1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166
|
SPECIFICATIONS FOR THE GEARHEAD MECHA DESCRIPTION LANGUAGE (MDL)
% {Comments}
- Any line whose first significant character is a % will
be treated as a comment and its content ignored
Adventure
- This command creates a new Adventure gear
- Equivalent to GEAR GG_Adventure,0,0
Arch {Archetype Name}
- This command is used to create a new CHARACTER gear with
string attribute Name <Archetype Name>
- This may be used to create a list of character types for
use in a scenario, without needing to define each NPC
individually.
ARMOR {Value}
- Declares armor value for a module
- The armor value may be no greater than mecha size
Attribute <{String}>
- The format for declaring a string attribute is as above
- The string part of the attribute must be enclosed in
alligator mouths as shown
- If a line of the file contains a < character, the entire
line is treated as a string attribute and its contents
stored as such
Chara
- Creates a new character GEAR
- Equivalent to GEAR GG_Chara,0,0
- Characters may only be subcomponents to cockpits
- Default scale 0, default nature MEAT
CharDesc
- Allows certain aspects of a Character gear to be set.
- Gender and personality traits may be set using this command.
- OLD may be used to set character age past 40, YOUNG to set character
age under 20.
CPIT
- Declares a cockpit gear
END
- Returns to parent of active gear
GATE {ID}
- Adds a MapFeature/Gate to a SCENE gear.
- Equivalent to GEAR GG_MapFeature GS_Gate ID
- EVENT string attribute can record custom script to be executed
upon entry
GEAR {G} {S} {V}
- Lazy way to declare a gear record
- New GEAR is placed as the sibling of the current GEAR
Mass {Adjust Value}
- Changes the mass of the current gear by a positive or
negative amount.
Mecha {Form} {Size}
- Creates a new mecha GEAR
- Functionally equivalent to GEAR GG_Mecha,Form,Size
- Size may be from 1 to 10
- Mecha may only be subcomponents to submecha cockpits
- Default scale 2, default nature METAL
MOD {Module Type}
- Creates new module as subcom of current PRIMARY
- Modules must be placed as either root items
or as the subcoms of masters
NPC {Archetype Name}
- Loads the archetype file, copies the desired NPC type,
and gives it a random name.
- NPC cannot be the first gear-producing command in a file,
in order to prevent possible infinite recursion.
PERSONA {CID}
- This command creates a new persona gear, which is used when
the player tries talking with an NPC
- A Character ID can be shared by several NPCs if they react
to the PC in exactly the same way.
- Assign a CID to an NPC using the SetPersona command.
ROOM {Width} {Height}
- This command adds a MapFeature/Room to the scene
- Dimensions given will be partially randomized
SCALE {Scale}
- Sets the SCALE field of the current gear
- Characters are Scale 0, most mecha are Scale 2
SCENE {Number} {Scale}
- Defines a new SCENE gear with the provided ID number
SETALLY {ally 1} {ally 2} ...
- Sets allied teams for the current team gear
- Sets allied factions for the current faction gear (+10 react)
SETENEMY {enemy 1} {enemy 2} ...
- Sets enemy teams for the current team gear
- Sets enemy factions for the current faction gear (-10 react)
SETKEYITEM {NID}
- Sets a Narrative ID for the current gear.
- Key items have special properties; specifically they may be
used by scripting language commands.
SETPERSONA {CID}
- Sets a Character ID for the current gear.
SETTEAM {Team ID}
- Sets the team for a character or mecha in a scene
- Should only be applied to masters, but this is not enforced
SIZE {Value}
- Set the V field of a gear to Value
SKILL {Skill ID Code} {Skill Rank}
- Sets a skill for an archetype NPC
- Skill ID codes may be found in SKILLMAN.TXT
STAT {Slot} {Value}
- Lazy way to declare a gear's stats
STATLINE {V1} {V2} {V3} ...
- Define stats from 1 to N
SUB , INV
- GEAR declaration which follows is placed as child
of current gear
PLOT {ID}
- Add a new PLOT gear with the provided ID number.
- PLOT ID numbers are not meant to be unique identifiers;
they will be used for identifying subplots when the
plot advances.
TEAM {number}
- Adds a new team gear with the specified ID number
****************************
*** MACRO DEFINITIONS ***
****************************
The file GameData\ghpmacro.txt can be used to define commonly used
gears. The first character in the macro definition tells what kind of
macro it is; the rest are parameters to be fed into whatever kind of
thing is being built.
"G" = Construct a gear. Parameters G, S, V descriptors.
"S" = Assign a stat value. Paramaeters Stat Number, Stat Value.
"N" = Assign a numeric attribute. Parameters G, S, V descriptors.
A parameter can be a straightforward numeric value, like "5" or "-27".
It can also be variable, read from the gear file being loaded, in which
case it will be "?". If it is meant to be read from the gear file but
has a default value, it should be a "?" followed immediately by the
default, like "?9" or "?-27".
The easiest way to figure it all out may be to go look at
GameData\ghpmacro.txt and see how it's put together.
|