|
@@ -0,0 +1,101 @@
|
|
|
+:: DemoMain[private indoors noEvents]
|
|
|
+<!--
|
|
|
+ Now we're on the passage DemoMain.
|
|
|
+ Not that this is no longer an event.
|
|
|
+ Therefore you can now use the menus again.
|
|
|
+ Try it. You'll see that exiting them leads you back here automatically.
|
|
|
+
|
|
|
+ Now let's take a look at the new three tags.
|
|
|
+ private means that you are at a private location, such as a private apartment or garden.
|
|
|
+ The opposite is public.
|
|
|
+ Some events and options only apply to either of these tags.
|
|
|
+
|
|
|
+ indoors means that you're currently not effected by the weather.
|
|
|
+ The opposite would be outdoors.
|
|
|
+ As with public/private, this has various effects on events and player-options.
|
|
|
+
|
|
|
+ Of course events can take combinations of tags into account.
|
|
|
+ For example, you automatically take off your shoes at private indoors locations.
|
|
|
+
|
|
|
+ The third tag just tells the engine that it shouldn't fire random events here.
|
|
|
+ That's added so our demo isn't interrupted.
|
|
|
+ You'd usually not add this tag to locations you create.
|
|
|
+ -->
|
|
|
+
|
|
|
+<h2>Demo Location</h2>
|
|
|
+<!--
|
|
|
+ As before: always h2.
|
|
|
+ -->
|
|
|
+
|
|
|
+<<image 'locations/construction/obekt.jpg'>>
|
|
|
+<!--
|
|
|
+ An image without randomness this time.
|
|
|
+ -->
|
|
|
+
|
|
|
+<<actCLA 'Click me'>>
|
|
|
+ <p>
|
|
|
+ Everything is gone.
|
|
|
+ </p>
|
|
|
+ <<set $finances.cash += 1000>>
|
|
|
+ <<act 'Refresh'>>
|
|
|
+ <<refresh>>
|
|
|
+ <</act>>
|
|
|
+<</actCLA>>
|
|
|
+<!--
|
|
|
+ This is the actCLA-macro.
|
|
|
+ It behaves just like the act-macro with one major difference: it replaces the main window with its' contents.
|
|
|
+ As you can see with the included act-macro, the list of available actions is also updated.
|
|
|
+ And, if you paid close attention to the sidebar, you might have noticed that it has been updated as well.
|
|
|
+ You gained 1000 cash.
|
|
|
+ Since you are still on the same passage, reloading your browser window (F5) will throw you back before you hit any actCLA-button.
|
|
|
+ Try it. You'll notice that the 1000 cash are gone again.
|
|
|
+ This does not apply to the refresh-macro.
|
|
|
+ It will reload the current passage while preserving everything that happened in the meantime.
|
|
|
+ -->
|
|
|
+
|
|
|
+ <<act 'I made it to the top' undefined `{priority:1000}`>>
|
|
|
+ <<refresh>>
|
|
|
+<</act>>
|
|
|
+<!--
|
|
|
+ This button has no practical use, but it shows you how you can order your actions.
|
|
|
+ By default, your actions appear in the order you wrote them inside the source code.
|
|
|
+ If you want to order them in another way, you need to set the priority-flag inside the flag-object as seen above.
|
|
|
+ Don't mind the second paramenter.
|
|
|
+ Just set it to undefined everytime you need to set the third parameter.
|
|
|
+ -->
|
|
|
+
|
|
|
+<p>
|
|
|
+ <<either 3>>
|
|
|
+ Welcome to the demo location.
|
|
|
+ <<or 1>>
|
|
|
+ Welcome.
|
|
|
+ <<or>>
|
|
|
+ Hello.
|
|
|
+ <</either>>
|
|
|
+ <!--
|
|
|
+ This is the either-or-macro.
|
|
|
+ It executes a random piece of code (in this case that's only displaying text, but it could be anything).
|
|
|
+ The numbers are the weight of each of the options.
|
|
|
+ If no number is specified, it defaults to 1.
|
|
|
+ Therefore, we have a total weight of 5 (3+1+1).
|
|
|
+ The chance of the first option being chosen is therefore 60% (3/5) while each of the other two has a chance of 20% (1/5).
|
|
|
+ This code is re-evaluated each time the passage is visited.
|
|
|
+ You can test it by hitting the "I made it to the top"-action several times.
|
|
|
+ -->
|
|
|
+</p>
|
|
|
+
|
|
|
+<<ConnectedLocation 'Time' 'DemoTime' '' 'locations/gadukino/forest/gadforest4.jpg' 5>>
|
|
|
+<!--
|
|
|
+ The ConnectedLocation-macro will add a link to another location to the connected-location-bar.
|
|
|
+ The first parameter is the name that should be displayed to the user.
|
|
|
+ The second is the passage the link will lead to.
|
|
|
+ In this case it's DemoTime.
|
|
|
+ The third parameter is used to transfer additional information to the destination passage.
|
|
|
+ We don't need it here, that's why it's empty.
|
|
|
+ The fourth parameter is the image that should be displayed to the user.
|
|
|
+ Parameter five is the amount of time in minutes it takes to travel to the given passage.
|
|
|
+ You should avoid numbers greater than 90 because, among other problems, it makes handling of hunger and thirst difficult for the player.
|
|
|
+ Parameter six (not used here) accepts additional flags.
|
|
|
+ -->
|
|
|
+
|
|
|
+ <<ConnectedLocation 'Actions' 'DemoActions' '' 'locations/gadukino/forest/blueberry_picking_1.jpg' 1>>
|