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Author Topic: Common Dialogue Format  (Read 4151 times)
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Humangus
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« on: 30 May 2003, 02:24:00 »

Artimidor I 've been working on a way to convert dialogues easily and I already have completed the 80% of it.

I have made a program which uses a dialogue written in a generalized form in XML and then generates jscript code based on a template file.

If you can alter your dialogue editor to export dialogues in XML script generation will take a single click.

Here is the XML that describes the Pinn dialogue. I have also added a keyword just to show how to use it.

 <?xml version="1.0"?><data>    <dialogue npc_id="PINN">      <firstname>Pinn</firstname>      <lastname>Derkhan</lastname>      <unknown>A little kid</unknown>      <image>pin_derkhan.jpg</image>      <greetings>        <morning>The boy looks up to you: "Hello".</morning>        <day>The boy looks up to you: "Hello".</day>        <evening>The boy looks up to you: "Hello".</evening>        <night>The boy looks up to you: "Hello".</night>      </greetings>      <byes>        <morning>"Bye!" the boy says</morning>        <day>"Bye!" the boy says</day>        <evening>"Bye!" the boy says</evening>        <night>"Bye!" the boy says</night>      </byes>      <start>        <text>As you approach, the little blonde-haired kid turns away from you, hiding its toy from view. Seems like he is not very fond of talking to strangers.</text>        <option target="DOING">What are you doing here, little one?</option>      </start>      <byeknown>#BY#</byeknown>      <byeunknown>The boy doesn't answer and just continues playing.</byeunknown>      <greeting>Pinn is still playing with his toy. As he sees you he only looks up briefly before he continues playing. #GR#</greeting>      <node id="DOING">        <text>The boy doesn't look up. "Playing...", he mumbles.</text>        <option target="ALONE">Playing? All alone? Doesn't it get boring after a while?</option>        <option target="NAME">My name is #PY#. And how are you called?</option>      </node>      <node id="ALONE">        <text>"Naaah...," the boy answers alound to make his point.</text>      </node>      <node id="BIG_FISH">        <text>"Yeah!" Pinn nods, very sure of this. "Or exploring! Find new islands and gold!"</text>      </node>            <node id="NAME" now_known="true">        <text>The boy looks up so that you see the blue bright eyes in his round face. Though still a bit shy, the boy says triumphantly: "I'm Pinn!" Then he smiles at you before returning his attention to his toy.         You look over his shoulder, seeing that he's playing with a miniature ship.</text>        <option target="SHIP">Lovely ship you've got there, Pinn!</option>        <option target="TENDRIM_KAHLOF">Do you happen to know a man called Tendrim Kahlof living here in Nepris?</option>      </node>      <node id="SHIP">        <text>Pinn nods vehemently. "That's a triton ship! People go out catching big large fish with the triton! And exploring!"</text>        <option target="BIG_FISH">"Would you like to hunt big fish as well when you're big?"</option>      </node>            <node id="TENDRIM_KAHLOF">        <text>Pinn looks a bit unsure at you with his big eyes. Then suddenly he seems to remember. "That's Uncle Tenni!"</text>        <option target="UNCLE_TENNI">"Well, can you tell me where to find Uncle Tenni, Pinn?"</option>                <keyword>Tendrim Kahlof</keyword>      </node>       <node id="UNCLE_TENNI">        <text>The boy thinks a bit, then quickly shakes his head and gets back to playing.</text>        <option target="UNCLE_TENNI_SURE">Are you sure you can't lead me to Uncle Tenni? Say, if I give you a candy?</option>      </node>      <node id="UNCLE_TENNI_SURE">        <text>"Mom says, don't follow strangers!" He moves away a bit from you. "And never take candy from them!"</text>      </node>    </dialogue></data>


And this is the template file

 //morning,day,evening,nightvar GRMorning = "greetings/morning";var GRDay = "greetings/day";var GREvening = "greetings/evening";var GRNight = "greetings/night";var BYMorning = "byes/morning";var BYDay = "byes/day";var BYEvening = "byes/evening";var BYNight = "byes/night";var NPC_NAME = "npc_id";//UNIQUE IN THE WHOLE GAME - NO SPACESvar FirstName = "dialogue/firstname";var LastName = "dialogue/lastname";//TEMPLATE STARTS HEREvar Greeting = "";var GoodBye = "";var FullName = "";//Either UNKNOWN or KNOWNvar PName = "
~<c:#00BFFF>" + ActivePlayer.Name + ": ~<>";//{QUESTION POOL}//{TEMPORARY VALUES}//{KEYWORDS}//{FUNCTIONS}//Miscellaneous variablesvar do_loop = true;var discuss_about = false;function save_dlg(){  //{SAVE_DLG}  if(_+node.id) GlobalPer(NPC_NAME + "_node.id") = true;}function load_dlg(){  //{LOAD_DLG}  if( GlobalPer(NPC_NAME + "_node.id") == true) _node.id = true;  GlobalRem(NPC_NAME + "_node.id");}function OnDialog(){  Load(1,"dialogue/image");  //GREETING  if (GlobalPer("$TheTime") == "morning"){    Greeting = GRMorning;    GoodBye = BYMorning;  }  else if (GlobalPer("$TheTime") == "day"){    Greeting = GRDay;    GoodBye = BYDay;  }  else if (GlobalPer("$TheTime") == "evening"){    Greeting = GREvening;    GoodBye = BYEvening;  }  else if (GlobalPer("$TheTime") == "night"){    Greeting = GRNight;    GoodBye = BYNight;  }  if (Switch(NPC_NAME + "_KNOWN") >= 1 ){    Echo("
" + "dialogue/greeting");//GREETINGKNOWN    FullName = FirstName + " " + LastName + ": ";  }  else{         FullName = "dialogue/unknown: ";  }    if (Switch("PINN_START_DIALOG") >= 1){    SetSwitch("PINN_START_DIALOG",0);    Echo("
"+ "dialogue/start/text");    //{START_OPTIONS}    _+start/option/target = true;    _+start/option/target = true;  }    load_dlg();  //load_keys();  do_loop = true;  while (do_loop){    ClearOptions();    //{LOOP}    if (_node.id) AddOption(0,"?","node.id()","");    if (_BYE) AddOption(0,"Bye!","do_loop = false","");    ProcessOptions();  }  //GOODBYE  if (Switch(NPC_NAME + "_KNOWN") == 0){    Echo("
"+ "dialogue/byeunknown");//BYEUNKNOWN  }  else{    AlterVisibility(0,false);    AlterVisibility(0,true);    //BYEKNOWN    Echo("
" + "dialogue/byeknown");  }    save_dlg();  Load(1,"logo.jpg");}


In this way, if we later choose to add entirely new dialogues or regenerate existing ones we can just change the template file and with all the data in XML regenerate all scripts in a second.

It's up to you from now on. I will send you the executable as well once completed.

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Artimidor Federkiel
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« Reply #1 on: 30 May 2003, 03:32:00 »

XML... XML... Never did an XML file before... But I assume its the format (similar to HTML) you posted above and I can simply do a textfile, prepare it as seen above and give it the XML ending? Or is there anything else required? I don't really need the second template part, or?


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Humangus
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« Reply #2 on: 30 May 2003, 10:23:00 »

Exactly. This is a simple text file and pretty much self explanatory. The only thing you have to do is to give it exactly the form seen above and fill the information inside the tags. That's all. You should just preserve the case and the names of the tags.

The template part is not required at all.

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Artimidor Federkiel
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« Reply #3 on: 30 May 2003, 10:42:00 »

How do we mark a paragraph? Any special sign?

My time is a bit limited, cause I have to do hundreds of things at the same time, so I don't know when I can get to it, but we'll see.

I guess I'll add a function in the dialogue editor NPC form called "XML export". Then you can select the character and export the dialogue to the required form anytime. I'll then do the export myself (so you don't even need the master database) and only send you the single NPC files. Of course variables will have to be added manually by you (e.g. if you're in stage 3 of quest 2, only then a certain nodes/keyword will be displayed) etc.


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« Reply #4 on: 30 May 2003, 13:49:00 »

You cannot mark a paragraph. The output script will certainly require some manual editing so anything that is not handled automatically will be edited manually.

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Artimidor Federkiel
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« Reply #5 on: 31 May 2003, 14:35:00 »

Ok, better get things done fast than never, so I've prepared the export already. Still missing in the example below are the special keywords START, BYEKNOWN, BYEUNKNOWN, GREETING and a few designs issues in the editor need to be done.

I have some questions though which I need answered to get things finished:
a) I see not all variables of the editor are contained in your Pinn example, though you obviously have this information somewhere at he finished dialogues. Well, I've integrated all variables into the node tag, just to make sure to have everything covered for now, so here's an example:

<node id="STORY" lock="true" delkey="STORY*" display="Sailor's Stories" permanent="true">

If you don't need any of this info, just let me know and/or specify exactly which fields you need to have.

b) Check the whole thing and see what's still wrong.

Then I can finish the rest, so the XML-export should be ready this weekend already:D  

Here's the example of Andulf:

<?xml version="1.0"?>
<data>
  <dialogue npc_id="ANDULF_ISTHERIN">
    <firstname>Andulf</firstname>
    <lastname>Istherin</lastname>
    <unknown>Blonde-bearded Man</unknown>
    <image>andulf_istherin.jpg</image>
    <greetings>
    <morning>Baveras' joy on your beginning day, #PY#!</morning>
    <day>Baveras bless you!</day>
    <evening>Good evening, #PY#! Baveras be with you!</evening>
    <night>Baveras blessing at this late hour, #PY#!</night>
    </greetings>
    <byes>
    <morning>May Baveras bless your day!</morning>
    <day>[Baveras' blessings to you, #PY#!]
[Baveras guide your way!]
[May Baveras watch your steps!]</day>
    <evening>The night is approaching, so don't forget your prayer to Baveras! Till next time, #PY#!</evening>
    <night>Good night, #PY#! May Baveras' waves rock your dreams!</night>
    </byes>
    <start>
      <text>You see a blonde-haired man with a tan skin color and a full beard. He seems to be in his forties and has a quite friendly impression on you, at least from the first glance.

As you approach him, he greets you: "Welcome in our modest house, stranger. My name is Andulf. Andulf Istherin." He points to his wife. "And this is Meghrin, my wife."</text>
      <option target="NAME">"Greetings to you as well, Andulf! I am #PY#."</option>
    </start>
    <byeknown>Andulfs nods. "#BY#"</byeknown>
    <byeunknown>The man nods.</byeunknown>
    <greeting>You see Andulf the fisherman. He nods to you as you approach. "#GR#"</greeting>
    <node id="BAVERAS">
    <keyword>Baveras</keyword>
      <text>"Baveras is the Mistress of the Sea and the Water and each day we pray for her for a good catch. She gives us our life and we are thankful for that. We would be naught without her kindness. She's also playful when she pleases and likes to entertain. Baveras has many faces. But she can also be wild and untamed at times, yes, even cold and deadly. She has bereft many Manthrian sailors of their lives in the last century. But everything has its purpose."</text>
    </node>
    <node id="DHREN_ROCKFAITH">
    <keyword>Dhren Rockfaith</keyword>
      <text>"You might find him in the Saltwillow Tavern at the northern end of the village. It's the last big house to the right side of the main road. Can't miss it."</text>
    </node>
    <node id="DWARVES">
    <keyword>Dwarves</keyword>
      <text>"The dwarves? Well, they live in the Mithral, up north. Call themselves the Mitharim. Fond of all things precious, they are, but then again, that's just how we Avennorians are as well." He laughs, stroking his beard. "Well, unfortunately I can't say that we've made a big fortune here in Nepris... - Anyway, #PY#, if you want to know more about this Mitharim folk, better check out Dhren Rockfaith. He's one of these dwarven priests and lives with us in the village."</text>
      <option target="DHREN_ROCKFAITH">"Where can I find Dhren Rockfaith?"</option>
    </node>
    <node id="EVOOR">
    <keyword>Evoor</keyword>
      <text>"A fish of course. What did you think? A chimney, stranger?" Andulf laughs heartily. "Some call him blackdah. Grows up to half a ped. We fish him quite a lot here in Nepris. Has quite a large head. He's dark blue-green on its back, you know, so dark it appears black, and lightens down the sides to white at the belly. There is always a black spot behind the head and a number of smaller reddish spots on his upper sides. - But most important is: There are a lot of them evoors, and they taste good. If you want to try one, my wife can sell you some. But don't eat them raw!"</text>
    </node>
    <node id="NAME" now_known="true">
      <text>"Nice to meet you, #PY#."</text>
      <option target="THINGS">"How are things? How is work?"</option>
      <option target="NEPRIS">"What can you tell me about your village?"</option>
    </node>
    <node id="NEPRIS">
      <text>"Nepris? Uhmmm... Not much. What exactly do you want to know? Something about the people? Some old sailor's tales?" Andulf grins. "Oh, I sure could tell you some of those..."</text>
      <option target="PEOPLE">"Tell me something about the people here in Nepris, please!"</option>
      <option target="STORY">"How about telling me some sailor's stories?"</option>
    </node>
    <node id="PEARLS">
    <keyword>Pearls</keyword>
      <text>"Yup, pearls. Had a lot of pearldivers once here. But the pearls are all gone now. The dwarves don't like that. And me neither. Not good for the trade."</text>
      <option target="DWARVES">"Can you tell me something about the dwarves?"</option>
    </node>
    <node id="PEOPLE">
    <keyword>People of Nepris</keyword>
      <text>"Well, what is there to say? We're all a big family somehow here in Nepris. Everyone shares the work when it comes to the daily catches. The sea is our life, and our life is the sea, it's as simple as that. Mossy Rocks Cove is rich on fishes, you have to know. And we're lucky that Baveras holds her guiding hand over us. Life's not always easy, however. The summers are hot and there are heavy thunderstorms occasionally, and the winter is cold and moist. But being a fisherman is a privilege granted by the Goddess, and you'll seldom hear people complain."</text>
    </node>
    <node id="STORY" lock="true">
    <keyword>Sailor's Stories</keyword>
      <text>"Sure, #PY#!" Andulf's face lightens up. "Which tale would you like to hear? - The story of the unfortunate captain Thomgeir and his Ghostship, the one of the Two Brothers, or the one with the stranded Vynnolf and the Wyrm? A good story can be quite lengthy, though, so be warned in advance!"</text>
      <option target="STORY_THOMGEIR">"Let's hear Thomgeir and the Ghostship."</option>
      <option target="STORY_BROTHERS">"Let's hear the story of the Two Brothers."</option>
      <option target="STORY_VYNNOLF">"Let's hear Vynnolf and the Wyrm."</option>
      <option target="STORY_NONE">"None of those, thanks."</option>
    </node>
    <node id="STORY_BROTHERS" lock="true">
      <text>"There once were two brothers, children of a fisherman and his wife in Nepris. One was named Alof, he was the older one, and the other was called Marin, being two years younger. Alof was a very aggressive child, and didn't make life easy for his smaller brother. In fact it was said that he didn't care much about Marin. Everytime there was work his parents needed to be done, Alof managed to delegate most of it to his brother, and everytime when there was some advantages to obtain, Alof claimed them for himself and Marin received little, if anything. There wasn't much Marin could do - he was the younger and the weaker, and so he accepted his fate.

One day, the two brothers who were in their teens, fished together in their ducraer far off the coast. Suddenly, there was a wrenching movement in the nets and as Alof tried to investigate what was the cause for all this turmoil, an enormous swordfish freed itself from the net. In it's desperate efforts while leaping out of the sea, the swordfish hit Alof with its pointed sword. Alof stumbled back, bumping his head on the gunnel, then he rolled into the sea. Marin witnessed the scene with horror and without thinking, jumped after his brother, rescued the unconscious body and dragged him back into the ducraer, thus saving Alof's life.

This event changed Alof. He was so thankful to his younger brother that he started to treat him differently from then on. He even vowed that should something happen some time to Marin, he would also risk his own life to save his brother's."</text>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
      <option target="STORY_BROTHERS_2">&lt;CONTINUE&gt;</option>
    </node>
    <node id="STORY_BROTHERS_2" lock="true">
      <text>"And so time went by. The brothers grew up and while Marin remained in Nepris, fishing like his father and grandfather, Alof moved to Ciosa, where he became a merchant. Every now and then he visited his younger brother, but there came a time when the contact seemed to break off and they led their separate lives. Marin eventually married the neighbour's daugther and she became pregnant soon after the ceremony. Everybody was happy in expectation of the soon-to-be-born baby and there was a big discussion on how to name the little fellow.

One day, Marin's wife, Amra, lay in throes of agony. What all had hoped would be a great celebration of childbirth, in fact, turned out as long hours of labors for the young mother. Being soft and fragile, she struggled for more than a full day with the birth, and though the midwives did their best to save her life, it seemed hopeless.

At the same evening, heavy clouds formed over the Mithral and a storm broke out, so intense and terrible that fishermen would speak of it for generations, and caused a lot of damage at the Mossy Rocks Cove region. In the midst of the storm Amra struggled with her baby and her life but as morning dawned, neither was her baby born, nor had Amra perished yet from her strains.

When the sun rose, fishermen brought further ill news. A ship had obviously capsized on the cliffs during the storm and various crates and at least one dead body had been found already. However, there seemed to be good news among the bad ones as well, as one of the crates contained a rare medicine, composed of exotic gunthreed leaves which only grow at specific parts at the continent of Nybelmar. The medicine was said to not only have strong effects to soothe the mother's sufferings during childbirth, but could also provide strength."</text>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
      <option target="STORY_BROTHERS_3">&lt;CONTINUE&gt;</option>
    </node>
    <node id="STORY_BROTHERS_3" lock="true">
      <text>"The Neprisian herbwoman immediately recognized the medicine and knew it was a last chance to save Amra or her unborn child, and so applied it hurriedly.

And indeed, only shortly after the treatment was used, a little boy was finally born and he was healthy with the eyes of his father. Amra, though weary and exhausted, also recovered from her pains very soon afterwards.

It was not until the next day the proud father discovered that the dead man who had been washed on the coast, and whose medicine had saved his wife's and child's life, was his brother Alof.

Marin prayed for a long time for his brother's soul to find its way to Baveras's embrace, the Sea Goddess whose nearness he had once more experienced in these hard times. He also thanked her for the gift of new life she had granted to him.

Days later, when the ritual bathing of the newborn took place in honour of Baveras, it was an easy decision for who the young parents would name their son after.

'Alof', Marin said, and Alof would only be the first of three children that Amra would bore her loving husband in the coming years. "</text>
      <option target="STORY">"Lovely tale... - Can you tell me another one?"</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="STORY_NONE">
      <text>"Fine then. If you want to hear another story, just let me know."</text>
    </node>
    <node id="STORY_OK">
      <text>"As you wish." Andulf nods.</text>
    </node>
    <node id="STORY_THOMGEIR" lock="true">
      <text>Andulf clears his throat. "Thomgeir was a captain a long, long time ago, even before King Santhros united the realms to form the Kingdom of Santharia, back when the lands we live in now bore the name Avennoria. Thomgeir travelled often and far, from Marcogg to Strata and even far to the south to the deserts of Aeruillin. He was a well-known trader and proud of it, renowned in all those lands and he brought the most exotic goods from afar to the shores of Sarvonia.

One day he sailed in a ship known as the 'Varteran' from Marcogg to the Isle of Doranthakar, which now harbours the small Kingdom of Dorania, when something unexpected happened..."</text>
      <option target="STORY_THOMGEIR_2">&lt;CONTINUE&gt;</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="STORY_THOMGEIR_2" lock="true">
      <text>"Another ship approached, which soon turned out to belong to ruthless pirates. Thomgeir's ship was only a small one, a vandrek, not the big barek he was used to commanding, and small was his crew and also the treasure.

The pirates caught up and finally boarded the ship by force. Thomgeir's crew tried to fend the intruders off, but it was to no avail. The little treasure there was they transfered to the other ship, and seeing that the vandrek was already severely damaged during the fight and in danger of sinking, the pirates offered to take the whole crew as prisoners avoard their vessel and release them as soon as they reached land.

Indeed, the men accepted, but Thomgeir refused to leave his ship as he still thought he could make it to safety if given a free hand. The pirate captain disagreed, but Thomgeir kept insisting."</text>
      <option target="STORY_THOMGEIR_3">&lt;CONTINUE&gt;</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="STORY_THOMGEIR_3" lock="true">
      <text>Andulf takes a sip from the glass standing near his table.

"Indeed as it turned out, the pirate captain had no patience with Thomgeir and his love for his ship. And so he finally gave the gruesome order to leave the captain on his ship, tied to the mast, leaving him to the waves. But if that were not enough, one of the pirates even took a hammer and a large nail and drove it right through the forehead of the doomed captain to keep him quiet once and for all. And though, so the story goes, this didn't happen: It is said that Thomgeir was still alive when the pirate's ship left him on the open sea, toy of the tides.

The members of his crew who had survived the raid later told the tale, and they also claim that he was shouting at the pirates when they left him, cursing them. Yes, he did so, though nailed to the mast he was."

Andulf takes another sip.</text>
      <option target="STORY_THOMGEIR_4">&lt;CONTINUE&gt;</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="STORY_THOMGEIR_4" lock="true">
      <text>"And so ends the story of Thomgeir. Though everyone here at Mossy Rocks Cove will confirm that the vandrek of Thomgeir, the 'Varteran', is still out there somewhere on the ocean. Throughout generations people have reported to have seen this small ship, crewless, and some say as well that they have watched the rotten corpse of Thomgeir nailed to the mast, passing them by and then disappearing in the fog again.

None can say if this appearance is Thomgeir's spirit, which still hasn't come to rest and seeks revenge at the pirates' descendants or if he only wants to warn others of the dangers he faced."</text>
      <option target="STORY">"Quite an interesting story, Andulf... - Can you tell me another one?"</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="STORY_VYNNOLF" lock="true">
      <text>"There once took place an expedition of a discoverer who wanted to find new lands in the eastern seas.

As he and his crew entered uncharted waters all of a sudden a storm approached, which was so fierce, that it completely destroyed the ship and all members of the crew drowned in the depths of the ocean.

Except one. His name was Vynnolf, and he was an ambitious young sailor. He had thought that he'd become rich and famous if he participated in such an adventure should they indeed discover new lands. But this was not to happen. He was lucky anyway, because it seemed that Baveras had an eye on him: He was washed on the shore of a small, yet unknown, isle.

Vynnolf's only possibility to survive was to make the isle his home and hope that he somehow would be saved one day. But years passed by and his hopes seemed in vain. And though, there had been people on the island before him, no doubt. As in one of the small caves he discovered whole rooms full of strange coins of gold, goblets and plates made of silver and necklaces with the brightest jewels he had ever seen. Probably all these valuables were treasures gathered by pirates, forgotten in the meantime, as nobody came ever back to add or take from the riches. Alas, all these things were of no use to Vynnolf, and in the long years he lived on the island he forgot about all these treasures.

Then one day - more than two decades had passed in the meantime - a ship came off course in a storm and by sheer luck found Vynnolf on his island, now barely recognizable as a human. It is said that he didn't even know anymore how to speak and had to learn many things anew. But he returned home, and he was happy."</text>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
      <option target="STORY_VYNNOLF_2">&lt;CONTINUE&gt;</option>
    </node>
    <node id="STORY_VYNNOLF_2" lock="true">
      <text>"Vynnolf had changed. He had become a humble man, who had learned to value the blessings of a simple fire, fresh meat, a bit of cheese, and what it meant to have friends. He felt in heaven. Until the day when he mentioned in one of his narration concerning his adventures on the isle that he had discovered huge treasures down in those caves he had found. And since that day people didn't want to let go of him. Immediately an expedition was planned to retrieve the gold. And this was when Vynnolf saw the other side of his "friends", the side he was happy to have missed during his time living as a castaway. He saw the greed and the recklessness of the people to gain riches without honoring what they already had.

And so he decided to lie to them for their own good. 'There's a wyrm out there, guarding these caves!', he said. 'A vicious wyrm, who will kill you all when you approach him, and even I barely survived. Don't go there,' he begged to his friends, fearing that the wealth would change them to their disadvantage. 'Treasures are not everything in life!'

But nobody listened to Vynnolf. A ship set out finally meant to collect the riches and Vynnolf already feared that the crew would take him to task upon returning why they hadn't encountered the wyrm he had mentioned. - But nobody ever returned from this mission."</text>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
      <option target="STORY_VYNNOLF_3">&lt;CONTINUE&gt;</option>
    </node>
    <node id="STORY_VYNNOLF_3" lock="true">
      <text>"Months later another ship set out to investigate the matter, to defeat the wyrm and to return with the riches themselves should something have happened to the other ship. But it returned neither.

Also a third ship tried its luck, but suffered the same fate.

Well, that's what happened. Nobody can tell what really took place out there in the deep seas. But the people back then agreed that the sailors shouldn't have tried to challenge such a mighty wyrm, especially as they had been warned repeatedly.

But since Vynnolf had told his son on his deathbed that there never had been any wyrm, people don't know anymore what to think. Some call the incidents Vynnolf's curse, others say that Baveras understood the deep sentiments in Vynnolf and only did what for the Goddess seemed her cruel duty. Or were the waters out there just too stormy for all three ships? Was it all just coincidence?

Well, the truth we'll never know."</text>
      <option target="STORY">"Thanks for the narration... - Do you have another one perhaps?"</option>
      <option target="STORY_OK">"Thanks, enough of storytelling for now."</option>
    </node>
    <node id="THINGS">
    <keyword>Work</keyword>
      <text>Andulf eyes you. "Well, the work is fine. Evoor catches are in order. A bit of bad weather lately, but that's about it. The pearls are gone, though, but that's nothing new." He sighs. "The Goddess Baveras is helping, kind and caring, but her will can change."</text>
      <option target="EVOOR">"What exactly is an evoor?"</option>
      <option target="PEARLS">"You used to dive for pearls here at the coast?"</option>
      <option target="BAVERAS">"Can you tell me something about the Goddess Baveras?"</option>
    </node>
  </dialogue>
</data>


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Edited by: Artimidor Federkiel at: 5/31/03 2:22:16 pm
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« Reply #6 on: 01 June 2003, 03:56:00 »

Locking of options must be done manually but you can include the lock="true" for future versions.

The delkey is not necessary.

The display is also not necessary. Instead use a keyword tag inside the node that you want to be added as a keyword like this

<node id="SOMETHING">
 <keyword>Sailor's Stories</keyword>
</node>

Another issue. When you use HTML symbols like < or > in text they should be replaced with &lt; and &gt;

QUESTION: What does the "permanent" word mean?

Death is certain, life is not.

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« Reply #7 on: 01 June 2003, 04:44:00 »

The "permanent" thingy is redundant in fact, cause it is the same as what is "ta_display" in the database and what you'd like to use in the keyword tag. If something is in the keyword tag, then it is a "permanent" question, something you can ask later. The "permanent"-thngy still in the Dialogue Editor mainly for compatibility reasons.

I will finish the rest as well today, then will post the final example here...

Any proposal perhaps on how we can handle quest conditions in a dialogue so that you can interpret them?


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« Reply #8 on: 01 June 2003, 07:25:00 »

Ok, I've substituted the text above with the final format done with the function I made according to your comments. Let me know if there's still something wrong with it or missing!


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« Reply #9 on: 02 June 2003, 09:20:00 »

The file above compiled immediately into a script and worked after some manual changes in the script itself. So, conversion of dialogues in scripts is now done very fast in a matter of 5-10 minutes according to the manual editing required.

The issues below need to be handled manually

a) Random greetings or anything else which is random
b) Paragaphs and line breaks
c) Locking of other questions and unlocking
d) Quest variables

I am not going to implement them since they can be done fast already and I see no reason to spend more time on this utility.

Death is certain, life is not.

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« Reply #10 on: 02 June 2003, 09:25:00 »

Cool:D  


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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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