generated from tpaw/StarterAdventure
97 lines
2.5 KiB
Markdown
97 lines
2.5 KiB
Markdown
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# Interactive Story Draft v0.5
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- **File Format:** `.isd`
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The Interactive Story Draft (ISD) format is a story format language designed for drafting interactive fiction before implementation in Twine’s Harlowe or similar engines. It allows authors to structure branching narratives, define conditions, and track variables efficiently.
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---
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## Specifications
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1. **Passages:**
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- **Syntax:** `# PassageName`
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- **Description:** Defines a new passage or section in the story.
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2. **Links:**
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- **Syntax:** `[[Link Text -> TargetPassage]]`
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- **Description:** Creates a navigational link to another passage.
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3. **Variables:**
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- **Syntax:** `$variableName`
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- **Description:** Represents a variable to track states or information.
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4. **Variable Assignment:**
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- **Syntax:** `(set: $variableName to value)`
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- **Description:** Assigns a value to a variable.
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5. **Input Variable**:
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- **Syntax:** `(input: $userVariable, "Placeholder")`
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- **Description:** Allows the user to input data.
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6. **Conditional Statements:**
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- **Syntax:** `(if: condition)[Text if true]`
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- **Description:** Displays text or content based on a condition.
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7. **Else Clause:**
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- **Syntax:** `(else:)[Text if false]`
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- **Description:** Follows an `(if:)` statement to handle the false condition.
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8. **Drop down:**
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- **Syntax:** ``(dropdown: $variableName to "Option 1", "Option 2")``
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- **Description:** Assigns a drop down menu with the given strings as options.
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9. **Random Number Generation:**
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- **Syntax:** `(set: $variableName to (random: min, max))`
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- **Description:** Sets a variable to a random number between `min` and `max`.
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10. **Text Styling:**
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- **Syntax:** `''italic''`, `'''bold'''`, `^^superscript^^`, `~~subscript~~`
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- **Description:** Applies basic text formatting.
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## Example
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```
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# Introduction
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Welcome to your adventure! You find yourself at a crossroads.
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[[Take the left path -> LeftPath]]
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[[Take the right path -> RightPath]]
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# LeftPath
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You walk down the left path and encounter a mysterious stranger.
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(set: $hasKey to true)
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The stranger gives you a key.
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[[Continue -> Crossroads]]
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# RightPath
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You walk down the right path and find a locked door.
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(if: $hasKey)[
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You use the key to unlock the door and discover a treasure!
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]
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(else:)[
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The door is locked. You need a key to open it.
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]
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[[Return to the crossroads -> Crossroads]]
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# Crossroads
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You're back at the crossroads.
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[[Take the left path -> LeftPath]]
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[[Take the right path -> RightPath]]
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```
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