qzdoom/specs/usdf_zdoom.txt
Christoph Oelckers e05242e44d - scriptified the remaining parts of the conversationmenu.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
2017-02-19 14:21:49 +01:00

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===============================================================================
ZDoom Strife Dialog Format ZDoom v1.1 - 23.08.2010
based on Universal Strife Dialog Format v2.0
Copyright (c) 2010 Christoph Oelckers.
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
===============================================================================
=======================================
I. Grammar / Syntax
=======================================
No changes.
=======================================
II. Implementation Semantics
=======================================
No changes.
=======================================
III. Changes to USDF spec
=======================================
ZDoom Strife Dialogue format implements the USDF base specification as described with one important change:
To take advantage of named actor classes any field specifying an actor type
by a conversationID takes a class name instead.
The following fields are affected by this change:
conversation
{
actor = <string>;
page
{
drop = <string>;
userstring = <string>; New field which can be used to pass data to custom conversation menu classes.
ifitem
{
item = <string>;
}
choice
{
cost
{
item = <string>;
}
giveitem = <string>;
}
}
}
It should be noted that this change creates an incompatibility with USDF
so technically speaking the ZDoom format is no longer 'real' USDF.
To accomodate what is needed here this is unavoidable, unfortunately.
Any proper USDF implementation not supporting named actor classes should
either refuse loading dialogues with the 'ZDoom' namespace or if it does not
outright abort on incompatible namespaces fail with a type mismatch error on
one of the specified propeties.
ZDoom-format dialogues need to start with the line:
namespace = "ZDoom";
---------------------
III.A : Conversations
---------------------
This block only lists the newly added fields. Currently ZDoom only adds a few
fields to the specification:
conversation // Starts a dialog.
{
id = <int>; // assigns an ID to a dialogue. IDs are used to dynamically assign
// dialogues to actors. For 'Strife' namespace or binary dialogues
// the standard conversation ID ('actor' property) is used instead
// for this purpose but since 'ZDoom' namespace requires the actor
// to be a class name it needs a separate field for this.
class = <string>; //Override the default conversation menu class for this conversation.
page
{
goodbye = <string>; // Custom goodbye message. If omitted then the
// generic goodbyes will be displayed instead.
choice
{
// The amount of an item needed for this option to become available.
// You can have as many as needed. All require blocks must be satisfied
// to show this option.
require
{
item = <string>; // Item that is required to show this option.
amount = <integer>; // Minimum amount of the item needed.
}
// The undesired amount of an item. This option will become available
// if you have less than the specified amount. You can have as many
// as needed. All exclude blocks must be satisfied to show this option.
// Note: if both require and exclude are defined then all require
// and all exclude blocks must be satisfied to show this option.
exclude
{
item = <string>; // Item that is unwanted to show this option.
amount = <integer>; // Unwanted minimum amount of the item.
}
}
}
}
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EOF
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