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1. TRIGGERS
5MIN Generated every five minutes
APPLAUSE Using performance skill, favorable result
CLEANUP Story is ending, do plot cleanup
ENC[encounter level] World map encounter; 1=Combat,2=Special,3=Boon
END Trigger placed when scene ends
EWM[scene number] Objection Check: Enter via world map
FACWIN[faction ID] Faction has won a story
FACLOSE[faction ID] Faction has lost a story
FIRE! Trigger set when a fire starts on map
GET[ID Number] Get item which has Narrative ID
GREETING First label called when interact started
HALFHOUR Generated every half hour of game time
HOUR Generated every hour of game time
JUMPSTART0 Used to jump-start a recently advanced plot
KEY[ID Number] Objection Check; Item used/activated
LOCAL[ID Number] Triggers a local event
NPCOPENDOOR Request sent when NPC wants to open a door
NU[team] Number of masters on team has changed
QUARTER Generated every 6 hours (1/4 of a day)
RESULT[number] Called when interact menu item selected
REVEAL Called when hidden metaterrain is discovered
START First trigger placed when scene entered
TD[uid] Model on gameboard removed from play
THIEF! Trigger set whenever PC botches a PickPockets roll
TM[team] Member of given team has moved
UPDATE Sent to all objects on gameboard at start and when requested
USE First label called when prop activated
UTD[cid] Model with Character ID has been destroyed
*** DEBUG TRIGGERS ONLY ***
PLAYERVILLAIN Player has gained villainous reputation
from DeclarationOfHostilities procedure.
I'm hoping to use this to finally track down all the bugs.
2. BASIC COMMANDS
ACCEPT Return TRUE from ConditionAccepted
ADDCHAT [number] Add prompt[num] to interact menu
ADDREACT [value] Alter NPC reaction score
ADVANCEPLOT [subplot number] Advance to sub-plot
AIRRAIDSIREN All NPCs will flee the gameboard
ALERT [msg number] Display a text message the PC won't ignore
ATTACK [Team1] [Team2] Team1 will attack Team2
BATCHLOADPLOT [label] [n] Load a number of plots all at once,
subject to config file option
BLOCK Erase trigger, prevent further events
BOMB Blow up current scene
BONDWITH [CID] The PC and NPC will bond, maybe becoming arch-allies
CASHPRIZE [value] Give player money
COMPOSE [trigger label] [parameter] [cmd line identifier]
Create new script event
DELETECHAR [Character ID] Eliminate NPC
DELETEFACTION [Faction ID] Deactivate faction
DELETEKEYITEM [Narrative ID] Eliminate key item
DRAWTERR [x] [y] [terrain] Alter the gameboard
DYNAMIC [Scale] [Point Value] [NU1 label] [NU2 label]
Start a dynamic scene
DYNANPC [cid] [team] Insert NPC into dynamic scene
E= Set Plot Element
EMAIL [idnum] Store message for PC in source gear
ENCOUNTER [enemy%] [ally%] [description label]
Add NPCs to a dynamic scene
ENDCHAT Delete all items from interact menu
ENDSTORY Delete source story, pass CLEANUP to plots
EXIT [code] Leave current scene with exit code
EXPRESSDELIVERY Have shopkeeper ship mecha from another town
FORCECHAT [CID] Force conversation with NPC
FREEZECHAR [CID] Remove NPC from play; store as global
G= [idnum] [value] Set global variable
G+ [idnum] [value] Add global variable
GLOBALSTORYPATTERN [scene label] [story label] loads as many stories
as possible matched to as many scenes as possible with no
duplication of either
GOTO [label] Jump to another line in the program
HISTORY [idnum] Add message to adventure history
IF= [value1] [value2] <ELSE [label]>
IF# [value1] [value2] <ELSE [label]> If V1 <> V2...
IFFACTION [FID] <else [label]> If faction is active...
IFFACTIONENEMY [FID] <else [label]> If faction is arch-enemy of PC...
IFG [value1] [value2] <ELSE [label]> If V1 > V2...
IFKEYITEM [NID] <ELSE [label]> If PC has key item...
IFM [uid] <ELSE [label]> If root level gear is active...
IFNOOBJECTIONS [trigger label] [parameter] <ELSE [label]>
If the produced trigger is not blocked...
IFNPCARCHENEMY [UID] <else [label]> If NPC is arch-enemy of PC...
IFPERSONA [CID] <ELSE [label]> If NPC is alive...
IFSCENE [label] <ELSE [label]> If current scene
matches description...
IFSTORYLESS <ELSE [label]> If SOURCE has no linked story...
IFYESNO [desc msg] ["yes" msg] ["no" msg] <ELSE [label]>
L= [idnum] [value] Set local variable
L+ [idnum] [value] Add local variable
LOADD [script line label] Load a dynamic scene
LOSERENOWN Thwacks the PC's renown down a level
MAGICMAP Makes all tiles on current map visible
MDYNAMIC [Scale] [PC Encounter Level] [MDesc Label] [NU1 label] [NU2 label]
Create dynamic scene with monsters
MECHAPRIZE [script line label] Give PC a mecha
MEMO [idnum] Store reminder for PC in source gear
MORETEXT [script line label] Display text file from disk
MOREMEMO [tag] View memos of type [tag] - EMAIL,MEMO,NEWS
MOVECHAR [CID] [Scene ID] Move a character to the requested scene
MOVEKEYITEM [NID] [Scene ID]
MSTAGED [Label] [UPV] [MDesc Label] Like Staged, with monsters
MSTOCKD [UPV] [MDesc Label] Stock dynamic encounter with monsters
N= Set Story Element
NEWCHAT Reset interact menu
NEWD [scale] Create a new dynamic scene
NEWS [idnum] Store global news message in source gear
NPCABSOLUTELEVEL [NPC] [%] Scales all skill values by percent
P= [idnum] [value] Set plot variable
P+ [idnum] [value] Add plot variable
PCENEMY [cid] NPC will become PC's enemy
PRINT [idnum] Display message in console area
PURGESTORY Pass CLEANUP to and delete story plots
REPUTATION [rep num] [value] Alter PC's reputation
RETREAT [team ID] Remove team from the gameboard
RETURN Exit a dynamic scene
RUNAWAY [CID] Remove NPC from the gameboard
S= [idnum] [value] Set story variable
S+ [idnum] [value] Add story variable
SAVEPOS Remember PC's current location
SAY [idnum] Display message in interact area
SAYANYTHING Say meaningless random message
SCHOOL [skill list identifier] PC can train skills
SEEKGATE [scene ID] Player will enter next map at entry of specified scene
***IMPORTANT*** Only works if called after Exit, Return, etc
SEEKTERR [terrain type] Set where PC will enter next scene
SETPLAYERFACTION [faction ID]
SETSCENEFACTION [scene ID] [faction ID]
SHOP [wares identifier]
SHUTTLESERVICE Opens the intercity bus service
***IMPORTANT*** Assumes world=Scene1, only works in scenes directly
enterable from world map (for ex, won't work from Namok Spaceport)
STAGED [Label] [Point Value] Load dynamic scene from disk
STARTSTORY [script line label] <ELSE [label]> Load a story
STOCKD [UPV] Stock dynamic encounter with enemies
STORYLINE [script line label] <ELSE [label]> Load a plot
TIME [delay] Advance game clock
TMSTOCKD [team] [upv] [label] Stock dynamic scene team with monsters
TORD [team] [order <parameters>] Set orders for team
TRANSFORM [frame] Switch a prop's appearance to alternate state
TREPUTATION [team number] [rep num] [value] Set rep for team
TRIGGER [base] [value] Add an event trigger to the queue
TSTOCKD [team] [upv] Stock dynamic scene team with mecha
UPDATEPROPS Sends an "UPDATE" trigger to all gears on gameboard
V= [idnum] [value] Set source variable
V+ [idnum] [value] Add source variable
VMSG [ident] [value] Print standard value message
WMECHA [team] [upv] Stock current scene with mecha
XPV [experience award] Give PC experience
XRANPLOT [label] Load plot using experimental Extra Randomness
3. BASIC FUNCTIONS
?M[team number] Random mecha UID
?P[team number] Random pilot UID
@[gear ID] UID of root-level gear
* [A] [B] Returns A * B
CHATNPCID CID of interact NPC
COMTIME
D[Die Size]
E[idnum] Plot element value
EScene [idnum] Element's scene ID
FacMem [idnum] Number of members
FacScene [idnum] Number of controlled scenes
FXPNeeded [level] Number of faction XP for next level
G[idnum] Global variable value
HOSTILEFACTIONS Number of active, military factions with
active, military enemies
L[idnum] Local variable value
MAPTILE [X] [Y] Terrain value of tile X,Y
N[idnum] Story (Narrative) element value
NPCREP [CID] [idnum] NPC's reputation score
P[idnum] Plot variable value
PCFAC PC's faction ID
PCMEKS Number of meks PC owns
PCREP [idnum] PC's reputation score
PCSCALE Scale of PC's root level gear
PCUID PC's unique ID
PCX PC X position
PCY PC Y position
PCSKILLVAL [skill] Highest rank in skill from PC, lancemates
RANGE [uid1] [uid2] Range between two gears by UID
REACT Reaction score with interact NPC
REWARD [threat value] [percent] Good salary for combat mission
S[idnum] Story variable
SCENEFACTION [scene ID] Scene's faction ID
SCENEID ID of current scene
SELFUID Source's unique ID
SKROLL [Skill Number] PC makes a skill roll
T[team number] Number of active masters on team
THREAT [Reputation] [Percent] Good difficulcy value for mission
V[idnum] Source variable value
WMTHREAT [Reputation] Good WMon difficlulcy value for level
4. MESSAGE FORMATTING STRINGS
\DATE [time] Converts [time] to game display format
\FACRANK [FID] [Rank] Faction rank name
\PC The PC's name
\RANK PC's rank name
5. GEAR GRABBERS
GRABLOCAL [uid] Grabs a model from gameboard
6. GRABBED GEAR COMMANDS
DELETEGG Deletes the grabbed (physical) gear
DEPLOYGG [team] Places the grabbed gear in the current scene
GABSOLUTELEVEL [%] Scale skill values by percent
GADDNATT [G] [S] [V]
GIVEGG Gives the grabbed (physical) gear to PC
GMENTAL The grabbed gear will waitaminute and 1MP
GMORALEDMG [Morale] Adds morale damage to the grabbed gear
GNEWPART [label] Adds new item, monster, NPC to game board
GRUNAWAY If easily found on map, GG runs away
GQUITLANCE The grabbed gear quits the lance
GSETNATT [G] [S] [V]
GSETSATT [key] [info label]
GSETSTAT [Slot] [Value]
GSKILLLEVEL [Reputation] Scales skill points to set level
GSKILLXP [Skill] [XP] Gives skill-specific experience to GG
IFGARCHALLY True if GG an arch-ally of PC
IFGARCHENEMY True if GG an arch-enemy of PC
IFGINPLAY <else [label]> True if GG on map and operational
IFGOK <else [label]> True if GG exists and not destroyed
IFGSEXY <else [label]> True if NPC GG exists and is sexy to PC
MOVEGG [Scene ID] Moves the grabbed (physical) gear
7. GRABBED GEAR FUNCTIONS
8. METACOMMANDS
!Talk [CID] Forces conversation with NPC
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