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Unread 10-12-2017, 09:26 PM
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Thurallor Thurallor is offline
The Undying
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Join Date: May 2013
Posts: 116
Originally Posted by Garan
As to states, yes, a state machine is the natural implementation of a scripted quest application. Basically the way the built-in quests work or like those old books where you would read a page and then make a choice which tells you which page to go to next (or like the old text adventure games like Zork). While we can expand on the simplistic transitions of a Zork game by having mult-part objectives, optional objectives and even objectives that can be done in any order in parallel, it is still just a state machine, just a slightly more complicated one.
I missed your reply because I was typing mine at the same time and never noticed you had posted until just now.

Yes, I think what you're referring to is "Choose Your Own Adventure" books, which I loved when I was a kid. At the end of the page, the reader would be asked to make a choice, and go to a different page depending on the choice.

That might be a useful way to organize the user interface for a story author. He edits a large collection of "pages", and specifies "page jumps" based on a user's choice, or one of the other triggers we've mentioned above (e.g. killing a mob).
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Unread 10-14-2017, 09:41 AM
Interitus Interitus is offline
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Join Date: Oct 2017
Posts: 4
I had a thought regarding the idea of a ;loc button. Perhaps instead of that, there could be a button that is defined by the writer (on each "page" of the story). That way they could use custom emotes by overriding the text (again I'm not really sure if this is even possible, but based on your other comments I suspect it might be).

/laugh laughs awkward at <target>'s joke.
/lookaround searches the field at ;loc for Glaerdor's sword

Maybe have 2 boxes on the author's side where he defines the button such as:

Button name: <the text on the button displayed to the player>
Button action: <the text sent to the chat box>

Button name: Search
Button action: /lookaround searches the field at ;loc for Glaerdor's sword

That might actually simplify other parts because then the plugin wouldn't have to monitor for a separate location and emote. It could simply monitor for one predefined text that contains both.

Also (unrelated) I realized this plugin might also be a good tool for creating in game tutorials, or something like an orientation for a kinship.

Anyway, I hope I'm being helpful. Feel free to tell me to stop anytime, I realize I'm pretty ignorant about this stuff, so I wouldn't be shocked to be told I don't know what I'm talking about.

Last edited by Interitus : 10-14-2017 at 09:48 AM.
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Unread Yesterday, 04:40 PM
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Garan Garan is offline
The Undying
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Join Date: Oct 2010
Posts: 227
I'm not real keen on using the ;loc embedded in text because it increases the parser complexity. Not only are the region names are different depending on which client you are using but by embedding it in other text you significantly increase the complexity of the patterns for matching the text. The /loc (or /pos) command always returns the result in the same format. Additional complexity means a greater chance for errors at runtime (this client will be complex enough without adding to the potential for bugs). The author can be able to change the label on the button that the user presses, but the underlying chat command should be as simple and reliable as possible and that means using "/loc" (or "/pos").

So far I have identified the following 'types' of objectives that are fairly easy to implement (with some unavoidable complexity on the generic chat match):
1=get to location (use /loc to test)
2=find target
3=chat match
4=kill x (count) enemy
5=acquire x (count) items - they must be in inventory simultaneously (no grabbing one from the vault, putting it back and grabbing it again :P )
6=have effect
7=use skill
8=equip item

Let me know if you think of any other types I should consider.

As to "knowing what you are talking about", that doesn't matter when brain-storming. Some of the best solutions come out of what initially sound like crazy ideas when brain-storming so keep throwing ideas out. Some will stick, some not so much, but they are all valuable (besides, this is your original idea).
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