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Post by Thomas Wolmer on Apr 14, 2006 21:15:32 GMT
I have joined the mailing list, Jon reccomended it in his e-mail reply to my original request to use PA's digital text and images. When you were parsing the XML, I'm guessing you just looked for the combat tags and illus. tags, yes? I'm not much up with perl (read 0 knowledge), but it seems like it should be easy to search for strings in the text body that could identify items/EN loss, and such. If I can come up with identifier strings for these events, could/would you add them to the parse script you have? Perl is actually somewhat similar to PHP. Yes, the script is just looking for those tags between the <section> start and </section> end tags. It's not that easy to match for instance item usage though - do you find, use or lose an item, or is it just mentioned? But if you can come up with strings to match them, I can hack and run the script to create special versions of the flowcharts, sure.
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satori
Kai Lord
LWOAC or Bust!
Posts: 106
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Post by satori on Apr 14, 2006 22:26:08 GMT
I have joined the mailing list, Jon reccomended it in his e-mail reply to my original request to use PA's digital text and images. When you were parsing the XML, I'm guessing you just looked for the combat tags and illus. tags, yes? I'm not much up with perl (read 0 knowledge), but it seems like it should be easy to search for strings in the text body that could identify items/EN loss, and such. If I can come up with identifier strings for these events, could/would you add them to the parse script you have? Perl is actually somewhat similar to PHP. Yes, the script is just looking for those tags between the <section> start and </section> end tags. It's not that easy to match for instance item usage though - do you find, use or lose an item, or is it just mentioned? But if you can come up with strings to match them, I can hack and run the script to create special versions of the flowcharts, sure. I have a plan I'm slowly loading everything into my access db, once that is done I should be able to sort like so: For every line that contains a 'turn to' ref, every possible modifier will be listed along with the actual choice text. Every page that has a modification to inventory will be noted, along with all posible modifications, with the book text displayed next to it. And so on. With the inventory, being able to have all the information displayed like that should let me come up with 1 or more strings that ID all occations in book 1. Then just do a test run with those strings, and see if it grabs them all and does not include misses. So you (and others) have more of an idea on the structure I am working on, here is a breakdown of component modules. Story Navigation (StoryNav): Handles displaying text, images, and progression to a new page or death/win condition. Embedded within each page will be several event calls, this (StoryNav) calls out for those and stores relevent veriables. Also handles healing in non-combat pages. Combat: Handles combat encounters. All temp bonuses (mindblast, potion, etc...) are contained in a combat session that is ended upon death/win/escape/after x rounds option. During a combat session a potion may be used in the encounter allows it, the currently active weapon may be changed at will unless a barehanded rule is in effect. Completion of combat (through any method) ends the combat sessions and passes the combat results variable back to StoryNav. During StoryNav general inventory use is allowed, including potion drinking, droping items, changing currently equiped weaponry. Inventory: This takes place whenever a change to inventory can be made, that allows a choice. If there is no choice (such as backpack loss) you are notified of the change, your items are adjusted, and contol goes back to StoryNav. If you get to pick the item(s) to lose and/or buy/take items, the shopping interface will come up. Items are placed into a trading pool for each side (similar to fallout) before a 'trade' can be made. This allows the engine to determine the transaction is valid rulewise. RandomEvent:This is called whenever a random number needs to be picked. It is caled with args defining what, if any, skills/items/condistions effect the roll. The output is simply the number picked Meals: Called whenever a meal is required. First it checks to see if a hinting type dis is present, and then if the page allows its use. If these condition are not met, the player will have the option of choosing one of the meals in inventory to eat (allowing for +3EN Lampspur meals) or to forgo eating (if no meals, or just cause you want to skip a meal). EN loss for not eating is handled here, as well as EN restore from Lampspur meals. (note: Lampspur meals can also be consumed in StoryNav, similar to a lampspur potion) Page determintaionThis is used to determine what the valid 'turn to' pages will be for StoryNav. When StoryNav has determined it is time to make a page selection, this is run with ref containing the parameters. It returns a true/false value to StoryNav which will either pause before branching, or display possible choices for selection if more than 1 'turn to' is legal. Status eventHandles EN and CS damage that is outside of a combat session. I may be missing a few, but I think this setup should handle everything a book has to throw at you (I hope) Jacob
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