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Added missing text content for many Twine 2 output tags.

This commit is contained in:
Pelle Nilsson 2014-12-22 17:01:13 +01:00
parent 7b11888164
commit e9b7c88775
24 changed files with 70 additions and 71 deletions

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<tw-storydata name="Gamebook" startnode="1" creator="Twine" creator-version="2.0" format="Harlowe" options="">
<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how <b>Codewords</b> (AKA sightings) can be used. Go to [[2]]
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how *Codewords* (AKA sightings) can be used. Go to [[2]]
. </tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> Got codeword <b>warrior</b>. Simple enough to set a codeword. Turn to [[9]]
<tw-passagedata pid="2" name="2" tags="" position="20,20"> Got codeword *warrior*. Simple enough to set a codeword. Turn to [[9]]
. </tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> That was easy. </tw-passagedata>
<tw-passagedata pid="4" name="4" tags="" position="40,40"> OK, if you have the codeword <b>warrior</b>, you may turn to [[3]]
<tw-passagedata pid="4" name="4" tags="" position="40,40"> OK, if you have the codeword *warrior*, you may turn to [[3]]
otherwise you may go back to [[2]]
. Although we both know you have that codeword. If you have the codeword <b>fun</b> you may turn to [[5]]
. Although we both know you have that codeword. If you have the codeword *fun* you may turn to [[5]]
, without it you can go to [[8]]
. </tw-passagedata>
<tw-passagedata pid="5" name="5" tags="" position="50,50"> Cheater! There is no way you can have codeword fun. </tw-passagedata>
<tw-passagedata pid="6" name="6" tags="" position="60,60"> If you have the codeword <b>fun</b> turn to <b>fun</b>[[5]]
<tw-passagedata pid="6" name="6" tags="" position="60,60"> If you have the codeword *fun* turn to [[5]]
. Otherwise you can go to the end at [[3]]
or to the xortest at [[4]]
. </tw-passagedata>
<tw-passagedata pid="7" name="7" tags="" position="70,70"> If you have codeword <b>warrior</b> turn to <b>warrior</b>[[6]]
<tw-passagedata pid="7" name="7" tags="" position="70,70"> If you have codeword *warrior* turn to [[6]]
. Otherwise you can go to the end at [[3]]
or back to [[1]]
. </tw-passagedata>
<tw-passagedata pid="8" name="8" tags="" position="80,80"> This is just to demonstrate choices allowed when not having a codeword. Now go on to [[7]]
(autotest) or [[4]]
(xor test). </tw-passagedata>
<tw-passagedata pid="9" name="9" tags="" position="90,90"> If you have the codeword <b>warrior</b> you may turn to [[3]]
. If you do not have the codeword <b>fun</b>, you may turn to [[8]]
. If you have the codeword <b>fun</b>, you may instead turn to [[5]]
<tw-passagedata pid="9" name="9" tags="" position="90,90"> If you have the codeword *warrior* you may turn to [[3]]
. If you do not have the codeword *fun*, you may turn to [[8]]
. If you have the codeword *fun*, you may instead turn to [[5]]
. Otherwise see [[4]]
. </tw-passagedata>
</tw-storydata>

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<tw-storydata name="Counters Example" startnode="1" creator="Twine" creator-version="2.0" format="Harlowe" options="">
<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> This is where the gamebook starts. We have counters for <b>Life Points</b> and for <b>Gold</b>. You start the adventure with <b>10</b> Life Points and <b>12</b> Gold. You can never have less than <b>0</b> Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to [[9]]
<tw-passagedata pid="1" name="1" tags="" position="10,10"> This is where the gamebook starts. We have counters for *Life Points* and for *Gold*. You start the adventure with *10* Life Points and *12* Gold. You can never have less than *0* Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to [[9]]
to get more Gold or [[8]]
to lose some Life Points. Go to [[3]]
for testing the init value markup. </tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> OK, we increase that something counter by <b>1</b> here, and also increase the other counter by <b>1</b>. You can go back to see the difference between set and init [[here->3]]
<tw-passagedata pid="2" name="2" tags="" position="20,20"> OK, we increase that something counter by *1* here, and also increase the other counter by *1*. You can go back to see the difference between set and init [[here->3]]
, stuck in an infinite loop.</tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> The <b>Something Counter</b> starts at 5, but when you come back here it will not reset to that, unlike the <b>Other Counter</b> that will reset to <b>5</b> every time you get here. If we try to init gold to 999 nothing will happen because it was already set to something before you came yere. Go on to [[2]]
<tw-passagedata pid="3" name="3" tags="" position="30,30"> The *Something Counter* starts at 5, but when you come back here it will not reset to that, unlike the *Other Counter* that will reset to *5* every time you get here. If we try to init gold to 999 nothing will happen because it was already set to something before you came yere. Go on to [[2]]
. </tw-passagedata>
<tw-passagedata pid="4" name="4" tags="" position="40,40"> Less than 1 Life Point means the adventure ends now. </tw-passagedata>
<tw-passagedata pid="5" name="5" tags="" position="50,50"> You have at least 16 gold. Go back to get some more at [[9]]
. </tw-passagedata>
<tw-passagedata pid="6" name="6" tags="" position="60,60"> You have more than 16 Gold. How nice. Go back to get some more at [[9]]
. </tw-passagedata>
<tw-passagedata pid="7" name="7" tags="" position="70,70"> You drop <b>5</b> Gold. It should not be possible to go below 0. Then go on to get gold at [[9]]
<tw-passagedata pid="7" name="7" tags="" position="70,70"> You drop *5* Gold. It should not be possible to go below 0. Then go on to get gold at [[9]]
or lose life at [[8]]
. </tw-passagedata>
<tw-passagedata pid="8" name="8" tags="" position="80,80"> You lose <b>1</b> Life Points. You can go to [[9]]
<tw-passagedata pid="8" name="8" tags="" position="80,80"> You lose *1* Life Points. You can go to [[9]]
to get some Gold. </tw-passagedata>
<tw-passagedata pid="9" name="9" tags="" position="90,90"> Congratulations, you found <b>2</b> Gold. If you have less than <b>1</b> Life Points, turn to <b>1</b>[[4]]
<tw-passagedata pid="9" name="9" tags="" position="90,90"> Congratulations, you found *2* Gold. If you have less than *1* Life Points, turn to [[4]]
. You can go to [[8]]
to lose some life or to [[7]]
to drop some gold. If you have at least <b>16</b> Gold you can turn to [[5]]
. If you have even more than <b>16</b> Gold you can turn to [[6]]
to drop some gold. If you have at least *16* Gold you can turn to [[5]]
. If you have even more than *16* Gold you can turn to [[6]]
. </tw-passagedata>
</tw-storydata>

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<tw-storydata name="Items" startnode="1" creator="Twine" creator-version="2.0" format="Harlowe" options="">
<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how to manage player <b>Inventory</b>. You start the book carrying a <b>sword</b> and a <b>shield</b>. Turn to [[12]]
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how to manage player *Inventory*. You start the book carrying a *sword* and a *shield*. Turn to [[12]]
or go to the autotest at [[2]]
. </tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> If you have the <b>stick</b> then you must turn immediately to <b>stick</b>[[12]]
, and everything else in this section is ignored. You find a <b>book</b> here. If you have the <b>sword</b> you must turn immediately to <b>sword</b>[[5]]
, again ignoring everything that follows. You drop the <b>something valuable</b> here if you have it, then go on to [[7]]
<tw-passagedata pid="2" name="2" tags="" position="20,20"> If you have the *stick* then you must turn immediately to [[12]]
, and everything else in this section is ignored. You find a *book* here. If you have the *sword* you must turn immediately to [[5]]
, again ignoring everything that follows. You drop the *something valuable* here if you have it, then go on to [[7]]
.</tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> Congratulations, you won.</tw-passagedata>
<tw-passagedata pid="4" name="4" tags="" position="40,40"> OK. That was fun. Turn to [[3]]
. </tw-passagedata>
<tw-passagedata pid="5" name="5" tags="" position="50,50"> There is a rope here that can be cut using a <b>sword</b>. If you have one and want to do that, see [[4]]
<tw-passagedata pid="5" name="5" tags="" position="50,50"> There is a rope here that can be cut using a *sword*. If you have one and want to do that, see [[4]]
. You can also run to the autotest at [[2]]
. Otherwise turn to [[3]]
. </tw-passagedata>
<tw-passagedata pid="6" name="6" tags="" position="60,60"> You found <b>something valuable</b>, but there is no way forward, so you head back to [[12]]
<tw-passagedata pid="6" name="6" tags="" position="60,60"> You found *something valuable*, but there is no way forward, so you head back to [[12]]
. </tw-passagedata>
<tw-passagedata pid="7" name="7" tags="" position="70,70"> A magic portal ahead will only allow you to pass if you did not pick up the <b>cursed bracelet</b>, leading you to [[6]]
. If you have the <b>cursed bracelet</b> you have to go back to [[12]]
<tw-passagedata pid="7" name="7" tags="" position="70,70"> A magic portal ahead will only allow you to pass if you did not pick up the *cursed bracelet*, leading you to [[6]]
. If you have the *cursed bracelet* you have to go back to [[12]]
instead. Actually feel free to head back to [[12]]
either way. </tw-passagedata>
<tw-passagedata pid="8" name="8" tags="" position="80,80"> OK <b>stick</b> dropped. Turn back to [[12]]
<tw-passagedata pid="8" name="8" tags="" position="80,80"> OK *stick* dropped. Turn back to [[12]]
to confirm stick can not be picked up again even if the text says it is there (books work that way, although ideally this dynamic version should provide some hints that it is no longer there). </tw-passagedata>
<tw-passagedata pid="9" name="9" tags="" position="90,90"> There is a <b>cursed bracelet</b> here. You can go on to [[7]]
<tw-passagedata pid="9" name="9" tags="" position="90,90"> There is a *cursed bracelet* here. You can go on to [[7]]
or go back to [[12]]
. You can also drop the <b>stick</b> for no particular reason if you have it, see [[8]]
. You can also drop the *stick* for no particular reason if you have it, see [[8]]
. </tw-passagedata>
<tw-passagedata pid="10" name="10" tags="" position="100,100"> OK. The door is broken, but so is the <b>sword</b>. Turn to [[5]]
<tw-passagedata pid="10" name="10" tags="" position="100,100"> OK. The door is broken, but so is the *sword*. Turn to [[5]]
. </tw-passagedata>
<tw-passagedata pid="11" name="11" tags="" position="110,110"> There is a locked door here. If you have a <b>key</b> you can use that to open the door, see [[5]]
. Being right before the link should be enough for the formatter to figure out that the key is required to be allowed to follow the link. Else you can try to open with the <b>sword</b>, if you have it, see [[10]]
<tw-passagedata pid="11" name="11" tags="" position="110,110"> There is a locked door here. If you have a *key* you can use that to open the door, see [[5]]
. Being right before the link should be enough for the formatter to figure out that the key is required to be allowed to follow the link. Else you can try to open with the *sword*, if you have it, see [[10]]
. Hopefully the magic is good enough to pair pre-conditions to links, or more markup must be added later. You could also try to go back to pick up the key, see [[12]]
. </tw-passagedata>
<tw-passagedata pid="12" name="12" tags="" position="120,120"> You have reached a t-junction. Here you find a <b>key</b> and a <b>stick</b>. You can go west to [[11]]
<tw-passagedata pid="12" name="12" tags="" position="120,120"> You have reached a t-junction. Here you find a *key* and a *stick*. You can go west to [[11]]
, or east to [[9]]
. </tw-passagedata>
</tw-storydata>

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<tw-storydata name="Items" startnode="1" creator="Twine" creator-version="2.0" format="Harlowe" options="">
<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how to manage player <b>Inventory</b>. You start the book carrying a <b>sword</b> and a <b>shield</b>. Turn to [[12]]
<tw-passagedata pid="1" name="1" tags="" position="10,10"> Demonstrating how to manage player *Inventory*. You start the book carrying a *sword* and a *shield*. Turn to [[12]]
or go to the autotest at [[2]]
. </tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> If you have the <b>stick</b> then you must turn immediately to <b>stick</b>[[12]]
, and everything else in this section is ignored. You find a <b>book</b> here. If you have the <b>sword</b> you must turn immediately to <b>sword</b>[[5]]
, again ignoring everything that follows. You drop the <b>something valuable</b> here if you have it, then go on to [[7]]
<tw-passagedata pid="2" name="2" tags="" position="20,20"> If you have the *stick* then you must turn immediately to [[12]]
, and everything else in this section is ignored. You find a *book* here. If you have the *sword* you must turn immediately to [[5]]
, again ignoring everything that follows. You drop the *something valuable* here if you have it, then go on to [[7]]
.</tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> Congratulations, you won.</tw-passagedata>
<tw-passagedata pid="4" name="4" tags="" position="40,40"> OK. That was fun. Turn to [[3]]
. </tw-passagedata>
<tw-passagedata pid="5" name="5" tags="" position="50,50"> There is a rope here that can be cut using a <b>sword</b>. If you have one and want to do that, see [[4]]
<tw-passagedata pid="5" name="5" tags="" position="50,50"> There is a rope here that can be cut using a *sword*. If you have one and want to do that, see [[4]]
. You can also run to the autotest at [[2]]
. Otherwise turn to [[3]]
. </tw-passagedata>
<tw-passagedata pid="6" name="6" tags="" position="60,60"> You found <b>something valuable</b>, but there is no way forward, so you head back to [[12]]
<tw-passagedata pid="6" name="6" tags="" position="60,60"> You found *something valuable*, but there is no way forward, so you head back to [[12]]
. </tw-passagedata>
<tw-passagedata pid="7" name="7" tags="" position="70,70"> A magic portal ahead will only allow you to pass if you did not pick up the <b>cursed bracelet</b>, leading you to [[6]]
. If you have the <b>cursed bracelet</b> you have to go back to [[12]]
<tw-passagedata pid="7" name="7" tags="" position="70,70"> A magic portal ahead will only allow you to pass if you did not pick up the *cursed bracelet*, leading you to [[6]]
. If you have the *cursed bracelet* you have to go back to [[12]]
instead. Actually feel free to head back to [[12]]
either way. </tw-passagedata>
<tw-passagedata pid="8" name="8" tags="" position="80,80"> OK <b>stick</b> dropped. Turn back to [[12]]
<tw-passagedata pid="8" name="8" tags="" position="80,80"> OK *stick* dropped. Turn back to [[12]]
to confirm stick can not be picked up again even if the text says it is there (books work that way, although ideally this dynamic version should provide some hints that it is no longer there). </tw-passagedata>
<tw-passagedata pid="9" name="9" tags="" position="90,90"> There is a <b>cursed bracelet</b> here. You can go on to [[7]]
<tw-passagedata pid="9" name="9" tags="" position="90,90"> There is a *cursed bracelet* here. You can go on to [[7]]
or go back to [[12]]
. You can also drop the <b>stick</b> for no particular reason if you have it, see [[8]]
. You can also drop the *stick* for no particular reason if you have it, see [[8]]
. </tw-passagedata>
<tw-passagedata pid="10" name="10" tags="" position="100,100"> OK. The door is broken, but so is the <b>sword</b>. Turn to [[5]]
<tw-passagedata pid="10" name="10" tags="" position="100,100"> OK. The door is broken, but so is the *sword*. Turn to [[5]]
. </tw-passagedata>
<tw-passagedata pid="11" name="11" tags="" position="110,110"> There is a locked door here. If you have a <b>key</b> you can use that to open the door, see [[5]]
. Being right before the link should be enough for the formatter to figure out that the key is required to be allowed to follow the link. Else you can try to open with the <b>sword</b>, if you have it, see [[10]]
<tw-passagedata pid="11" name="11" tags="" position="110,110"> There is a locked door here. If you have a *key* you can use that to open the door, see [[5]]
. Being right before the link should be enough for the formatter to figure out that the key is required to be allowed to follow the link. Else you can try to open with the *sword*, if you have it, see [[10]]
. Hopefully the magic is good enough to pair pre-conditions to links, or more markup must be added later. You could also try to go back to pick up the key, see [[12]]
. </tw-passagedata>
<tw-passagedata pid="12" name="12" tags="" position="120,120"> You have reached a t-junction. Here you find a <b>key</b> and a <b>stick</b>. You can go west to [[11]]
<tw-passagedata pid="12" name="12" tags="" position="120,120"> You have reached a t-junction. Here you find a *key* and a *stick*. You can go west to [[11]]
, or east to [[9]]
. </tw-passagedata>
</tw-storydata>

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<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> There has to be a section set as missingto (ie this section), otherwise generating a list with only todo sections will fail (as one of them references non-todo sections). Unfortunate side-effect is that this section will always be included in the list. TODO figure out some fix for this.</tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> Need to write this section. Sorry for it being a dead-end for now. </tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> (This section needs some work!) Here you find a <b>key</b> and a <b>stick</b>. You can go west to [[1]]
<tw-passagedata pid="3" name="3" tags="" position="30,30"> (This section needs some work!) Here you find a *key* and a *stick*. You can go west to [[1]]
, or east to [[2]]
. </tw-passagedata>
</tw-storydata>

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<tw-storydata name="Gamebook" startnode="1" creator="Twine" creator-version="2.0" format="Harlowe" options="">
<style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript"></script>
<tw-passagedata pid="1" name="1" tags="" position="10,10"> You can buy a <b>shield</b> here for <b>50</b> Gold or a beautiful <b>gold ring</b> for only <b>75</b>. There is also a <b>chain mail</b> costing <b>150</b>. You can pick up some <b>spiderweb</b> for free. You can go to [[4]]
at a cost of <b>50</b>. You can go on to the end at [[2]]
<tw-passagedata pid="1" name="1" tags="" position="10,10"> You can buy a *shield* here for *50* Gold or a beautiful *gold ring* for only *75*. There is also a *chain mail* costing *150*. You can pick up some *spiderweb* for free. You can go to [[4]]
at a cost of *50*. You can go on to the end at [[2]]
. </tw-passagedata>
<tw-passagedata pid="2" name="2" tags="" position="20,20"> It ends here. There is a <b>crown</b> here that you can trade for some <b>spiderweb</b>. </tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> This is somewhere else. Congratulations you have found <b>100</b> gold! Go back to [[1]]
<tw-passagedata pid="2" name="2" tags="" position="20,20"> It ends here. There is a *crown* here that you can trade for some *spiderweb*. </tw-passagedata>
<tw-passagedata pid="3" name="3" tags="" position="30,30"> This is somewhere else. Congratulations you have found *100* gold! Go back to [[1]]
. </tw-passagedata>
<tw-passagedata pid="4" name="4" tags="" position="40,40"> Hopefully you now have 50 less gold than you just had. You can go back to [[1]]
. You can also go to [[3]]
but an angry troll is blocking your path and will only allow you to go there if you give it a <b>gold ring</b>. </tw-passagedata>
but an angry troll is blocking your path and will only allow you to go there if you give it a *gold ring*. </tw-passagedata>
</tw-storydata>

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