Textblock Help

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Textblock Help

Post by syntax » Wed Sep 23, 2015 3:32 pm

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Taken from the MMEDIT Text Block Primer (revision 1)
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This document attempts to explain how to make your own text blocks, and explains the various uses for text blocks in classes, monsters, spells and so on. The first thing to know about text blocks is that 90% of them are a basic scripting language, with tokens, parameters and seperators. Here is how a possible text block might look for purchasing an item:

--
price 200000 66: giveitem 9: message 66
--

The ':' symbol seperates the commands from eachother. A SINGLE space seperates different parameters (as is the case with the 'price' token). While MMEDIT shows wrapping in the viewer, the scripts must USUALLY occupy one line which can be VERY long. Hopefully this basic explanation of how the text block script language works will be enough for you to comprehend the basics to follow, please take the time to read it as it will give you a fairly reasonable understanding of how text blocks work, how to use them, and common recommended guidelines should you make your own for your own NPC's, etc.

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Table of Contents
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1) Text Blocks for Monster/NPC Interaction
1.1) Generic Text Block Interaction (dark druids)
1.2) Complex Text Block Interaction (dwarven merchant)
1.3) Text Block Command Index

2) Text Blocks for Class Titles
2.1) Class Titles Explained and an Example

3) Text Blocks for Rooms (advanced)
3.1) Effects
3.2) Room Specific Commands

4) Text Blocks for Items and Spells (advanced)
4.1) Chests
4.2) Maps and Documents (quest and story elements)

5) Text Blocks for Quests (advanced)
5.1) Simple Quest (interaction and abilities)
5.2) Simple Quest (interaction, abilities and items)
5.3) Complex Quest (interaction, abilities, items and monsters)
5.4) Complex Quest (interaction, abilities, items, monsters and rooms)

====================================================

The first use explained will be for monsters and how you can define how a monster responds, what he/she/it responds to, and so on. First, understand this-- the uses for textblocks overlap in a lot of areas, they can be used for various different things, and their initial implementation may be different for each object, but overall they're almost identical. Thanks!

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1) Text Blocks for Monster/NPC Interaction
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Whenever you 'greet' or 'ask' an NPC or monster, you're interacting with a text block. The text block used for this greet/ask is specified in the Monster under the 'Greet Text' part of the 'Messages' area.

1.1) Generic Text Block Interaction (dark druids)

For the first part of our investigation/example, let's take a look at 'dark druid's. 'dark druid's have their greet text set to text block 140. When we view text block 140, we see this

--
high druid: 142 druid: 142 forest: 143 darkwood forest: 143 ring: 144 darkwood ring: 144
--

These are the various things you can ask a 'dark druid' in the Elder Darkwood Grove. When you type 'ask dark druid high druid' you'll be shown text block 142. When you type 'ask dark druid forest' you'll be shown text block 143. Finally, when you type 'ask dark druid ring' you'll be shown text block 144.

As you can see there are also variations on the options in case the user types in something SIMILAR to what the expected input is
(typing in a partial match won't work, so you need to prepare the blocks for possible partial commands, and not just what you THINK they should always type). As you'll also see with this initial text block, it's "Link To" field is set to 141. This is the DEFAULT text displayed if the user simply greets the monster without actually giving any parameters. If the user greets the monster with a parameter that doesn't match any of these, the game will display 'dark druid has nothing to tell you!' (for the dark druids, replace the name with the NPC's name you want to edit).

1.2) Complex Text Block Interaction (dwarven merchant)

Now, let's check out an NPC that lets you purchase objects from it, and is a bit more elaborate as far as interaction is concerned. The NPC we will inspect next is the 'dwarven merchant', whose greet text is set to 907. When we look at block 907 we see this:

--
wares: 909 axes: 910 mail: 912 hammers: 914
--

It links to 908 which has this:

--
[0mThe dwarven merchant looks you over suspiciously, but after a moment his eyes light up at the prospect of a paying customer. [0;32m"Greetings, traveler," he says, "I be the traveling merchant Gorthuk. Many fine [0;1;32mwares [0;32mI bring from yon mountain stronghold, the likes of which have not been seen in these parts since olden times! Now that the barricade has been blown asunder by the gnomish inventors, trade between the peoples of mount Khazarad and Silvermere can once again continue." [0mWith that, he rubs his hands gleefully and looks at you in expectation.
--

This is the default text when the monster is greeted without any specific questions/parameters. You'll notice the ANSI codes above highlight the word 'wares' so that the user knows to ask the NPC about this word, and as the original text block shows, asking about 'wares' will get you a more detailed list in block number 909, which looks like this:

--
[0mWith a twinkle in his eye, the dwarf continues happily: [0;32m"Fine [0;1;32maxes [0;32mfrom the forges of Khazarad I bring, and the best [0;1;32mmail [0;32mour smiths can craft! Also, [0;1;32mhammers [0;32mof awesome power, worked with the skill only our ancient rune-lords can muster. The weapons are
2000 gold each, and the mail is 8000 gold. Mind you that no unskilled warrior can wield these exquisitely made armaments, though! If ye wish to purchase any of these, simply ask me about the item ye're interested in."
--

Again, the highlightning continues and points to the words 'axes', 'mail', and 'hammers'. These take us to text blocks 910, 912 and 914 respectivly. Inspecting text block 910 will be our last look at this particular style of NPC interaction.

--
[0mThe dwarven merchant holds his hand out expectantly. [40m
--

This block links to text block 911, which looks like this

--
price 200000 1458: giveitem 868: message 1459
--

Now, here's an explanation of how these commands work in text blocks;

price 200000 1458

The 'price' command deducts the amount (in copper) specificied in the next token, and generates the message specified in the last token if the required amount of money isn't on the player. If the amount specified isn't on the player, the text block quits executing after it displays the message.

giveitem 868

The 'giveitem' command places the specific item in the players inventory.

message 1459

The 'message' command displays the specific message to the player and the room (depending on the message of course). Following below is a list of commands you can use in text blocks, and a basic idea of how they work, which parameters to use, and so on! As well, where possible, I include examples of how to use the command. These are in alphabetical order, and you may wish to extract this list and print it out for quick reference while working with text blocks. Remember, the commands are seperated by ':'s and a space is placed between each parameter to a command.

NOTE: The name in brackets DOES NOT need to be placed in brackets! When you use these commands, simply type in a number in the place of what you're using.

Example: addability 131 1. NOT addability [131] [1].

1.3) Text Block Command Index addability

-[ability] [amount] - Adds to the players specified ability, or, if the ability is not present, give the ability with the amount specified (if it is present, add the amount to it).

-addexp [amount] - Add the specified amount of exp.

-addevil [amount] - Add the specified amount of EP, +/- allowed.

-adddelay [time] - Force a delay for the number of seconds specified in [time].

-cast [spell] - Cast the specified spell and continue when the spell is finished being cast.

-check ???? - Unknown.

-checkability [ability] [value] - Check to see if the player has the specified ability of atleast the specified [value] or higher.

-checkitem [item] [message] - Checks to see if the player has the item specified in [item], if not display the message specified in [message] and quit.

-checkskill ???? - Unknown.

-checkspell [spell] [text] - Checks to see if the player has the spell specified in [spell] cast on them, and if not, display the text block specified in [text] and quit.

-class [class] - Check to see if the players class is the same as that specified in [class].

-clear ???? - Unknown.

-clearitem [item] - Clears the specified item from the room. If the item specified is 0, then all items are cleared from the room. (This is what is done in the Khazarad Rubbish Disposal Chamber.)

-evilaligned [EP] - If the player has atleast the amount of evil points specified in [EP] then the text block continues, otherwise quit. This checks the UPPER limit, use goodaligned to check against a lower limit! An appropriate use for this would be to check to see if a player was between 100 and 150 evil points, like so--

evilaligned 100: goodaligned 150: failability [ability] -- If the player has the specified ability, quit.

-failitem [item] [message] - Check to see if the player has the specified item and if so, quit and generate the message specified in [message].

-failroomitem [item] [message] - Check to see if the room has the specified item and if so, quit and generate the message specified in [message].

-flag ???? - Unknown

-giveability [ability] [value] - Gives the player the specified ability with the specified value. If the player already has this ability, it's value is overwritten with this value.

-givecoins [amount] [currency] - Give the amount of money specified in [amount] in the currency type specified in [currency]. So far only 'G' has been seen as a currency. Presumeably, 'R' would be runic, 'P' would be platinum, 'S' would be silver and 'C' would be copper. But none of these have been seen or tested.

-giveitem [item] - Give the item specified in [item].

-goodaligned [EP] - If the player has atleast the amount of evil points specified in [EP] then the text block continues, otherwise quit. This checks the LOWER limit, use goodaligned to check against an upper limit! An appropriate use for this would be to check to see if a player was between 100 and 150 evil points, like so--

evilaligned 100: goodaligned 150: hideitem [item] - Hides the item specified in [item] in the current room?

-learnspell ???? - Unknown. (Perhaps learnspell [spell], and place the spell specified into the players spellbook?)

-maxlevel [level] [message] - Checks to see if the players level is equal to or lesser than the value specified in [level], if the player is above this value [message] is displayed and the text block quits.

-message [message] - Show the message specified in [message].

-minlevel [level] [message] - Checks to see if the player is atleast the level specified in [level], if not show the message in [message] and quit.

-needmonster [monster] [message] - Checks the room for the specified monster/NPC, if the NPC doesn't exist in this room then the message in [message] is displayed and the text block quits.

-nomonsters [message] - If there are monsters in the room, show the message specified in [message] and quit.

-price [amount] [message] - Take the money specified in [amount] (in copper). If the player doesn't have the money, generate the message specified in [message] and quit.

-race [race] - Checks to see if the players race matches the race specified here. If not, quit.

-random [text] - Picks a random number and does a random test on the text block specified in [text]. Each line in the text block matches a number of less than or equal to the value specified, like so--

6: 9: 100:

In this example, the first set of commands are executed if the number is between 0 and 6; the second set of commands are executed if the number chosen is between 7 and 9 (including 9 and 7), and the last set of commands are executed if the number chosen is between
10 and 100 (including 10 and 100).

-remoteaction [room] [message] [????] [exit] - Opens the exit specified in [room] for exit [exit] and generates the message [message] in the current room. [exit] is an index into the exits array, starting at 0 up to 9. The list of exits shown in the detailed editor starts at 0 and loops down to 9, so 0 = 'north' and 9 = 'down'. The [????] is unknown and has so far been seen as only 0.

-removeability [ability] - Removes the specified ability from the player.

-roomitem [item] - Checks to see if the specified item is in the room, and if not, quits.

-roomtext ???? - Unknown.

-summon [monster] - Summons the specified monster to the current room.

-takeitem [item] [message] - Take the item specified in [item] from the players inventory. If the player doesn't have the item, display the message specified in [message] and quit.

-teleport [room] [map] - Teleport the player to map [map] room [room].

-teleport_silvermere - Unknown.

-teleport_sewers - Unknown.

-teleport_slumsewers - Unknown.

-teleport_darkwood - Unknown.

-teleport_eldergrove - Unknown.

-teleport_labyrinth - Unknown.

-teleport_blackcaverns - Unknown.

-teleport_fungushazy - Unknown.

-teleport_crackedlava - Unknown.

-teleport_blackfortress- Unknown.

-teleport_obsidian - Unknown.

-testability [ability] [value] - Checks the ability against the value specified in [value], if it's not equal then quit.

-testskill [skill] [value] [text] - Test the skill [skill] against [value]. [skill] is an actual text in the block, like 'strength' or 'intellect'. It quits and displays the text block specified in [text] if the player fails the skill test.

Here is a list of accepted [skill] texts--

agility strength intellect wisdom health charm spellcasting perception stealth thievery traps picklocks tracking magicresistance current_hp

Example:
-
testskill intellect 20 80 testskill current_hp 0 80
-

-test_tournament ???? - Unknown.

-text [text] - Displays the text block specified in [text].

====================================================
2) Text Blocks for class titles:
====================================================

Text blocks for class titles are very different but far simpler than the other uses described in this document. For this reason, this section is far shorter and much less in-depth. The only thing to remember is that normal text block script commands (like those detailed in section 1.3, do not work in these text blocks.

2.1) Class Titles Explained and an Example This useage is far more straightforward than text blocks for other uses. In this use, the text block is a line by line title for level object, where each line represents a specific level. The first line represents the title for level 1, the second line represents the title for level 2, and so on up to no logical limit. The only thing of importance to remember is that if you want to make GENDER SPECIFIC titles, you need to include BOTH titles on the same line, seperated by '' symbols. Here is an example of a set of titles for a class, in this example, Rangers--

--
Apprentice Novice Novice Novice Strider Strider Strider Strider Strider Scout Scout Scout Scout Scout Guide Guide Guide Guide Guide WoodsmanWoodswoman WoodsmanWoodswoman WoodsmanWoodswoman WoodsmanWoodswoman WoodsmanWoodswoman Courser Courser Courser Courser Courser Tracker Tracker Tracker Tracker Tracker Pathfinder Pathfinder Pathfinder Pathfinder Pathfinder Hunter Hunter Hunter Hunter Hunter Ranger LordRanger Lady Ranger LordRanger Lady Ranger LordRanger Lady Ranger LordRanger Lady Ranger LordRanger Lady Master Ranger
--

This example also shows the way gender specific titles are handled, and shows that it's safe to use spaces in class titles. Apperently any titles for levels NOT handled are replaced with the default title of 'Master'. (Which explains why after the last line, 'Master Ranger', a Ranger receives the title of 'Master' every level after that without it being in this text block.) The text block used for a classes title is saved in the class under the 'Titles' name. Now, one thing to keep in mind, as this hasn't been thoroughly tested, is that MajorMUD ALSO stores the class title in the user database-- what this means to you, would-be editor, is that your changes may not take effect immeditiatly. But they will take effect the next time the player trains for a level I'm certain. Don't qoute me on this behaviour though. :)

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3) Text Blocks for Rooms (advanced)
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3.1) Effects

3.2) Room Specific Commands

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4) Text Blocks for Items and Spells (advanced)
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4.1) Chests -- [thanks to 'Atma' for this section]

First you need an item (the chest itself) and a spell (to activate the chest). I recommend copying existing chests and chest spells, as it's less settings to fuck with. Just change the names. Now the spell should link to a text block. Obviously the text block number should not be in use. Make a new one. Put this in the new text block:

random XXXX

Where XXXX is is the number of your next text block. Make another one (the one you've mentioned in the random block, obviously). Now before we go any further, remember... you can chain off of randoms. Take the graveyard for instance. If you've ever scripted digging, you know that VERY rarely you'll get a glowing broadsword or warhammer. It seems like 1 in 1000 digs, but the minimum percent you can get is 1%. They do this by chaining randoms. Here's an example. This is one of the text blocks I used on Sinister Urge for a chest I made:

--
60: message 10028: addexp 2000000
83: message 10029: addexp 10000000
85: message 10030: addexp 100000000
100: random 10111
--

The first number is the percent change. The actual chance is like monster's attacks... it's the value there minus the value of the attack
(or in this case, reward) before it. For instance the chance of getting 10,000,000 experience is 83 negative 60. So 23%. As you can see by the experience rewards here, you can put a lot more than items in chests. You can put experience, stat rewards (crit chance, dodge chance, ect... I wouldn't try putting a strength reward in one), monsters, a cast of a certain spell, just about anything you can think of. Anyway, the last chance sends you to another random as you can see. This goes to another text block.... in this case, the one that awards items rather than experience.

It's a long one, but it's pretty much the same thing.

percent: message and message number: what you want to happen.

For instance...

--
52: message 66: addexp 1
54: message 39172: addability 4 1
58: message 39173: giveitem 3829
--

In this example, there'd be a 2% chance to give a bonus of +1 max damage and a 4% chance to give item 3829.

All in all, every random text block should go up to 100%. I'm not sure what would happen if you made one that didn't, and there's no reason not to. Remember, you can also give multiple chances (even chances on different things... like one chance for a stat bonus, one chance for items, one for experience, ect.) on the same spell. Just add another link to a text block. Also remember to make sure the messages work properly... it's REALLY God damned annoying to not know what you got from a chest.

4.2) Maps and Documents (quest and story elements)

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5) Text Blocks for Quests (advanced)
====================================================

Text blocks are the cornerstone of quests in MajorMUD. They're used to do comparisons, set and maintain flags in the user database
(in the form of abilities with different values), limit quests to specific classes, and so on. Text blocks are almost as important to quests and MMUD in general as maps are, or any other object in MMUD. Certain quests are simple, and involve minimal NPC interaction
(such as the ice sorceress quest, high druid quest, and adult she-dragon quests, which merely rely on the player killing a monster and doing a specific action in a room to get their reward), while others are complex and vast, involving many NPCs, doing different things and even puzzles and such that all involve text blocks (such as the mod-6 Dao Lord quest, which involves interacting with various NPC's, getting and moving items, exploring different areas, finding different objects in rooms and exploring them, then speaking to NPC's again-- then moving through areas which use text blocks to control exit behaviour, as wel l as areas that use text blocks to make random events occur not only in the current room, but in other rooms throughout the area).

5.1) Simple Quest (interaction and abilities) This one is so simple, it can't hardly be called a quest really. It's more like something to keep a player from abusing a specific event over and over. Say you want to do a quest similar to the Magebane sword quest that Witchunters do, and you want to give a specific class a specific item, but only ONCE and not again. You also want this item to be given out only to a player of a specific level. Here's a simple idea how, given these assumed truths:

i) The class the item is to be given to are the 'Fluffs', which are class number 22
ii) the item to be given out is the long pursued 'fluffhammer', which is item number 10045
iii) the ability we'll use to 'flag' the player as having received the item will be an unused ability, number 500.

Now the example--

Step 1-- Create the NPC that you want the player to interact with. For our example, we'll create 'Bob'. 'Bob' will be an invincible NPC that is Stationary and is setup in one room with a 1 hour regen time and 9999 HP, 9999 MR, 999/999 AC/DR and a Magical +999 ability as well as other godlike NPC stats. For the sake of completedness, we'll make this NPC be monster number 10000.

Step 2-- Create the weapon/item you want the player to receive for completing this easy and simple to do quest. We'll create our 'fluffhammer' as item 10045 which is far away from WCC's current max item values.

Step 3-- Create the NPCs greet text and initial default text responses; for this we'll make text block 30000 be the greet which will look like this:

--
fluff: 30002 fluffs: 30002 something: 30003 weapon: 30003
--

This block will link to text block 30001 which will look like this;

--
[0mObviously an experienced and wise Fluff, Bob rises at your approach and bows humbly, and says: [0;32m"Hello adventurer, I am Bob, great Elven Fluff of legend, and holder of sacred trinkets for all [0;1;32mFluffs[0;32m throughout the land. I've helped many a Fluff with their early years, and guided them on to greatness and success." [0mBob sits again, returning to his work and awaiting your questions.
--

Now, we also set it up to respond to the words 'fluff' and 'fluffs' by displaying text block 30002 to the user, which will look like this;

--
Bob stops for a moment, and says "Yes, many trinkets, but most Fluffs come to me for--" and he stops, then looks off about the room and continues saying "-- [0;1;32msomething[0;32m special. If you are of age and skill, I may have something of use for you as well!". And with that, he sits back again, tending to his work.
--

Finally, to complete this step and give the user the object that we want them to receive, both as a Fluff and as a Fluff of the proper level, we create text blocks 30003, 30004 and 30005;

(Text block 30003 -- Link To = 30004)
--
[0mBob looks at you intently as if to judge you...
--

(Text block 30004)
--
class 22: minlevel 15 10000: checkability 500 1: testability 500 1: giveability 500 1: giveitem 10045: text 30005
--

(Text block 30005)
--
[0;32m"Wonderful! Indeed you are of the ancient walk, Fluffs, and you have reached the level of giftedness.". With that, he takes out a large, blunt object which you instantly recognize as the long fabled Fluffhammer! He takes it out and slowly makes swinging gestures with it; you notice him fumble with it, but just assume that his brew has gotten the better of him. After displaying it's ease of use, he proudly presents it to you and says "May your adventures benefit greatly from this weapon, and for all Fluffs throughout the realms, protect the great Fluffs from the evil and tyrrany of the Dark One.". [0mBob works up a broad smile, takes his seat again, and begins to sip on his brew.
--

Step 4-- Create message 10000 for when a Fluff isn't of the appropriate level to get the weapon. Line 1 of the message will look like this;

--
Bob laughs, "Pitiful, come back when you are a worthy Fluff!".
--

Line 2 of the message will look like this;

--
%s sulks in disappointment when Bob deems them unworthy.
--

And Line 3 will be blank. And with that, you've created a simple quest. Mind you, this has NOT been thoroughly tested, but they are a guide to be used, not an exact method for a quest. (Although this SHOULD work, it simply has not been tested.)

5.2) Simple Quest (interaction, abilities and items)

5.3) Complex Quest (interaction, abilities, items and monsters)

5.4) Complex Quest (interaction, abilities, items, monsters and rooms)


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