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taghelp.html
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<p><font face="Arial">Note: <b>All tags are case sensitive</b>. Spacing between flags is <b>essential</b>,
<b>one space only between items</b>. You MUST have at least one space between
the leading or terminating < > and any text outside the tag, e.g. "Go
to <LINK=5>" and not "Go to<LINK=5>". <b>Ordering of
items within a tag is important (e.g. with the <I> tag)</b>.</font></p>
<table border="1" width="100%">
<tr>
<td width="28%" align="center"><b><u><i><font face="Arial">Tag</font></i></u></b></td>
<td width="45%" align="center"><b><u><i><font face="Arial">Description</font></i></u></b></td>
<td width="27%" align="center"><b><u><i><font face="Arial">Example</font></i></u></b></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>LINK</b>=<i>ID</i>></font></td>
<td width="45%"><font face="Arial">Link to another location</font></td>
<td width="27%"><font size="2" face="Fixedsys"><LINK=111></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>AUTOLINK</b>=<i>ID</i>></font></td>
<td width="45%"><font face="Arial">Link to another location. These are used with score tests,
you must use two of them after each <TEST> tag. The tag for the
failing condition will be grayed.</font></td>
<td width="27%"><font size="2" face="Fixedsys"><TEST LUCK> are you
lucky <AUTOLINK=1> or unlucky <AUTOLINK=2></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>paylink</b>=<i>X</i>,<i>ID</i>></font></td>
<td width="45%"><font face="Arial">Link to another location. Upon clicking the link, X gold is
subtracted from the purse of the player. If the player does not have
enough gold the link is grayed.</font></td>
<td width="27%"><font size="2" face="Fixedsys"><paylink=10,150></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>pickup</b><i> ITEM</i> [<i>STAT</i>+-<i>N</i>]></font></td>
<td width="45%"><font face="Arial">Automatically add an item to a players possessions list. The
item name <i>ITEM</i> is shown in the backpack, <i>STAT</i> is the score
it modifies (<i>optional</i>) followed by a +<i>N</i> or -<i>N</i> value
for that score. See the example for information.</font>
<p><font face="Arial">Special: <<b>pickup</b> <b>gold</b> <i>X</i>> to pick up gold,
<<b>pickup</b> <b>silver</b> <i>X</i>> to pick up silver. Negative
figures drop gold or silver.</font></p>
<p><font face="Arial">Spells are special items where <i>STAT</i>+-<i>N</i> == "<b>SPELL</b>".</font></p>
<p><font face="Arial">Herbs are special items where <i>STAT</i>+-<i>N</i> == "<b>HERB</b>"</font></td>
<td width="27%"><font size="2" face="Fixedsys"><pickup Special item that
adds stm [ST+6]></font>
<p><font size="2" face="Fixedsys"><pickup Rating 5 Sword [W5]></font></p>
<p><font size="2" face="Fixedsys"><pickup gold 6></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>drop</b> <i>ITEM</i>></font></td>
<td width="45%"><font face="Arial">Drops <i>ITEM</i> from the backpack of the player, case
insensitive. If the item does not exist nothing happens.</font></td>
<td width="27%"><font size="2" face="Fixedsys"><drop sword></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>mod</b> <i>STAT</i> +-<i>N</i>></font></td>
<td width="45%"><font face="Arial">Modify a player score. Valid values for <i>STAT</i> are: <i>stm</i>
- stamina; <i>skl</i> - skill; <i>wpn</i> - weapon; <i>arm</i> - armour; <i>exp</i>
- experience; <i>luck</i> - luck; <i>spd</i> - speed</font></td>
<td width="27%"><font size="2" face="Fixedsys"><mod stm -5></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>if</b> <i>STAT</i> eq|gt|lt|ne <i>N</i>> ... [<<b>else</b>>]
... <<b>endif</b>></font>
<p><font face="Arial"><<b>if</b> <b>flag</b> <i>FLAG_ID</i>> ... [<<b>else</b>>]
.. <<b>endif</b>></font></p>
<p><font face="Arial"><<b>if</b> <b>dice</b> eq|gt|lt|ne <i>N</i>> ... [<<b>else</b>>]
... <<b>endif</b>></font></p>
<p><font face="Arial"><<b>if</b> <i>STAT</i> eq|gt|lt|ne <b>dice</b>> ... [<<b>else</b>>]
... <<b>endif</b>></font></p>
<p><font face="Arial"><<b>if</b> <b>race</b> <b>orc</b>>, <<b>if</b> <b>race</b> <b>human</b>>....</font></p>
<p><font face="Arial"><<b>if</b> <b>prof</b> <b>wizard</b>>, <<b>if</b> <b>prof</b> <b>warrior</b>></font></td>
<td width="45%"><font face="Arial">Display next part of the paragraph if STAT is equal (<i>eq</i>),
greater than (<i>gt</i>), less than (<i>lt</i>) or not equal (<i>ne</i>)
to the value you provide. Valid values for <i>STAT</i> are: <i>stm</i> -
stamina; <i>skl</i> - skill; <i>wpn</i> - weapon; <i>arm</i> - armour; <i>exp</i>
- experience; <i>luck</i> - luck; <i>spd</i> - speed</font>
<p><font face="Arial">When checking with the <<b>if flag</b>> tag,
you may check against a local flag (set with <<b>set</b>>) or a
global flag (set with <<b>setglobal</b>>).</font></p>
<p><font face="Arial">With the <<b>if</b> <b>dice</b>> tag, you must have used the <<b>dice</b>>
tag previously to have a result to check against. <i>N</i> must be in the
range 1-6.</font></p>
<p><font face="Arial">When using the <<b>if</b> <b>prof</b>> or <<b>if</b> <b>race</b>>
tags, these compare against the current players race or profession, only
use the ones valid in the game, in lower case <b>only</b>.</font></td>
<td width="27%"><font face="Fixedsys"><if stm lt 5> you have less than
5 stamina <else> you have 5 or more stamina <endif></font>
<p><font face="Fixedsys"><if stm gt 20> you're a hard bastard
<endif></font></p>
<p><font face="Fixedsys"><if dice eq 1> You rolled a 1 <endif></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>I</b> NAME="<i>Item Name</i>" COST="<i>X</i>"></font><p><font face="Arial"><<b>I</b> NAME="<i>Item Name</i>"
VALUE="<i>STAT</i>+-<i>N</i>" COST="<i>X</i>"></font></td>
<td width="45%"><font face="Arial">A buyable item, e.g. from a shop. Item Name will be
displayed in backpack if bought. The cost value <i>X</i> is the cost in
gold of the item. If a <i>VALUE</i> parameter is included it indicates the
special <i>STAT</i> value of the item. Valid values for <i>STAT</i> are: <i>ST</i>
- stamina; <i>SK</i> - skill; <i>W</i> - weapon; <i>A</i> - armour; <i>EX</i>
- experience; <i>LK</i> - luck; <i>SD</i> - speed.</font>
<p><font face="Arial">Spells are special items where <i>STAT</i>+-<i>N </i>== "<b>SPELL</b>".</font></p>
<p><font face="Arial">Herbs are special items where <i>STAT</i>+-<i>N</i> == "<b>HERB</b>"</font></td>
<td width="27%"><font face="Fixedsys"><I NAME="Stamina restorer
+6" VALUE="ST+6" COST="10"></font>
<p><font face="Fixedsys"><I NAME="Pointless junk"
COST="100"></font></p>
<p><font face="Fixedsys"><I NAME="fly"
VALUE="SPELL" COST="1"></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>TEST</b> <i>STAT</i>></font></td>
<td width="45%"><font face="Arial">Used to test a stat. See <b>AUTOLINK</b>. Valid values for <i>STAT</i>
are <b>SKILL</b>, <b>STAMINA</b>, <b>ARMOUR</b>, <b>WEAPON</b>, <b>LUCK</b></font></td>
<td width="27%"><font face="Fixedsys"><TEST LUCK></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>set</b> <i>FLAG_ID</i>></font></td>
<td width="45%"><font face="Arial">Sets a flag which you can later check against with the <<b>if</b>>
tag.</font></td>
<td width="27%"><font face="Fixedsys"><set killed_some_boss></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>COMBAT</b> NAME="<i>monster</i>" SKILL=<i>X</i>
STAMINA=<i>Y</i> ARMOUR=<i>Z</i> WEAPON=<i>T</i>></font></td>
<td width="45%"><font face="Arial">Creates a monster to fight, with the stats X, Y, Z and T.
The name "<i>monster</i>" is shown to the player on their
screen. Progress through the location will <b>not</b> continue until after
the monster is defeated. Multiple combats may be placed one after the
other.</font></td>
<td width="27%"><font face="Fixedsys"><COMBAT NAME="1ST ORC"
SKILL=5 STAMINA=8 ARMOUR=6 WEAPON=6></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>pick</b> NAME="<i>item name</i>" VALUE=<i>"STAT+-N"</i>></font></td>
<td width="45%"><font face="Arial">A pickable item, for a "you may take only one
item" event. Item Name will be
displayed in backpack if bought. The <i>VALUE</i> parameter must be included
and it indicates the
special <i>STAT</i> value of the item. Valid values for <i>STAT</i> are: <i>ST</i>
- stamina; <i>SK</i> - skill; <i>W</i> - weapon; <i>A</i> - armour; <i>EX</i>
- experience; <i>LK</i> - luck; <i>SD</i> - speed.</font>
<p><font face="Arial">Spells are special items where <i>STAT</i>+-<i>N </i>== "<b>SPELL</b>".</font></p>
<p><font face="Arial">Herbs are special items where <i>STAT</i>+-<i>N</i> == "<b>HERB</b>"</font></td>
<td width="27%"><font face="Fixedsys">You may take one item only:</font>
<p><font face="Fixedsys"><pick name="Item 1"
VALUE="ST+5"></font></p>
<p><font face="Fixedsys"><pick name="Item 2"
VALUE="SK+5"></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>eat</b>></font></td>
<td width="45%"><font face="Arial">Eats a ration from a players inventory, or subtracts two
stamina if there is not enough food for the player to eat.</font></td>
<td width="27%"><font face="Fixedsys"><eat></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>d12</b>></font></td>
<td width="45%"><font face="Arial">Roll a 12 sided dice, store score in engine for later.</font></td>
<td width="27%"><font face="Fixedsys"><d12></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>2d6</b>></font></td>
<td width="45%"><font face="Arial">Roll two dice, store total sum score in engine for later.</font></td>
<td width="27%"><font face="Fixedsys"><2d6></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>setglobal</b> <i>FLAG_ID</i>></font></td>
<td width="45%"><font face="Arial">This tag sets a <i>global</i> flag. A <i>global</i>
flag is stored in a mysql table which all users can access, therefore if a
global flag is set for one user it is set for them all. Useful for game
persistence, e.g. if one user opens a door and it cannot be closed again,
you may want to use <<b>setglobal</b>> to mark the door as open to
all other users that encounter it. You may check against a global flag
with the <<b>if</b>> tag, in the same way you can check against a
flag which is specific to a user, placed with <<b>set</b>>. Note
that global flags, like user specific flags, cannot contain spaces, and
global and local flags may not conflict (have the same names) otherwise a
condition will occur if <b>either</b> of the two flags is set)</font></td>
<td width="27%"><font face="Fixedsys"><setglobal blew_up_the_door></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>unsetglobal</b> <i>FLAG_ID</i>></font></td>
<td width="45%"><font face="Arial">Use this tag to unset a <i>global</i>
flag that has been set with setglobal.</font></td>
<td width="27%"><font face="Fixedsys"><unsetglobal blew_up_the_door></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>input</b> prompt="<i>prompt line</i>"
location="<i>ID</i>" value="<i>correct_answer</i>"></font></td>
<td width="45%"><font face="Arial">This tag asks the user for an answer to some form of text
riddle or question, e.g. "how many fingers am i holding up". If
the user enters the correct answer (which cannot be more then one word)
then the location referred to by <i>ID<b> </b></i>is jumped to, same as if
they'd clicked a link. See the example. Note that the answer is <i> CaSe
SeNsiTiVe</i>!</font></td>
<td width="27%"><font face="Fixedsys"><input prompt="What creature
beginning with A eats ants?" location="666"
value="anteater"></font></td>
</tr>
<tr>
<td width="28%"><font face="Arial"><<b>dice</b>></font></td>
<td width="45%"><font face="Arial">Roll a dice, store score in engine for later.</font></td>
<td width="27%"><font face="Fixedsys"><dice></font></td>
</tr>
</table>