EN ARK basis user manual

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User manual for A.R.C.C.

A.R.C.C.

This guide aims at explaining how to use A.R.C.C., the Advanced Ryzom Content Creator. A.R.C.C. is a tool that allows to create scripts that will be interpreted by a web server and will interact with Ryzom's server.

Access

ARCC Login window

In the top left corner, flags allow to choose the language of the interface (current screenshots show French vue - to be changed whenever someone has time to do it). This login window is the same everywhere in Ryzom. You'll have to fill the first field with your Character (PC) name. Beware, for animation team, it's the name of their animation toon, and not the one of the characters they could have created in the game (they are allowed 5 PC in game, as any player).

Folders and events

Open

As soon as login on, use finds a page offering access to various parts of the ARCC.

1st page window

The ARCC appears like an ensemble of events gathered in folders.

Each folder may contain events or folders, which can produce a tree view more or less complex.

  • Zone 1 allows you to navigate in this tree view.
Home The root appears as a small «house» icon. The «house» is the first folder, the one that contins all other elements, events and folders.
Folder Generally, folders are represented with classical icons for folders (the last two ones in the example shown here above). Some important folders are bestowed a specific icon.
Event Events are represented with the icon shown on the left.
  • Zone 2 allows to create a new folder or a new event.
    • The first field will contain the name of the object, preferably in English for common data, and preferably without accented or specific characters (â, ñ, ß...)
    • The second fied is a list of values:
      • Default value is Folder.
      • Second choice, when reading down the list, is Event.
    • The third and last field, add, is actually a button. Click on it to start the creation of the object. Notice that hitting the <Enter> key is equivalent to clicking the add button.
  • Zone 3 contains the objects, folders or events, which have already been created in Zone 1 (here «house»).

Navigation

Navigation successive windows

This zone 3 allows to navigate through the tree view. In the following example, the «TESTS» folders contains the «bepock» folder which, in turn, containts the «test» folder. This one contains one event («Event0») which consists of several scripts. The event is a «sheet» of the tree view browsed during the navigation.

Event

Event window

The event window allow to manage the internal scripts and databases of this event. It is divided into five zones.

Navigation bar (Zone 1)

Zone 1 shows the place of the event in the folders tree view. Eack clickable link allows to go to the intended folder.

Creation field (Zone 2)

Zone 2 allows to create a new script or a new database.

  • The first field will contain the name of the object, preferably in English for common data, and preferably without accented or specific characters (â, ñ, ß...).
  • The second fied is a list of values:
    • Default value is Script.
    • Second choice, when reading down the list, is Database.
  • The third and last field, add, is actually a button. Click on it to start the creation of the object. Notice that hitting the <Enter> key is equivalent to clicking the add button.

Tools (Zone 3)

Zone 3 contains two tools:

Parameters of the event

Table edit.png Set-up

Automated translations

Langs.png Automated translations

Scripts (Zone 4)

Zone 4 contains the scripts created in the event shown in zone 1 (here «New Event»).

The bottom part contains the meaning of the colored bullets appended to the scripts.

The middle part contains the list of the scripts associated to the event.

To each script is associated an ensemble of indicators and actions, listed here bellow as they appear from left to right. (to be checked with the English version of the screenshots)

  • Script type:
Script A simple script
Linked Script A linked script, meaning assigned to a NPC
  • Script status, shown as a colored bullet, which meaning appears in the bottom part of the window.
Red Orange Green Blue Black
  • Name of the script. Clicking on the name of the script allows to see and update the content, accordingly to the users rights.
  • Name of the author who created the script.
  • Possible actions on the scripts.
Control_play Script_code Key Status_online Basket_put

Databases (Zone 5)

Script Zone 5 shows the list of the databases of the event.

Script

Script window

To create a script, it is only required to give an name in the text field of Zone 2 of the Event page, and to hit <enter> or to click on the «add» button. Creating the script will open the following window, made op five zones.

  • Zone 1 shows the place of the event in the folders tree view down to the event which contains the current scripts.

Eack clickable link allows to go to the intended folder.

  • Zone 2 allows to test the script.
  • Zone 3 allows to manage the source code and the history of updates.
  • Zone 4 shows additional information about the running of the script.
  • Zone 5 manages the actual creation of the script.

The quickest and least wearying method to create a script is to copy it from another one ressembling to what we want to produce. This method is very useful to create quickly a script that looks like another one, but you'll have to learn how to modify it sooner or later... otherwise, of which use would it be to have two script identical except for their names? That will be explaned in part II of the this user guide for ARCC.

Event window

Start with creating a new script with the default values.

  • 1) Write the name of the new script («script1» in this example);
  • 2) Check that it is indeed a script (default value);
  • 3) Click on «add» or hit <enter>.
Event window
  • 4) and 5) The new script has been added to the list.
  • 6) As an example, let's imagine that we want to copy «Script2» into «Script1».

Open the script you want to copy.

It is only needed to click on the «Script2» link, in the example, which opens the script window.

Script window

What appears isn't best fitted for a copy/paste.

  • 7) Click on «View Source Code» to show the source code.
Script window

It's better but...

  • 8) Click on «Base64» to get a compact display of the generated code.
Script window

The display is the one of a file that can easily been copied (ASCII printables characters). To copy, just save it in the clipboard by any method, for example: click on the text (to place the focus), then hit <Ctrl>+A, <Ctrl>+C on Windows and most of the Unices (Unix, Linux, BSD, Androïd...). Beware! If you don't click on the text, you're at risk of saving the whole window with its icons... wich isn't much useful. Replace <Ctrl> with <Apple'>' on Mac.

  • 9) Once the copy done, click on the path to find the script newly created («Script1» stored in «Event0» in our example)

Fill the new script.

Replay sequences 6 to 8 with «Script1»

  • 6) open the script
  • 7) show the source
  • 8) show the source in Base64

Then, click in the already existing text (to place the focus) and select it all (for example: by hitting <Ctrl>+A on Windows and Unices) to replace it with the text saved in the clipboard (for example, by hitting <Ctrl>+V). Once the text has been replaced, save it:

Script window
  • 10) Save your work by clickin the Submit button.

«Script1» is now a copy of «Script2».

Databases

Event window

ARCC databases are used to store information such as the number of mats of a given type gathered by a given player. They're much lick simple tables and don't hold any function nore complex relationships such as the ones that can be found in spreadsheets or relational databases.

DB window

If no name is given at the DB creation, this one will nonetheless be prepared (DB icon without any name on the left). it is always possible to rename a DB. Beware! This rename won't be passed on the scripts which call this base.

DB window

Initialy, creation of a database shows as follow:

  • 1) Name: Name of the database - can be modified.
  • 2) Use View: Context of the database. This context can be:
    • Player
    • Global
    • Civ
    • Cult
    • Organization (Faction)
    • Other
  • 3) Number of Rows
  • 4) Content (emply when creating it)
DB window

Current example will give the following DB, where:

  • 1) Given name here is TestDB.
  • 2) Vue to be used, here Global.
  • 3) The number of rows, here 10.
  • 4) This value have the corresponding number of fields (10) to appear.

These fields can be named to make it easier to read and use the scripts which call these data.

  • 5) Update have to be submitted to be saved.
Script window

Filling the base is down by the script, as shown in the left image. Writing such a script will be explained in the «Part II: User Guide».

Script window

Once this function has been activated, the database shows a content like this one.

  • 6) A dataline (n°1) has been created.
  • 7) A value (64) has been given to a column (Psi).
  • 8)
Script An icone at the bottom indicates that the data can be modified manually.

Running

Script window

First, the parameters which affect the running of the script (from 7 to 16) will be described.

Running set-up

Event window
  • 7) Name of the script as it appears in the event (here: «ResidentMaduck»).
IG window
  • 8) {WindowTitle} Title of the WebIG window (here: «Unit test: May the Force be with you.»)
  • 9) Hide during launch (Yes/no)
  • 10) Require validation (Yes/No)
  • 11) {singleInstance} (Yes/No)
  • 12) {resetAtStart} (Yes/No)
  • 13) {updateStagesInDb} (Yes/No)
  • 14) {missionTimeout} (Units)
  • 15) {replayTimer} (Units)
In Game
  • 16) Name of action of NPC

Testing in browser

Top Left Creation Window
Script You can start by testing the script in the browser by clicking on (1) in the browser.

It allows to test most or the script proceedings, especially the part about algorithms and displays. Be aware nonetheless to the display which doesn't necessarily appear exactly the same way in the Web and in the WebIG. Indeed some html tags doesn't pass through the last one. For example the <hr/> tag (horizontal rule) doesn't appear in the WebIg, and neither does <br/> (line break). That's why it's better to use bbcode.

To conclude, launching a script in a browser shouldn't be used to check the appearance of a display.

Step by step

Bug go.png If a problem appears during the execution, it may be useful to test the proceedings. In this case, click on (2). The following image shows the result for the current example:
Web
  • 17) From an execution launched on the Web, it is possible
Script edit.png either to edit the script,
Arrow refresh.png or to relaunch it.
  • 18) Each step is moved forward manually
Resultset next.png
either simply by clicking on the progess icon,
Pazapa 1.png
or by selecting the proposed choice when there is a multiple connection.
  • 19) Columns on the right side show the status of each function in the script.

Yubo

To test the script life-size, it has to be lauchned on the test server known under the name of «Yubo». For this, connect on the «Yubo» with an authorized account, choose preferabily a static NPC (so that you don't have to run behind him for the tests) and, of course, a free one (don't re-use a mission NPC so that you don't get unexpected complications).

Top Right Creation Window
In Game

Here, a posted guard has been selected. It shows its interaction mode in a cartouche: ((«ATTACK» in French).

User go.png It is assigned the current script (here, Unit_Test) by a click on the icon (3).

The result of this assignment can't be seen instantaneously, even if it's already active. To make it visible quickly, just click on another NPC and come back on this one. Now, the cartouche should have changed (here: « Live long and prosper »). The script can now be run by the NPC.

Update and removal

Top Right Create window
Script code.png Using the source code has been seen (5) in chapter 4, when copying/pasting the content of a script into another one.
Time.png When update fails, it is always possible to come back to a former version by clicking on (6).
Script window

The most standard way to edit a script is by clicking on its title (here: « jumping »),

Add.png then by adding,
Delete.png removing,
Arrow down.png moving functions,
Arrow up.png and of course, by modifiant the content of the functions themselves (here: « weVMessage_v3_True ») which will be seen in Part II.


Function part of script window

Nota: the erasure icon for a function is at its right. Erasure is immediate, without any alerte or confirmation window. But feel reassured! The history allows you to rollback.

Other tools for the Event

Status

Bullet red.png Edition
Bullet orange.png Undergoing test
Bullet green.png Active on Atys and Yubo
Bullet blue.png Working and locked
Bullet black.png Deactivated (to be removed)

Related rights and shortcuts

Control play.png Run the script.
Script code.png See and edit the script both in human and machine language.
Key.png See and edit the access and running rights.
Status online.png Show who is using the script.
Basket put.png Ask for the script deletion.
Delete.png Deletion of the script.


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