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TO-DO:

  • parse scenario files
  • Give/TakeExp
  • choice chains
  • links
  • Actions (GiveExp, TakeExp, SetFlag, DelFlag, Death flag, AddItem, RemoveItem)
  • EndSession Link
  • accumulating Exp
  • health actions
  • levels
  • damage increase/reduction
  • inventory cmd
  • Link actions
  • Link conditions
  • Documentation (partial)
  • custom colors
  • Conditions from flags
  • persistent saving
  • enemy encounters
  • invite system
  • dev commands (partially complete)

Last Oasis Choose Your Own Adventure

This is the documentation for creating scenarios for the CYOA game.

Base Format

The FIRST line of each .txt file must be the name of the scenario with the format #Scenario Name.
NOTE: Spaces are OK in the name.


Next comes the Start stage of the scenario. Each and every scenario must have ONE AND ONLY ONE stage labeled Start. Labeling each stage is a simple as

#Start
{
  //Stage details
}

Following stage names are formatting the same way (e.g. #StageName). It is good practice to keep those to a single word as they will not be visible on the front-end of the game.
NOTE: Stage names ARE case-sensitive so keep that in mind.


After declaring a stage's name, you can begin formatting the stage. The following format just be pure JSON. A public parser will be made availible in the future.
There are a couple required properties for each stage. They are Title and Text. ImageURL is recommended as much as possible to add to the aestetic of the stage.

#Start
{
  "Title": "Bandit Attack!",
  "Text": "You are jolted awake...",
  "ImageURL": "https://cdn.discordapp.com/attachments/561783688086683669/561783841178648606/start.png"
}

The above is an example of a very basic starting stage. If you want to have line breaks in your Text, use a \ at the end of the line to signify a line break.

{
  "Text": "This is line 1 \
  And this is line 2",
}

Every stage except Winning and Losing stages require the Links property. Every Links property requires Command, Link, and Description. The Links property must correspond to another stage's name. That is how the game knows where to go next with the story.

#Start
{
  "Required": "properties omitted",
  "Links": [
    { "Command": "Fiber", "Link": "searchFiber", "Description": "Begin to search for fiber." },
    { "Command": "Back", "Link": "choices", "Description": "Go back." }
  ]
}

example links

There is a special link called the EndSession link. This link is used to mark this stage as a winning stage. The game will end on this slide with a win result.

#FinalStage
{
  **omitted_previous_properties**

  "Links": [{"EndSession": true}]
}

An optional property is the Actions property which takes an array of different actions from the list below.

  • GiveExp (integer)
  • TakeExp (integer)
  • SetFlag (string)
  • DelFlag (string)
#OtherStage
{
  **omitted_previous_properties**

  "Actions": [
    {"SetFlag": "hasWeapon"},
    {"GiveExp": 300}
  ],
}

**Another Example**

#DeadStage
{
  "Actions": [
    {"SetFlag": "Dead"}
  ]
}

The SetFlag and DelFlag can be used with custom flags to store information about the current playthrough of the scenario.

The SetFlag also has a built-in flag called Dead. Any stage with the action {"SetFlag": "Dead"} is considered a lose condition stage and the game will end there.

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