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https://github.com/Oreolek/gamebookformat.git
synced 2024-06-16 23:20:44 +03:00
Removed counter names from html and default templates.
It didn't work for writing some things, even though often correct.
This commit is contained in:
parent
1a6c6d3d15
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17257b7970
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@ -5,25 +5,26 @@ This example gamebook shows how to use counters.
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This is where the gamebook starts.
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We have counters for [count life]Life Points[/count] and for
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[count gold]Gold[/count]. You start the adventure with
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[set life]10[/set] and [set gold]12[/set].
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You can never have less than [min gold]0[/min]. FIXME need to
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[set life]10[/set] Life Points and [set gold]12[/set] Gold.
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You can never have less than [min gold]0[/min] Gold. FIXME need to
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figure out best syntax for death when life points go below 1.
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Go to [[getgold]] to get more Gold or [[dangerous]] to lose some Life Points.
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* getgold
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Congratulations, you found [inc gold]2[/gold].
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If you have less than [lessthan life]1[/lessthan], turn to [[auto death]].
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Congratulations, you found [inc gold]2[/gold] Gold.
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If you have less than [lessthan life]1[/lessthan] Life Points,
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turn to [[auto death]].
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You can go to [[dangerous]] to lose some life or to [[losegold]] to drop
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some gold. If you have at least [atleast gold]16[/atleast] you
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some gold. If you have at least [atleast gold]16[/atleast] Gold you
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can turn to [[hurrah]]. If you have even more than
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[morethan gold]16[/morethan] you can turn to [[rich]].
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[morethan gold]16[/morethan] Gold you can turn to [[rich]].
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* dangerous
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You lose [dec life]1[/dec].
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You lose [dec life]1[/dec] Life Points.
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You can go to [[getgold]] to get some Gold.
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* losegold
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You drop [dec gold]5[/dec]. It should not be possible to
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You drop [dec gold]5[/dec] Gold. It should not be possible to
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go below 0. Then go on to get gold at [[getgold]] or lose life at [[dangerous]].
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* rich
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@ -6,11 +6,11 @@ Introduction
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Turn to 1 to begin.
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1 (start) - This is where the gamebook starts. We have counters for [COUNT life]Life Points[/COUNT] and for [COUNT gold]Gold[/COUNT]. You start the adventure with [SET life]10[/SET] and [SET gold]12[/SET]. You can never have less than [MIN gold]0[/MIN]. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
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1 (start) - This is where the gamebook starts. We have counters for [COUNT life]Life Points[/COUNT] and for [COUNT gold]Gold[/COUNT]. You start the adventure with [SET life]10[/SET] Life Points and [SET gold]12[/SET] Gold. You can never have less than [MIN gold]0[/MIN] Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
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2 (death) - Less than 1 Life Point means the adventure ends now.
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3 (hurrah) - You have at least 16 gold. Go back to get some more at 7.
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4 (rich) - You have more than 16 Gold. How nice. Go back to get some more at 7.
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5 (losegold) - You drop [DEC gold]5[/DEC]. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
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6 (dangerous) - You lose [DEC life]1[/DEC]. You can go to 7 to get some Gold.
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7 (getgold) - Congratulations, you found [INC gold]2[/INC]. If you have less than 1, turn to ((automatic))2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 you can turn to 3. If you have even more than 16 you can turn to 4.
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5 (losegold) - You drop [DEC gold]5[/DEC] Gold. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
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6 (dangerous) - You lose [DEC life]1[/DEC] Life Points. You can go to 7 to get some Gold.
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7 (getgold) - Congratulations, you found [INC gold]2[/INC] Gold. If you have less than 1 Life Points, turn to ((automatic))2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 Gold you can turn to 3. If you have even more than 16 Gold you can turn to 4.
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END DEBUG OUTPUT
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@ -44,10 +44,10 @@
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This is where the gamebook starts. We have counters for <span class="count counterChange" data-type="life"
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data-name="Life Points">Life Points</span> and for <span class="count counterChange" data-type="gold"
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data-name="Gold">Gold</span>. You start the adventure with <span class="set counterChange" data-type="life"
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data-amount="10">10 Life Points</span> and <span class="set counterChange" data-type="gold"
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data-amount="12">12 Gold</span>. You can never have less than <span class="min counterChange" data-type="gold"
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data-limit="0">0 Gold</span>
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. FIXME need to figure out best syntax for death when life points go below 1. Go to <a class="sectionref enabledlink" data-ref="7"
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data-amount="10">10</span> Life Points and <span class="set counterChange" data-type="gold"
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data-amount="12">12</span> Gold. You can never have less than <span class="min counterChange" data-type="gold"
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data-limit="0">0</span>
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Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to <a class="sectionref enabledlink" data-ref="7"
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href="#section7">7</a> to get more Gold or <a class="sectionref enabledlink" data-ref="6"
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href="#section6">6</a> to lose some Life Points.
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</div>
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@ -92,7 +92,7 @@ if (this.gamebook) {
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<div class="sectionnumber" id="para5">5</div>
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<div class="sectiontext">
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You drop <span class="dec counterChange" data-type="gold"
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data-amount="5">5 Gold</span>. It should not be possible to go below 0. Then go on to get gold at <a class="sectionref enabledlink" data-ref="7"
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data-amount="5">5</span> Gold. It should not be possible to go below 0. Then go on to get gold at <a class="sectionref enabledlink" data-ref="7"
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href="#section7">7</a> or lose life at <a class="sectionref enabledlink" data-ref="6"
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href="#section6">6</a>.
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</div>
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@ -105,7 +105,7 @@ if (this.gamebook) {
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<div class="sectionnumber" id="para6">6</div>
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<div class="sectiontext">
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You lose <span class="dec counterChange" data-type="life"
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data-amount="1">1 Life Points</span>. You can go to <a class="sectionref enabledlink" data-ref="7"
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data-amount="1">1</span> Life Points. You can go to <a class="sectionref enabledlink" data-ref="7"
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href="#section7">7</a> to get some Gold.
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</div>
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</div>
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@ -117,14 +117,14 @@ if (this.gamebook) {
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<div class="sectionnumber" id="para7">7</div>
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<div class="sectiontext">
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Congratulations, you found <span class="inc counterChange" data-type="gold"
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data-amount="2">2 Gold</span>. If you have less than <span class="lessthan" data-type="life" data-amount="1"
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>1 Life Points</span>, turn to <span class="auto"></span><a class="sectionref enabledlink" data-ref="2"
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data-amount="2">2</span> Gold. If you have less than <span class="lessthan" data-type="life" data-amount="1"
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>1</span> Life Points, turn to <span class="auto"></span><a class="sectionref enabledlink" data-ref="2"
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href="#section2">2</a>. You can go to <a class="sectionref enabledlink" data-ref="6"
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href="#section6">6</a> to lose some life or to <a class="sectionref enabledlink" data-ref="5"
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href="#section5">5</a> to drop some gold. If you have at least <span class="atleast" data-type="gold" data-amount="16"
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>16 Gold</span> you can turn to <a class="sectionref enabledlink" data-ref="3"
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>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="3"
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href="#section3">3</a>. If you have even more than <span class="morethan" data-type="gold" data-amount="16"
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>16 Gold</span> you can turn to <a class="sectionref enabledlink" data-ref="4"
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>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="4"
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href="#section4">4</a>.
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</div>
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</div>
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@ -23,9 +23,9 @@
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\b \qc 1
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\b0\
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\ql This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points
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and 12 Gold
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. You can never have less than 0 Gold
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. FIXME need to figure out best syntax for death when life points go below 1. Go to \b 7
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Life Points and 12 Gold
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Gold. You can never have less than 0 Gold
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Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \b 7
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\b0
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to get more Gold or \b 6
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\b0
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@ -54,7 +54,7 @@
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\b \qc 5
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\b0\
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\ql You drop 5 Gold
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. It should not be possible to go below 0. Then go on to get gold at \b 7
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Gold. It should not be possible to go below 0. Then go on to get gold at \b 7
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\b0
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or lose life at \b 6
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\b0
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@ -64,7 +64,7 @@
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\b \qc 6
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\b0\
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\ql You lose 1 Life Points
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. You can go to \b 7
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Life Points. You can go to \b 7
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\b0
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to get some Gold. \
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\
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@ -72,15 +72,15 @@
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\b \qc 7
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\b0\
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\ql Congratulations, you found 2 Gold
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. If you have less than 1, turn to \b 2
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Gold. If you have less than 1 Life Points, turn to \b 2
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\b0
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. You can go to \b 6
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\b0
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to lose some life or to \b 5
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\b0
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to drop some gold. If you have at least 16 you can turn to \b 3
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to drop some gold. If you have at least 16 Gold you can turn to \b 3
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\b0
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. If you have even more than 16 you can turn to \b 4
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. If you have even more than 16 Gold you can turn to \b 4
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\b0
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. \
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\
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@ -49,9 +49,9 @@ Turn to 1 to begin.
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\noindent
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This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points
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and 12 Gold
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. You can never have less than 0 Gold
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. FIXME need to figure out best syntax for death when life points go below 1. Go to \textbf{\autoref{section7}} to get more Gold or \textbf{\autoref{section6}} to lose some Life Points.
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Life Points and 12 Gold
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Gold. You can never have less than 0 Gold
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Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \textbf{\autoref{section7}} to get more Gold or \textbf{\autoref{section6}} to lose some Life Points.
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\vspace{1em}
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\phantomsection
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\refstepcounter{sectionnr}
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@ -84,7 +84,7 @@ Turn to 1 to begin.
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\noindent
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You drop 5 Gold
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. It should not be possible to go below 0. Then go on to get gold at \textbf{\autoref{section7}} or lose life at \textbf{\autoref{section6}}.
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Gold. It should not be possible to go below 0. Then go on to get gold at \textbf{\autoref{section7}} or lose life at \textbf{\autoref{section6}}.
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\vspace{1em}
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\phantomsection
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\refstepcounter{sectionnr}
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@ -93,7 +93,7 @@ Turn to 1 to begin.
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\noindent
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You lose 1 Life Points
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. You can go to \textbf{\autoref{section7}} to get some Gold.
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Life Points. You can go to \textbf{\autoref{section7}} to get some Gold.
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\vspace{1em}
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\phantomsection
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\refstepcounter{sectionnr}
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@ -102,6 +102,6 @@ Turn to 1 to begin.
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\noindent
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Congratulations, you found 2 Gold
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. If you have less than 1, turn to \textbf{\autoref{section2}}. You can go to \textbf{\autoref{section6}} to lose some life or to \textbf{\autoref{section5}} to drop some gold. If you have at least 16 you can turn to \textbf{\autoref{section3}}. If you have even more than 16 you can turn to \textbf{\autoref{section4}}.
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Gold. If you have less than 1 Life Points, turn to \textbf{\autoref{section2}}. You can go to \textbf{\autoref{section6}} to lose some life or to \textbf{\autoref{section5}} to drop some gold. If you have at least 16 Gold you can turn to \textbf{\autoref{section3}}. If you have even more than 16 Gold you can turn to \textbf{\autoref{section4}}.
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\vspace{1em}
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\end{document}
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@ -8,9 +8,9 @@ Introduction
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Turn to 1 to begin.
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1
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This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points
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and 12 Gold
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. You can never have less than 0 Gold
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. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
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Life Points and 12 Gold
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Gold. You can never have less than 0 Gold
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Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
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2
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Less than 1 Life Point means the adventure ends now.
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@ -23,13 +23,13 @@ Turn to 1 to begin.
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5
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You drop 5 Gold
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. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
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Gold. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
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6
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You lose 1 Life Points
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. You can go to 7 to get some Gold.
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Life Points. You can go to 7 to get some Gold.
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7
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Congratulations, you found 2 Gold
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. If you have less than 1, turn to 2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 you can turn to 3. If you have even more than 16 you can turn to 4.
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Gold. If you have less than 1 Life Points, turn to 2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 Gold you can turn to 3. If you have even more than 16 Gold you can turn to 4.
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@ -1 +0,0 @@
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%(inner)s %(counter)s
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@ -1 +0,0 @@
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%(inner)s %(counter)s
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@ -1 +0,0 @@
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%(inner)s %(counter)s
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@ -1 +0,0 @@
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%(inner)s %(counter)s
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@ -1 +0,0 @@
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%(inner)s %(counter)s
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@ -1,2 +1,2 @@
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<span class="atleast" data-type="%(arg1)s" data-amount="%(inner)s"
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>%(inner)s %(counter)s</span>
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>%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="dec counterChange" data-type="%(arg1)s"
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data-amount="%(inner)s">%(inner)s %(counter)s</span>
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data-amount="%(inner)s">%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="inc counterChange" data-type="%(arg1)s"
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data-amount="%(inner)s">%(inner)s %(counter)s</span>
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data-amount="%(inner)s">%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="lessthan" data-type="%(arg1)s" data-amount="%(inner)s"
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>%(inner)s %(counter)s</span>
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>%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="min counterChange" data-type="%(arg1)s"
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data-limit="%(inner)s">%(inner)s %(counter)s</span>
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data-limit="%(inner)s">%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="morethan" data-type="%(arg1)s" data-amount="%(inner)s"
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>%(inner)s %(counter)s</span>
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>%(inner)s</span>
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@ -1,2 +1,2 @@
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<span class="set counterChange" data-type="%(arg1)s"
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data-amount="%(inner)s">%(inner)s %(counter)s</span>
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data-amount="%(inner)s">%(inner)s</span>
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6
todo.org
6
todo.org
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@ -1,4 +1,4 @@
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* TODO [49/72] [68%]
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* TODO [51/75] [68%]
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- [X] Debug output
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- [X] DOT output
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- [X] LaTeX output
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@ -61,8 +61,8 @@
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- [X] Counters check
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- [X] Make sure HTML output works with javascript disabled
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and in inferior browsers
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- [ ] Make sure counters start at 0 (not 1).
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- [ ] Remove the counter names from counter-tags output (and templates).
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- [X] Make sure counters start at 0 (not 1).
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- [X] Remove the counter names from counter-tags output (and templates).
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- [ ] Buy (optionally decrease a counter to add something to a collection)
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buy tag to specify what can be bought, eg [buy item]sword[/buy]
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followed by cost tag to specify what it will cost, eg [cost gold]3[/cost]
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