I am also working on a command that will allow you to export something as a .verbose file which will enable script creation from already established data.
This will likely make it into v1.1.55.3.
It will determine the X ('what' it is you are exporting) and reverse engineer the data held about X.
It will then generate a .verbose script file for X.
This will be available for use with characters, objects, rooms, and even maps (if you wish).
The output will be a list of the descriptive equivalents of the data, e.g.
"0|0|0|OBJ-NOTE-OBJ":"NOTE","0|0|0|OBJ-NOTE-NAME":"Tattered Note","0|0|0|OBJ-NOTE-DESC":"The note is torn, tattered and soiled.","0|0|0|OBJ-NOTE-ISVISIBLE":"n","0|0|0|OBJ-NOTE-ISUSEABLE":"y","0|0|0|OBJ-NOTE-ISTAKEABLE":"y","0|0|0|OBJ-NOTE-ISREADABLE":"y","0|0|0|OBJ-NOTE-MESSAGE":"It appears to be a poster from some faction. The only words legible; From dust shall we rise. On the back, some one has scrawled DO NOT ENTER THE BUNKER, in what appears to be BLOOD!.","0|0|0|OBJ-NOTE-ID":"NOTE01"
Will be converted to the following:
build note;
[noparse]note.name[/noparse] is Tattered Note;
note.description is The note is torn, tattered and soiled.;
note is hidden;
note is usable;
note is takeable;
note is readable;
nb: the "id" and "message" data dont currently have a descriptive equivalent.
Association / Synonym Commands will appear in 1.1.55.3
Just added some translation commands, which will appear in the next version (1.1.55.3), which currently only work with active commands (but I am working on it so it works across the board for custom commands and more)
Word For Word Association:
commands<->help straight association command for command
In the example above typing commands will launch the manual as well as typing help.
Part Phrase Association:
grab-->take association required for complex commands..
In the example above typing grab box would then have the same effect as typing take box.
UPDATE:
you will also now be able to create listed associations.
i.e. (straight command for command)
north/go north/go n/move north/move n/walk north/walk n<->n
Another big update, includes a better example starting level, the fantasy mud from the tutorial. You can launch the old one: load oldgame.adlengine
BIG CHANGES:
You can now buy / sell objects:
A room can be made into a shop:
room is a shop
OR demoted to a regular room:
room is not a shop
You need to set an owner of the room:
owner is bob
To buy or sell an item, the item must have a currency assigned: i.e.
treasure.currency = gold
And a value given: i.e.
treasure.value = 100
IF BUYING you need to have enough of the matching currency.
To Buy:
buy sword
IF SELLING the room needs an owner, the owner needs to be in the room and the owner must have enough of the matching currency available to buy it.
To Sell:
sell rope
When building objects for sale in shops, build them as static objects that cant be taken. i.e.
build sword build rope
This prevents anyone taking them. The player will automatically take the item when its bought.
IMPORTANT NOTICES:
A) when steam updates it will overwrite files in the folder, make sure you keep files backed up elsewhere so you can plug in custom images / sounds etc again.
B) when using the query command it is best practise to use it to call a stored script or simple commands
i.e.
?strength=100:do liftitem!narrate you cant lift it.
C) when setting parameters of objects first focus on the object, then do the setting i.e.
focus sword
sword.damage = 10
Also make sure you back up game.adlengine and any other important files or you will lose any progress made.
NEW COMMANDS:
small info medium info big info large info Sets the size of the message bar font.
red info green info blue info white info black info grey info Sets the colour of the message bar font.
clear info Clears the message bar.
info-1 Deletes the furthest character from the right of the message bar.
info / info space Renders a space to the message bar at the bottom of the screen.
info i.e. info You are feeling unwell.
Renders to the message bar at the bottom of the screen.
write / write space Renders a space to the text queue.
write i.e. write The door slammed shut.
Similar to the Narrate command but doesn't include the ' ' s
clear ticker Clears any text currently queued to be rendered.
save Saves game data to the hard drive (more user-friendly thand dl)
FIXES:
FIX: typed commands were wiping when commands were being performed, i.e. using event timers.
FIX: player location data is now stored correctly.
FIX: player moves to last saved location on reload.
NEW GUIDE: BUILDING A FANTASY MUD IN ADLENGINE
Use the file load button (bottom left) to open the rpg.adlengine file to try the current version. You can download the files below.
MAJOR FIX: player data more stable (major character bug fixed rendering player data unsavable).
NEW COMMANDS:
refresh - refreshes the room, e.g. if you've made changes to the room you want the player to be made aware about.
full refresh - refreshes the room + room image (if changed)
FIX: run script button added to editor
FIX: new script button added to editor
~ Liam
[PATCH] Adliberum Engine 1.1.55.1j is now live!
BUG: player data stripped when creating new maps or loading existing ones.
FIXED: player data now gets re-created when using new map command or after loading maps.
Scripts can be exported, stored as a local script (only works in that location) OR global (works anywhere)
all script entries must be terminated with ;
to run stored scripts use the do command which matches the name of the script. you can also import .verbose scripts into the editor (allowing external creation) using the file choose dialog.
you can also start / stop scripts (which enables / disables them)
stop scriptname start scriptname
-------------------------------------------------
YOU CAN NOW SET VARIABLES:
Variables can be set to numbers, strings, other variables, object / player / target properties... for example..
Equal To: random 1xd6
#rolled=random
?rolled=1:narrate you escaped!narrate you were caught
Supporting other languages in ADLENGINE...
Natively ADLENGINE is English. Over time I hope to provide proper localisation to other languages... in the meantime you can access the following languages using the following commands.
BRITISH ENGLISH
.uk
US / ENGLISH
.us
FRENCH
.fr
ITALIAN
.it
GERMAN
.de
SPANISH
.es
RUSSIAN
.ru
The language files can be found under the main folder and can be edited to
provide translations for each command.
i.e ru-RU.langfile
These files are processed on launch.
If you want to force a language to start on startup simply add the command above to change the language in the startup.verbose file which is also in the main folder.
The entries above that start with r will replace any the phrases, for complex commands that involve other objects. Those that dont start with r are for simple commands such as look, creative etc.
~ Liam
Creating MUDs in ADLENGINE...
Hey everyone,
There's quite a few people asking about using ADLENGINE to build MUDs. It is totally possible to build a MUD in adliberum engine, especially with recent updates including the ability to roll dice and with the addition of variables / pointers.
I will be running a tutorial series on how this could be achieved shortly. The biggest thing holding the engine back is AI / NPC. Which is being worked on in the background.
Here's a brief insight:
For example you can create any stat you wish for example on your character player.health=100 for example. You can then write scripts that manipulate the values (-+/*) and query against example for when a monster perishes etc.
NEW: Intellisense now suggests words / commands as you type. - intellisense on / off
- all active commands should appear as suggestions.
- use tab key to accept and use the suggestion.
NEW: ability to add an object / word / phrase to INTELLISENSE? - intellisense:phrase to add
- best used to add custom commands / command variations to intellisense
NEW: cycle last-typed command history with UP ARROW / DOWN ARROW - gives quick access to previously typed commands / aids error correction.
NPCS are an experimental addition.. what they can currently do: - visible in who's here.
- ai can open doors
- ai can move from room to room
- ai can take objects that are visible / not glued down ;)
NEW: NPC/AI characters can be added using: - build ainame.ai
- i.e. build bob.ai
NPC/AI: npc characters AI now runs anywhere, previously it would only run in the same room as the player.
NEW: border color is black / white / red / green / blue NEW: bg color is black / white / red / green / blue NEW: font color is black / white / red / green / blue - there appears to be a bug when font color and bg color are both changed that stops the text renderer rendering.
NEW: force n / e / s / w / ne / nw / se / sw / u / d - allows you to force move the player in a direction, i.e. if they find an alternative way to exit, that others havent.
NEW: Add ! (If placed at end of command forces feedback on) ie. Take dirt! - used when calling commands from script commands such as IF or via .verbose files.
- Mostly important for custom events and timeline events!!!
- (still to add) = Add to timeline events!!! Needs to store if feedback or no!
FIX: change the relative exit in the next room when closing one in your current room... i.e. close n = close s in the next room... - if you close the exit north, the exit in the room to the north that leads south will now also close.
BUG FIXED: Custom commands now work outside of creative mode.
BUG FIXED: custom commands no longer feed back the command when called!
BUG FIXED: typed command no longer lost when processing commands
FIX: creative mode ON adds creative commands to intellisense... OFF = deletes. - intellisense commands for creative mode now activate / deactivate
FIX: strip save file of creative and general intellisense.. / (anything thats added on launch that isnt custom) - reduced file size for .adlengine game files.
FIX: build exit builds exit relative (in the next room) i.e. build exit n (in start room) builds an exit s (in the next room) - adds two-way exits now.