
			1.51 AC 4 (arm_scm_XXXX)
			1.52 AC 5 (arm_chm_XXXX)
		1.6 NPC Clothing
			1.61 Armour (arm_npc_XXXX)
			1.62 Clothing (clo_npc_XXXX)
			1.63 Items (ite_npc_XXXX)
			1.64 Weapon (wep_npc_XXXX)
	2.0 Shields
		2.1 Large Shields (shd_lsh_XXXX)
		2.2 Small Shields (shd_ssh_XXXX)
		2.3 Tower Shields (shd_tsh_XXXX)
	3.0 Creature Items
	XXXX should be replaced with the monster name.
		3.1 Bite (bite_XXXX)
		3.2 Claw (claw_XXXX)
		3.3 Gore (gore_XXXX)
		3.4 Melee Weapons (mwep_XXXX)
		3.5 Skin/Hide (skin_XXXX)
		3.6 Slam (slam_XXXX)
	4.0 Miscellaneous
		4.1 Books (oth_bks_XXXX)
		4.2 Clothing
			4.21 Belts (acc_bel_XXXX)
			4.22 Boots (acc_bot_XXXX)
			4.23 Bracers (acc_bra_XXXX)
			4.24 Cloaks (acc_clk_XXXX)
			4.25 Gauntlets (acc_glv_XXXX)
		4.3 Crafting/Tradeskill Material (????)
		4.4 Gems
		XXXX should be the gem-type or name of the magical gem. (eg, gem_ogm_diamond, gem_mgm_fireballopal)
			4.41 Ordinary Gems (gem_ogm_XXXX)
			4.42 Magical Gems (gem_mgm_XXXX)
		4.5 Jewelry
			4.51 Amulets (acc_amu_XXXX)
			4.52 Rings (acc_rin_XXXX)
		4.6 Kits
			4.61 Healing Kits (kit_hlk_XXXX)
			4.62 Minor Trap (kit_mtr_XXXX)
			4.63 Average Trap (kit_atr_XXXX)
			4.64 Strong Trap (kit_str_XXXX)
			4.65 Deadly Trap (kit_dtr_XXXX)
			4.67 Thieves Tools (kit_thk_XXXX)
		4.7 Other
			4.71 Minor Charged Items (oth_mci_XXXX)
		4.8 Potions
			4.81 Alcohol (pot_alc_XXXX)
			4.82 Potions (pot_XXXX)
		4.9 Scrolls (scr_XXXX)
	5.0 Plot Items (plo_XXXX)
	6.0 Special
		6.1 Custom 1 (key_XXXX)
		6.2 Custom 2 -Reserved for Future Use
		6.3 Custom 3 -Reserved for Future Use
		6.4 Custom 4 -Reserved for Future Use
		6.5 Custom 5 -Reserved for Future Use
	7.0 Tutorial
	8.0 Weapons
		8.1 Ammunition
			8.11 Arrows (wep_aro_XXXX)
			8.12 Bolts (wep_blt_XXXX)
			8.13 Bullets (wep_bul_XXXX)
		8.2 Axes
			8.21 Great (wep_gax_XXXX)
			8.22 One-Handed/Hand Axe (wep_hax_XXXX)
			8.23 Two-Handed
				8.231 Battle Axe (wep_bax_XXXX)
				8.232 Dwarven War Axe (wep_wax_XXXX)
		8.3 Bladed
			8.31 Bastard Swords (wep_bsw_XXXX)
			8.32 Daggers (wep_dgr_XXXX)
			8.33 Great Swords (wep_gsw_XXXX)
			8.34 Longswords (wep_lsw_XXXX)
			8.35 Other
				8.351 Katana (wep_kat_XXXX)
				8.352 Rapier (wep_rap_XXXX)
				8.353 Scimitar (wep_sci_XXXX)
			8.36 Short Swords (wep_ssw_XXXX)
		8.4 Blunts
			8.41 Clubs (wep_clu_XXXX)
			8.42 Flails
				8.421 Heavy (wep_hfl_XXXX)
				8.422 Light (wep_lfl_XXXX)
			8.43 Hammers
				8.431 Light Hammer (wep_lhm_XXXX)
				8.432 Warhammer (wep_whm_XXXX)
			8.44 Maces (wep_mac_XXXX)
			8.45 Morningstars (wep_mst_XXXX)
		8.5 Double-Sided
			8.51 Dire Mace (wep_dmc_XXXX)
			8.52 Double Axe (wep_dax_XXXX)
			8.53 Quarterstaff (wep_qst_XXXX)
			8.54 Two-Bladed Sword (wep_dsw_XXXX)
		8.6 Exotic
			8.61 Kama (wep_kam_XXXX)
			8.62 Kukri (wep_kuk_XXXX)
			8.63 Sickle (wep_skl_XXXX)
			8.64 Whip (wep_whi_XXXX)
		8.7 Polearms
			8.71 Halberd (wep_hlb_XXXX)
			8.72 Scythe (wep_scy_XXXX)
			8.73 Spear (wep_spr_XXXX)
		8.8 Ranged Weapons
			8.81 Crossbows
				8.811 Heavy (wep_hxb_XXXX)
				8.812 Light  (wep_lxb_XXXX)
			8.82 Longbows (wep_lbw_XXXX)
			8.83 Shortbows (wep_sbw_XXXX)
			8.84 Slings (wep_slg_XXXX)
		8.9 Throwing
			8.91 Darts (wep_drt_XXXX)
			8.92 Shuriken (wep_shr_XXXX)
			8.93 Throwing Axe (wep_tax_XXXX)
	9.0 Mage-Specific Weapons
		9.1 Mage Specific
			9.11 Rods (wep_rod_XXXX)
			9.12 Staves (wep_stf_XXXX)
			9.13 Wands (wep_wan_XXXX)

SECTION 4: AREA NAMING CONVENTIONS
It is vital that areas follow these naming conventions, for the purposes of Plane-Specific scripts and effects.

AREA NAMING RESREFS:

xx = Plane
yy = Area Name
zz = Tileset

xxZZyyyyyyyyyyyy
 (2)(2)(12)

EG: Abandoned Mausoleum in Thanatos Level 1
	abcramausoleu1

it can have NO punctuation and NOT longer than 16 characters total.

Plane Abbreviations:

Prime Material Plane
PM	Prime Material

Transitive Planes
TA	Astral
TE	Ethereal
TS	Plane of Shadow

Inner Planes
IA	Elemental Plane of Air
IE	Elemental Plane of Earth
IF	Elemental Plane of Fire
IW	Elemental Plane of Water
IN	Negative Energy
IP	Positive Energy

Outer Planes
AC	Acheron
AB	Abyss
AR	Arborea
AD	Arcadia
BA	Baator
BE	Beastlands
BY	Bytopia
CA	Carceri
CE	Celestia
EL	Elysium
GE	Gehenna
HA	Hades
LI	Limbo
ME	Mechanus
OU	Outlands
PA	Pandemonium
YS	Ysgard

Pocket Planes
(None yet, should start with P, with the second letter as the name of the plane. The Pocket Plane of Lint would be PL.)

Demi Planes
(Should start with D, with the second letter as the name of the plane.)
DH	Hollow Hills

Tileset Abbreviations:

BC	Beholder Caves
CS	Castle Interior
CE	City Exterior
CI	City Interior
CR	Crypt
DS	Desert
DI	Drow Interior
DN	Dungeon
FO	Forest
FW	Frozen Wastes
II	Illithid Interior
MS	Microset
MC	Mines and Caverns
RN	Ruins
RR	Rural
RW	Rural Winter
SW	Sewers
UN	Underdark

CE/RR	 +City/Rural Base. Use dominant terrain.
AB	 Abyss
CT	 Cage Top
PC 	City Exterior - PM
DC 	DC City Interior
DD	 DC Dungeon
IC 	DC Ice Cavern
DV 	DC Villages
SE 	DLA Sewers
DH	 Dwarven Halls
FO 	FDO
FP 	Fire Plane
RR 	Foothills
GC 	Gothic City Exterior
MO	 Mountains
MG	 Mountain Grass
NW	 Neverwinter Wood
OM 	Organic Mines
RC 	Rock City
RI 	Rock Interior
SC 	Shadow City
SF 	Shadow Forest
BI 	Ship/Boat Interior
SM	 Snowy Mountain
VT 	Velmar’s Tower Interior 

AREA NAMING TAGS

Same as the above with the exception of this CAN have punctuation and be longer than 16 characters.
The only difference SHOULD be the following punctuation and device at the END of the tag:

EG: Abandoned Mausoleum in Thanatos Level 1
	abcramausoleu1_COLD

_FIRE = Fire Area
_COLD = Cold Area
_DARK = Dark area

SECTION 5: PLACEABLE NAMING CONVENTIONS
Battlefield			(pla_bat_XXXX)
Containers			(pla_con_XXXX)	
Military				(pla_mil_XXXX)
Miscellenous			(pla_mis_XXXX)
Miscelanions Interior		(pla_mi_XXXX)
Parks and Nature		(pla_pn_XXXX)
Penants and Signs		(pla_ps_XXXX)
Projectile Traps Origin		(pla_pto_XXXX)
Secret Object			(pla_so_XXXX)
Trades & Academic & Farm	(pla_taf_XXXX)
Treasure			(pla_tre_XXXX)
Visual Effects			(pla_ve_XXXX)
Special				(pla_spe_XXXX)

SECTION 6: MONSTER NAMING CONVENTIONS
Monsters
	Abberations  		mabb_XXXX
	Animals
		Bear		mani_b_XXXX
		Bird		mani_bi_XXXX
		Canine		mani_c_XXXX
		Feline		mani_f_XXXX
		Other		mani_o_XXXX
	Constructs		mcon_XXXX
	Dragons		mdra_XXXX
	Elementals		mele_XXXX
	Giant
		Common	mgia_c_XXXX
		Noble		mgia_n_XXXX
		Ogres		mgia_o_XXXX
		Trolls		mgia_t_XXXX
	Humanoid			
		Bugbears	mhum_b_XXXX
		Fey		mhum_f_XXXX
		Goblin		mhum_g_XXXX
		Lizardfolk	mhum_l_XXXX
		Minotaur	mhum_m_XXXX
		Orc		mhum_o_XXXX
		Other		mhum_ot_XXXX
	Insects
		Beetles		mins_b_XXXX
		Spiders		mins_s_XXXX
	Magical Beasts		mmb_XXXX
	Miscellanious		mmis_XXXX
	Planar	
		Celestial	mpla_c_XXXX
		Fiendish	mpla_f_XXXX
		Imps		mpla_i_XXXX
		Other		mpla_o_XXXX
		Slaad		mpla_s_XXXX
	Shapechangers		msha_XXXX
	Undead
		Ghoul		mund_g_XXXX
		Mummy		mund_m_XXXX
		Other		mund_o_XXXX
		Shadow		mund_sh_XXXX
		Skeleton	mund_sk_XXXX
		Wraith		mund_w_XXXX
		Zombie		mund_z_XXXX

NPC’s	
	Dwarves		ndwa_XXXX
	Elves			nelv_XXXX
	Gnomes		ngno_XXXX
	Half-Elves		nhe_XXXX
	Halflings		nhal_XXXX
	Half-Orcs		nho_XXXX
	Humans		nhum_XXXX
	Other			noth_XXXX
	
Special	
	Custom 1		scs1_XXXX
	Custom 2		scs2_XXXX
	Custom 3		scs3_XXXX
	Custom 4		scs4_XXXX
	Custom 5		scs5_XXXX

SECTION 7: ENCOUNTER NAMING CONVENTIONS
	Hard			eh_XXXX
	Impossible		ei_XXXX
	Moderate		em_XXXX
	Normal			en_XXXX
	Very Easy		ee_XXXX
	Special			es_XXXX

SECTION 8: MERCHANT NAMING CONVENTIONS
This is not the name of the NPC that owns the shop, but rather of the shop itself. NPCs should be named according to creature conventions, above.
	Merchant		m_XXXX

SECTION 9: SCRIPT NAMING CONVENTIONS
	Mod-Wide		sm_XXXX
	Quest			sq_XXXX
	NPC			sn_XXXX
	Unique			su_XXXX
	Area Wide		sa_XXXX
	Database		sd_XXXX
	Checks			sc_XXXX

SECTION 10: CONVERSATION NAMING CONVENTIONS
	NPC			cn_XXXX
	Object			co_XXXX
	Special			cs_XXXX