From: Michael H. <mh...@us...> - 2000-09-17 10:46:20
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Update of /cvsroot/pythianproject/PythianProject/Bin In directory slayer.i.sourceforge.net:/tmp/cvs-serv5988/Bin Modified Files: ailibgen.aiml data.cml Log Message: renamed AI designer form file. Conversation editor mods. -mike Index: ailibgen.aiml =================================================================== RCS file: /cvsroot/pythianproject/PythianProject/Bin/ailibgen.aiml,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -r1.2 -r1.3 *** ailibgen.aiml 2000/09/08 18:47:38 1.2 --- ailibgen.aiml 2000/09/17 10:46:13 1.3 *************** *** 1,5 **** <aiml><ai name="SimpleAnimal" author="Kamil Krauspe, Micheal Hearn" notes="Copyright (C) 2000, by Michael Hearn, Kamil Krauspe ! Thanks to Kamil for this file, it demonstrates nicely how the system will work. If you have questions about the AI or how to use this program, email me on mh...@su..."><script classname="SimpleAnimalAIClass">classSimpleAnimalAIClass: def Update(self): return None --- 1,6 ---- <aiml><ai name="SimpleAnimal" author="Kamil Krauspe, Micheal Hearn" notes="Copyright (C) 2000, by Michael Hearn, Kamil Krauspe ! Thanks to Kamil for this file, it demonstrates nicely how the system will work. If you have questions about the AI or how to use this program, email me on mh...@su... ! "><script classname="SimpleAnimalAIClass">classSimpleAnimalAIClass: def Update(self): return None Index: data.cml =================================================================== RCS file: /cvsroot/pythianproject/PythianProject/Bin/data.cml,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -r1.2 -r1.3 *** data.cml 2000/09/11 19:31:55 1.2 --- data.cml 2000/09/17 10:46:13 1.3 *************** *** 1,9 **** ! <convdata><conversation name="Test conversation"><playeroption id="1" enabled="TRUE">Hi there! How are you doing? ! <npcspeech id="4" enabled="TRUE">Fine thanks. You? ! </npcspeech><playeroption id="5" enabled="TRUE">Oh not bad thanks. ! <npcspeech id="8" enabled="TRUE">That's welcome news. Now listen, I've got something to tell you. ! </npcspeech><jump id="23" to="21" enabled="TRUE"></jump></playeroption><playeroption id="6" enabled="TRUE">Actually not to good recently. ! <npcspeech id="7" enabled="TRUE">Really? That's too bad. Anyway, listen carefully. ! </npcspeech><jump id="24" to="21" enabled="TRUE"></jump></playeroption><group name="Joke Group" id="21" enabled="TRUE"><npcspeech id="22" enabled="TRUE">I've got this totally great joke to tell you! </npcspeech><playeroption id="27" enabled="TRUE">Groan! <jump id="30" to="29" enabled="TRUE"></jump></playeroption><playeroption id="28" enabled="TRUE">Go on then, shock me. --- 1,3 ---- ! <convdata><conversation name="Test conversation"><group name="Joke Group" id="21" enabled="FALSE"><npcspeech id="22" enabled="TRUE">I've got this totally great joke to tell you! </npcspeech><playeroption id="27" enabled="TRUE">Groan! <jump id="30" to="29" enabled="TRUE"></jump></playeroption><playeroption id="28" enabled="TRUE">Go on then, shock me. *************** *** 12,37 **** <npcspeech id="36" enabled="TRUE">A hippopotamouse! </npcspeech><playeroption id="37" enabled="TRUE">That's pathetic. ! </playeroption><playeroption id="38" enabled="TRUE">That's rubbish. ! </playeroption><playeroption id="39" enabled="TRUE">That's ****. ! </playeroption></playeroption></playeroption></group></playeroption><playeroption id="3" enabled="TRUE">Hey you - what are you doing here? <npcspeech id="12" enabled="TRUE">Well if you're going to be like that I'm off! ! </npcspeech><script name="NPC Leaves" id="13" enabled="FALSE">test script ! </script></playeroption></conversation><conversation name="Explanation Conversation"><npcspeech id="47" enabled="TRUE">Welcome to the demo conversation :) This will show you the features of the conversation engine, and demonstrate how it works and how conversations are designed. This node is an NPC node, meaning that the character to whom this conversation is with would speak it. ! A conversation is organised like a tree. The interpreter runs each node in turn, starting with the top and working downwards. Here, this is spoken first, and when ! that is done the player options a, b and c are shown. </npcspeech><playeroption id="48" enabled="TRUE">This is player option (a). The player can choose this option from a list of options that are displayed when the interpreter runs this node. If the player chooses this the options children are run. When a player option node is run, all available options are cleared. ! Options have two flags: "force select", which means the player -must- select that option, and "disable-on-run" which if true means that the option can only ! be selected once. <npcspeech id="52" enabled="TRUE">This is an NPC speech node. It is run (and the speech spoken) if the player selects option (a). </npcspeech><delay time="1000" id="53" enabled="TRUE"></delay><npcspeech id="54" enabled="TRUE">This NPC speech is run 1 second after the first. Because nodes are run in order, you can implement several neat features like this. ! After this node is run, control moves immediately back up a level and the player options (b) and (c) are run. In fact, all the options are processed, but when an option ! is selected, ! it is marked as "done", and therefore not readded. When control is returning up a level, only player options are run, no others are. </npcspeech></playeroption><playeroption id="50" enabled="TRUE">This is player option (b) The player can also choose this option. This node is run immediately after option (a), so the player sees the options appear virtually at the same instant. --- 6,44 ---- <npcspeech id="36" enabled="TRUE">A hippopotamouse! </npcspeech><playeroption id="37" enabled="TRUE">That's pathetic. ! <jump id="261" to="138" enabled="TRUE"></jump></playeroption><playeroption id="38" enabled="TRUE">That's rubbish. ! <jump id="262" to="138" enabled="TRUE"></jump></playeroption><playeroption id="39" enabled="TRUE">That's ****. ! <jump id="263" to="138" enabled="TRUE"></jump></playeroption><group name="Joke end group" id="137" enabled="FALSE"><disable id="138" target="1" enabled="TRUE"></disable><disable id="139" target="3" enabled="TRUE"></disable><enable id="144" target="135" enabled="TRUE"></enable><jump id="142" to="265" enabled="TRUE"></jump></group></playeroption></playeroption></group><group name="Greetings Group" id="265" enabled="TRUE"><playeroption id="1" enabled="TRUE">Hi there! How are you doing? ! <npcspeech id="4" enabled="TRUE">Fine thanks. You? ! </npcspeech><playeroption id="5" enabled="TRUE">Oh not bad thanks. ! <npcspeech id="8" enabled="TRUE">That's welcome news. Now listen, I've got something to tell you. ! </npcspeech><delay time="2000" id="129" enabled="TRUE"></delay><jump id="23" to="22" enabled="TRUE"></jump></playeroption><playeroption id="6" enabled="TRUE">Actually not to good recently. ! <npcspeech id="7" enabled="TRUE">Really? That's too bad. Anyway, listen carefully. ! </npcspeech><delay time="2000" id="130" enabled="TRUE"></delay><jump id="24" to="22" enabled="TRUE"></jump></playeroption></playeroption><playeroption id="3" enabled="TRUE">Hey you - what are you doing here? <npcspeech id="12" enabled="TRUE">Well if you're going to be like that I'm off! ! </npcspeech><script name="NPC Leaves" id="13" enabled="TRUE">test script ! </script><delay time="2000" id="131" enabled="TRUE"></delay></playeroption><playeroption id="264" enabled="TRUE">Friend, do you know of the plague in this area? ! <npcspeech id="363" enabled="TRUE">No! I had no idea. ! Thankyou for warning me stranger, I will be on the lookout. ! </npcspeech><playeroption id="99" enabled="TRUE">That's not a problem. Knowledge is power as they say. ! <npcspeech id="100" enabled="TRUE">Ah yes, and they say right too. Once again, thankyou. ! </npcspeech><disable id="121" target="264" enabled="TRUE"></disable><jump id="119" to="265" enabled="TRUE"></jump></playeroption></playeroption><playeroption id="135" enabled="FALSE">It was pleasant talking to you. ! <npcspeech id="136" enabled="TRUE">Yes, and the same to you. Maybe we can talk again some time. ! </npcspeech></playeroption></group></conversation><conversation name="Explanation Conversation"><npcspeech id="47" enabled="TRUE">Welcome to the demo conversation :) This will show you the features of the conversation engine, and demonstrate how it works and how conversations are designed. This node is an NPC node, meaning that the character to whom this conversation is with would speak it. ! A conversation is organised like a tree. The interpreter runs each node in turn, starting with the top and working downwards. Here, this is spoken first, and ! when that is done the player options a, b and c are shown. </npcspeech><playeroption id="48" enabled="TRUE">This is player option (a). The player can choose this option from a list of options that are displayed when the interpreter runs this node. If the player chooses this the options children are run. When a player option node is run, all available options are cleared. ! Options have two flags: "force select", which means the player -must- select that option, and "keep" which if true means that the option can be selected as ! many times as the player likes. If keep is false (the default) then the option can only ever be selected once. <npcspeech id="52" enabled="TRUE">This is an NPC speech node. It is run (and the speech spoken) if the player selects option (a). </npcspeech><delay time="1000" id="53" enabled="TRUE"></delay><npcspeech id="54" enabled="TRUE">This NPC speech is run 1 second after the first. Because nodes are run in order, you can implement several neat features like this. ! ! After this node is run, control moves immediately back up a level and the player options (b) and (c) are run. In fact, all the options are processed, but when an ! option is selected, it is marked as "done", and therefore not readded. When control is returning up a level, only player options are run, no others are. </npcspeech></playeroption><playeroption id="50" enabled="TRUE">This is player option (b) The player can also choose this option. This node is run immediately after option (a), so the player sees the options appear virtually at the same instant. *************** *** 47,51 **** player must say all three things before he can go back. However, if none of them have force-select then the player can only choose 1 of them. However, the rest of the options will then be impossible to select. Force select is currently not editable. ! <groupenable id="72" target="68" enabled="TRUE"></groupenable><npcspeech id="76" enabled="TRUE">If the player sees this npc speech then the group has been enabled. That means that if the player selects option (b) then (c), they get extra options. </npcspeech></playeroption><npcspeech id="57" enabled="TRUE">This node will be run immediately after the player chooses (b). However, after this node execution will stop, until a player option has been selected. </npcspeech></playeroption><playeroption id="51" enabled="TRUE">This is option (c) --- 54,58 ---- player must say all three things before he can go back. However, if none of them have force-select then the player can only choose 1 of them. However, the rest of the options will then be impossible to select. Force select is currently not editable. ! <enable id="134" target="68" enabled="TRUE"></enable><npcspeech id="76" enabled="TRUE">If the player sees this npc speech then the group has been enabled. That means that if the player selects option (b) then (c), they get extra options. </npcspeech></playeroption><npcspeech id="57" enabled="TRUE">This node will be run immediately after the player chooses (b). However, after this node execution will stop, until a player option has been selected. </npcspeech></playeroption><playeroption id="51" enabled="TRUE">This is option (c) *************** *** 57,61 **** into a group that is disabled. Groups are -not- automatically run when enabled. </playeroption><playeroption id="70" enabled="TRUE">This option is also in a group. These options will only be available if the player has first selected option (b) ! </playeroption><jump id="81" to="80" enabled="TRUE"></jump></group></playeroption><groupdisable id="78" target="79" enabled="TRUE"></groupdisable><group name="Misc Group" id="79" enabled="TRUE"><npcspeech id="80" enabled="TRUE">This will not be run at first, because it's in a group that's disabled. However, the group can be used to store various nodes that are jumped to later. When something is jumped to, it is treated like the jumped nodes are added where the jump command is. This is to preserve context. --- 64,68 ---- into a group that is disabled. Groups are -not- automatically run when enabled. </playeroption><playeroption id="70" enabled="TRUE">This option is also in a group. These options will only be available if the player has first selected option (b) ! </playeroption><jump id="81" to="80" enabled="TRUE"></jump></group></playeroption><group name="Misc Group" id="79" enabled="FALSE"><npcspeech id="80" enabled="TRUE">This will not be run at first, because it's in a group that's disabled. However, the group can be used to store various nodes that are jumped to later. When something is jumped to, it is treated like the jumped nodes are added where the jump command is. This is to preserve context. |