09-24-2010, 06:43 PM
It has been noted that, in order to effect changes to BM's music system, we will have to rename a lot of cells. We will need to revamp both our various 'wilderness' areas and our interiors. As yet, the details of the renaming are yet to be decided but here is the current plan:
- All interior cells that begin with a number must now have the number removed.
- After this, most interior cells begin with BM then the modders abbreviation and then the name of the interior name such as a settlement, dungeon or specialist interior e.g. BMIGGideon. The interior name must now come before the modders abbreviation e.g. BMGideonIG. However, in order to make things sleeker, it is recommended that the interior name be encoded with an abbreviation e.g. BMGidIG. The list of interior name cell types is given below.
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As yet, however, the system for identifying 'types of interior' must be ascertained in co-operation with our musician, Xaeaix. Below is the list of cell types as they stand. I will update this post following advice from the Xae and the team as the music system is developed.
Please claim any established 'interior types' and any 'landscape types' and this will help us to facilitate the music system within BM and keep things organised. Once the patterns are established, I will post up clear instructions for anyone making use of the system here: Naming Codes .
Cell Types..............................Cell Type Code
Barsaebic Ruins...........................Bar (+first 3 letters of the name e.g. Xarphyrial = BMBarXar, followed by a 2-digit number to indicate the level of the ruin e.g. first floor = BMBarXar01)
Castles.......................................Cas (+first 3 letters city name e.g. Gideon Castle = BMCasGid followed by a 2-digit number to indicate a separate section e.g. entrance hall = BMCasGid01)
Caves........................................Cav (+first 3 letters of the name e.g. Frograt Barrow = BMCavFro, followed by a 2-digit number to indicate the level of the cave e.g. first floor = BMCavFro01)
Dungeons&Crypts (split up??).......Dun (+first 3 letters of the name e.g. Stormhold Great Cistern = BMDunCis, followed by a 2-digit number to indicate the level of the dungeon e.g. first floor = BMDunCis01)
FortRuins...................................For (+first 3 letters of the name e.g. Fort Carmine = BMForCar, followed by a 2-digit number to indicate the level of the ruin e.g. first floor = BMForCar01)
Native's Homes...........................Nat (+first 3 letters of the settlement followed by a shortened version of the owner or shop name e.g. Blood-Talker's House in Kangumabog = BMNatKanBlood)
Non-Native's Homes....................Non (+first 3 letters of the settlement followed by a shortened version of the owner or shop name e.g. Sotho Manor in Soulrest = BMNonSouSot)
Inns...........................................Inn (+first 3 letters of the settlement followed by a shortened version of the name e.g. Strangers Inn in Chasepoint = BMInnChaStranger)
Church (Imperialistic)..................Chu (+first 3 letters of the settlement e.g. Stormhold Cathedral = BMChuSto)
Shrine / Shaman Hut (Natives).....Shr (+first 3 letters of the settlement e.g. Pholmolo Shaman Hut = BMShrPho)
In other words, the interiors system goes like this:
BM + (interior type) + (settlement, where applicable) + (abbreviated cell name) + (number of the interior's sub-section, where applicable) + (modder's abbreviation).
An alternative is to put the modder's abbreviation directly after the interior type.
QUESTIONS: First up, should we put the category of 'dungeons and crypts' together with 'fort ruins'? And can we use the music script to identify whether particular settlements fall under the category of 'native home' or 'non-native home' by listing those settlements in the script under each category?
COMPLETED RENAMING: Gideon (Deeza).