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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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bbs_lord
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life118d.zip
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PROEDIT.TXT
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1996-03-11
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-------------------------------------------------------------------
HOW TO MESS AROUND WITH THE DATS and EVEN MAKE YOUR OWN
in 'LLML' (Lord Life Markup Language)
-------------------------------------------------------------------
**********************************
NEW COMMANDS EXIST...
Newest commands available this version is:
`<ReadTextFile>=[(TempStr0),(OtherDir),MYFILE.TXT,5]
this command looks in the directory: (OtherDir) <parameter 2>
and looks there for a file called: MYFILE.TXT <parameter 3>
and looks in that file for line number: 5 <parameter 4>
and then places that line in the variable: (TempStr0) <parameter 1>
So (TempStr0) would now be equal to line number 5 of that file...
`<NewVar>=[(MyData-1),String]
Creates a NEW temporary var...be sure to DELETE it AFTER!
`<DelVar>=[(MyData-1)]
Deletes a temporary var...be sure to use this and
not <DELETE> ... one deletes a variable..the other a file!
****
--==you can now create new temporary vars as well as file vars==--
--if you understand the below commands --
--use them with caution -- **delete all vars you create!** --
`<NewVar>=[(MyData-1),String]
`<DelVar>=[(MyData-1)]
****
***********************************
----
SUGGESTION: This file is currently very tiny...I would print it
if you plan to do anything much with .dat files.
I WOULD RATHER YOU MAKE YOUR OWN DAT AND ADD IT TO THE 4thparty.dat
than if you mess up my game dats too much....
Cuz well alot of work went into them :)
...Take a look at testtxt.dat...
...And the var file that goes with it testtxt.var...
If you have looked at any of the dats you will have seen that
everything lordlife says or does can be changed...you can even have
your own lord life modules.
I know it is kinda difficult to program these dats now...but
soon it will be much easier. Mess around with them in a text
editer...and well make something I havn't thought of
NOW YOU CAN HAVE YOUR OWN VARIABLES!!! JUST TAKE A LOOK AT THE FILE
TESTTXT.VAR ...WHEN YOU WRITE A MODULE THE MODULE NAME WITH A .VAR
EXTENSION WILL BE THE VARIABLES
-You can have as many vars as you like...but you must have a date
var if you want some info ie flags .. to change next day
--I am woking on better documentation..but I hate documenting things
so its going to be awhile...Anybody want to help me write em?
--LOOK AT TESTTXT.VAR AND TESTTXT.DAT FOR IDEAS--
*Almost anything you could think of doing has been done in some
form or another in the main life modules...just look at
them for hints too.
--------------------
SUGGESTION::::::: START YOUR OWN GAME OFF FROM THE TESTTXT.DAT AND
TESTTXT.VAR...COPY THEM SOMEPLACE TO A NEW NAME LIKE SAY UHH
MYTXT.DAT AND MYTXT.VAR -must have same name-different extension.
-Dont forget to add your dats name and title to the 4thparty.dat file!
--------------------
***NOTE: The best way to see how to make Lordlife do something is
to look and see how its done in the existing dats.
!!IF YOU WANT TO MAKE YOUR OWN MODULE...EDIT THE 4thparty.dat...
and add two lines..the first the full filename of your dat
ie: c:\doors\myprog\myprog.dat
and the second line is what the user will see:
ie: `1My `3Program
-Soon I hope to create a program to install 4thparty.dats easily.
-Also I hope (though unlikely) to have the time to make an easy
editor for the dats, or a Word 6 .LLML Editor. sorta like HTML.
NOTE: ALL COMMANDS LOOK LIKE: `<CommandName>
OR: `<CommandName>=[FIRST,SECOND,ETC]
NOTE: ALL VARIABLES LOOK LIKE: (VariableName)
-all lines without commands are printed unless they start with
two forward slashes ie: //
-all program dats start with a @#BEGIN
-A dat file is run until another break point is reached or a
command causes a break point:
Any line that starts with @# is a break point, as are some
commands...most often `<if> commands will send the program
to a different break point.
----------------------------------------------------------------------
COMMAND LIST
----------------------------------------------------------------------
//if you have two forward slashes to start a line...then that line
//is ignored..ie for comments like this!
`<SetMap>=[Themap,x,y,e,0]
The above sets up a map...like a menu only it shows a map
and the char 'e' in this case is the 'enemy' and it will move
towards you...see the travtxt.dat for the best example or the
mysttxt.dat or the maintxt.dat...These are very easy to use
if you only look at the existing ones carefully .. the last
parameter is always zero UNLESS you want a time limit in seconds
and if you do it calls the break point TheMapOptions`
So it uses the color char for time up...the color char would
otherwise not be a possibility...
`<SetVarFile>
Tells lordlife that your program has a .VAR file that it
uses.
`<Quit>
Quit is the most important command...you MUST HAVE IT SOMEWHERE,
where it is always accessable to the user so they can quit the
program.
`<ResetIfNewDay> (Obsolete...no longer used...look at testtxt.dat)
This resets life's values..ie if user has had beer or not for that
day...so that when its a new day the user can again do said option.
`<MonstEd>=[1]
This is Just the monster edit sub program...you must tell it the
level you want it to edit from, thats the first parameter...it can
be a literal number like above or variable like (TempInt0) ...
`<SetOptions>=[A,B,C,D]
This should be a command in every menu you have...to set the new
options list...they are shown to the user...ALSO BE WARNED: ALL YOUR
MENU CHOICES MUST BE INCLUDED IN THIS LINE BECAUSE THE PROGRAM WILL
ONLY EXECUTE COMMANDS IF THEIR ASSOCIATED LETTER IS SET WITH
THIS.
`<PrintVal>=[(TempStr0),(TheUser)]
This prints a value to the screen, in this case (TempStr0) ...
(see variable section in the next section for list of values).
And (TheUser) means the current user...it could also be some
variable for another user you find with `<FindLifeUser>=[]
I know this sounds confusiong...just look how its done...for
example open TRISTXT.DAT and look at: @#TavernOptionsA
`<FilePrint>=[(LordNick),(TheUser),(TLifesDir),LifePub.txt,%]
This outputs the value (in this case lords nick name)
into the specified file and specified directory (in this case
LIFEPUB.TXT in life's dir. And the last parameter is the start
color of the line.
`<ShowAnsi>=[(TLifesDir),mydata.ans]
This displays an ansi file...in this case: MYDATA.ANS in the
Lifes Directory.
`<TrimFile>=[(TLifesDir),LifePub.txt,20]
This command trims a file down to so many lines..in this case
I am trimming down the LIFEPUB.TXT file which is located in
the Lifes Dir...down to 20 lines long.
`<ShowLordFile>=[LIFEPUB.TXT,(TLifesDir)]
This command displays a txt file...changing colors as lord would
with is standard color scheme. See the variable list later in this
file for explanation of (TLifesDir) ...This is directory of life
`<LordIn>=[(TempStr0),70,100,2,(TheUser)]
This command gets the user to enter a line of text, into
In this case: (TempStr0) max length: 70 ...
max total length including color change chars: 100 (this should never be more OR...
bad things will happen)
`<GetAns>=[(TempStr0),YN,(TheUser)]
This inputs one letter from keyboard...only accepts the letters listed
as the second param...in this case YN ...the default is the first
letter in the list so Y is the default here...for example open
PUBTXT.DAT and search for @#PubOptionsT ...it asks user if
they will pay...
`<FindCommUser>=[(TempStr0),(TheUser)]
`<FindLifeUser>=[(TempStr0),(TheUser)]
`<FindLordUser>=[(TempStr0),(TheUser)]
These nifty commands take a partial user nickname...like
if user inputs a partial search key..ie: wo
then these funcs would find WOLF! if that nickname existed
in that file...ie Comm (comment file)
Life (main lifeppl.dat file)
Lord (lord's player.dat file)
AND IF IT FINDS THE NICKNAME IT RETURNS THE REAL USER NAME IN THE
FIRST PARAM...so if WOLF!'s real name was John Doe it would return
that....so that you could use that real name to find stats on
this John Doe, wolf ... or change stats...see how its done
in the dats like: in the MYSTTXT.DAT file the summon an ill
wind can hurt another player see how its done...open the file and
search for: @#MysticalOptionsS
`<SetVal>=[(LordNick),(TheUser),Dweeb]
Put this line somewhere and all users would get their nicknames
changed to dweeb hehehhehe! See how it works...The value
(LordNick) is set to Dweeb...for (TheUser).
`<Random>=[(TempInt0),(TheUser),1,100]
This is a very usefull command...it generates a random number
in this case between 1 and 100 and places it in (TempInt0)
`<AddVal>=[(LGems),(TheUser),100]
Place this line in the dats some place and some user is going to
get an awful lotta gems! :) This adds to the value..the amount
you specify, or concatinates a string on the end of a string value
`<SubVal>=[(LordGold),(TheUser),10]
Same as add above..but it subtracts...
`<MultVal>=[(LordGold),(TheUser),10]
Same as add above..but it multiplies...
`<DivVal>=[(LordGold),(TheUser),10]
Same as add above..but it divides...
`<if>=[(TempStr1),(TheUser),###NotFound###,@#UserNotFound]
This is an importand command...it checks if the value
in this case (TempStr1) is equal to in this case: ###Not Found###
and if so does something in this case jumps to the line
starting with @#UserNotFound
`<ifless>= --- These are the same as if except ifless checks if
`<else>= the value is less and else does the oposite of it.
`<goto>=[@#NewLine]
This just jumps to a new point in the dat.
`<SetMenu>=[MainMenu]
Sets the menu to what you give it and also runs that menu.
`<SetMenuAndFile>=[MainMenu,(TLifesDir),MAINTXT.DAT]
This also changes the dat file as well as the menu...if
your making your own 4thparty.dat don't use this cuz then
there would be files all over the place and it would be
a mess! :)
`<More>
This simply waits for the users response to continue.
`<Credits>
Shows Credits.
`<Clear>
Clears screen.
`<NewLine>
Forces a new line ... ie: carriage return...or enter ...whatever
`<Space>
Forces a space to be printed when running with auto return off.
`<RetOff>
Turns off auto return so a line ends with its last valid non
space char...if you do not do a `<NewLine> then everything
will go to the one line.
`<RetOn>
Turns auto return on.
----------------------------------------------------------------------
VARIABLES
----------------------------------------------------------------------
(TheUser) The real name of the current user
(TLifesDir) Life's full directory path
(TLordsDir) Lord's full directory path
(TheOptions) The menu options
(TempStr0) **************************************************
(TempStr1) * These strings are temporary *
(TempStr2) *and are not saved to file, use for temp vals *
(TempStr3) **************************************************
(TGotFairy) Does user have a fairy 1=yes 0=no
(TempInt0) -Temporary ints...(thats small numbers)
(TempInt1) -''
(TempInt2) -''
(TempInt3) -''
(TempDbl0) ==Temporary doubles..for very large numbers.
(TempDbl1) ==
(TempDbl2) ==
(TempDbl3) ==
(LordNick) lord nickname...alias
(LRealName) real name
(LordWeapon) weapon name
(LordArmour) armour name
(LordHP) hit points
(LordHPMax) max hit points
(LWeaponNum) weapon number
(LArmourNum) armour number
(LHumanFights) human fights
(LForestFights) forest fights
(LordGold) lord gold
(LordBank) lord gold in bank
(LDefence) lord defence
(LStrength) lord strength
(LCharm) lord charm
(Level) lord level
(LGems) lord gems
(LordExp) lord experience
(LKids) number of lord kids
(LTimesWon) times won lord
(Lays) number of lays
(LHaveHorse) have horse if this is 1 else 0 if user doesn't have horse
(LWeirdEvent) if 5 then weird event will occur 0 if not
(LSeenDragon) if 5 then seen dragon 0 if not
(LSeenViolet) if 5 then seen voilet 0 if not
(LSeenMaster) if 5 then seen master 0 if not
(LDead) if 5 then player dead in lord 0 if not
(LInn) if 5 then player staying in inn 0 if not
(LSex) if 5 then female 0 if male
(LBard) if 5 then seen bard 0 if not
(LClass) class 1, 2, or 3 ie Death Knight,Mystical,Thievery
(LevelW) death knight skill left
(LevelM) mystical skill left
(LevelT) thievery skill left
(LSkillW) death knight skill level
(LSkillM) mystical skill level
(LSkillT) thievery skill level
(FLifeExp) life experience
(FLifeStr) life strength
(FLifeDef) life defence
(FLifeGold) life money on hand
(LifeBank) life money in bank
(FLifeSkill) life skill at jousting
(HadDrink) 1 if had drink 0 if not
(FTalked) 1 if talked to tris 0 if not
(FHadBeer) 1 if had beer 0 if not
(FWashroom) 1 if used washroom 0 if not
(FHadSpec) 1 if had special dish 0 if not
(FHadVegg) 1 if had vegg dish 0 if not
(FDeedDone) 1 if done a herioc deed 0 if not
(FJoust) number of Jousts done today out of max 5
(FVisLan) 1 if visited Lan 0 if not
(FVisLisa) 1 if visited Lisa 0 if not
(FSavedPr) 1 if saved princess 0 if not
(FTrained) 1 if trained today 0 if not
(FGambled) 1 if gambled today 0 if not
(Comment) comment user made bout self
(CAge) age user entered
(CHair) hair color number 1..12
(CEyes) eye color number 1..12
(CRealSex) real sex number
(CLikeToMeet) 1 if like to meet other 0 if not
---------------------------------------------------------------------------
uhh..Dibbbity..Dibity..DIbity...that's all for now folks!
---------------------------------------------------------------------------