Post by satori on Apr 20, 2006 2:27:22 GMT
In order for the LWOAC to take the place of StatsKeeper, it needs to be able to reproduce the full original text* within the GUI. An example is shown in the current GUI mockup: (The PA text will continue to flow downwards in a column if it's length requires it, while the GUI elements anchor to the top of the page)

This means players will see text telling them to do things that the LWOAC has already done (and that they can't do themselves anyway). Exceptions listed at end of post. I think this is a good idea, as you would not know something happened if you were not paying attention (taking 2 EN damage).
LWOAC will handle events in the order they occur in the page, but the text is shown in entirety from the start.
*Exceptions:
The <combat> tag from the XML will be stripped out, this simply contains the enemy name/CS/EN. This is shown clearly in the GUI, and will be updated as you move from one enemy to another (in multi-enemy combats)
The <choices> tag will be stripped out. Page navigation will be handled through LWOAC, not the HTML, and possible (skill/item masking. Don't have it, you don't see the option) choices will be displayed through the LWOAC, and this will include the choice text (Minus 'turn to page xxx')
Random numbers will be done automatically, but all possibilities will be shown, UNLESS the random number is used to determine the 'turn to' choice. This means mid page randoms will be shown in general, end of page randoms won't, in general.
All href tags will be stripped, to prevent the player from breaking out of the LWOAC via an HTML link.
There will be cases where more text is shown in the GUI than is appropriate for a given set of options (best example is mid page random). In these cases I prefer to include the text, to keep things as close as possible to the original text.
To sum up (because I can even confuse myself at times), the only text from the book that will not be represented in full through LWOAC (either in the PA text or in the GUI itself) will be options that you can not possibly choose. In some cases these will be shown, but the 'turn to page xxx' links will be inactive.
Jacob

This means players will see text telling them to do things that the LWOAC has already done (and that they can't do themselves anyway). Exceptions listed at end of post. I think this is a good idea, as you would not know something happened if you were not paying attention (taking 2 EN damage).
LWOAC will handle events in the order they occur in the page, but the text is shown in entirety from the start.
*Exceptions:
The <combat> tag from the XML will be stripped out, this simply contains the enemy name/CS/EN. This is shown clearly in the GUI, and will be updated as you move from one enemy to another (in multi-enemy combats)
The <choices> tag will be stripped out. Page navigation will be handled through LWOAC, not the HTML, and possible (skill/item masking. Don't have it, you don't see the option) choices will be displayed through the LWOAC, and this will include the choice text (Minus 'turn to page xxx')
Random numbers will be done automatically, but all possibilities will be shown, UNLESS the random number is used to determine the 'turn to' choice. This means mid page randoms will be shown in general, end of page randoms won't, in general.
All href tags will be stripped, to prevent the player from breaking out of the LWOAC via an HTML link.
There will be cases where more text is shown in the GUI than is appropriate for a given set of options (best example is mid page random). In these cases I prefer to include the text, to keep things as close as possible to the original text.
To sum up (because I can even confuse myself at times), the only text from the book that will not be represented in full through LWOAC (either in the PA text or in the GUI itself) will be options that you can not possibly choose. In some cases these will be shown, but the 'turn to page xxx' links will be inactive.
Jacob