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Dialogue Test Field
The Test field is non-blank only on certain PC lines that the designer wishes to restrict to certain PC’s. The general format of a test field is
code num1 num2
where code is a 2-letter code possibly followed by one or two numbers. Multiple tests can be placed in one field, separated by commas, and their restriction is AND’ed together (meaning the test only succeeds if all of the individual tests succeed).
Test codes and their numbers are:
$$
if num1 > 0, true if PC and followers have at least num1 gold
if num1 < 0, true if PC and followers have no more than -num1 gold
al
if num1 > 0, true if PC’s alignment is >= num1
if num1 < 0, true if PC’s alignment is <= -num1
ar
if num1 > 0, true if PC is aware of area num1 (it is marked on his map)
if num1 < 0, true if PC is NOT aware of area -num1
ch
if num1 > 0, true if PC’s Charisma is >= num1
if num1 < 0, true if PC’s Charisma is <= -num1
fo
if num1 is 0, true if NPC is not a follower of PC
if num1 is 1, true if NPC is a follower of PC
gf
true if global flag num1 is equal to value num2
gv
true if global variable num1 is equal to value num2
ha
if num1 > 0, true if PC’s Haggle is >= num1
if num1 < 0, true if PC’s Haggle is <= -num1
ia
if num1 > 0, true if PC is in area num1
if num1 < 0, true if PC is NOT in area –num1
in
if num1 >= 0, true if PC or any follower has item with name index num1
if num1 < 0, true if NPC has item with name index –num1
lc
true if local counter num1 is equal to num2
le
if num1 > 0, true if PC’s level is >= num1
if num1 < 0, true if PC’s level is <= -num1
lf
true if local flag num1 is equal to num2
ma
if num1 > 0, true if PC’s Magical Aptitude is >= num1
if num1 < 0, true if PC’s Magical Aptitude is <= -num1
me
if num1 is 0, true if NPC has not met PC before
if num1 is 1, true if NPC has met PC before
na
if num1 > 0, true if PC’s alignment is >= -num1
if num1 < 0, true if PC’s alignment is <= num1
Examples:
Na 100 is true if the PC’s alignment is –100 or greater (-90, -50, 0, 80, 500, etc)
Na –100 is true if the PC’s alignment is –100 or lower ( -150, -300, -500, etc)
ni
if num1 >= 0, true if PC and followers do NOT have item with name index num1
if num1 < 0, true if NPC does NOT have item with name index –num1
pa
if num1 > 0, true if follower with name index num1 is in the PC’s party
if num1 < 0, true if follower with name index num1 is NOT in the PC’s party
pe
if num1 > 0, true if PC’s Perception is >= num1
if num1 < 0, true if PC’s Perception is <= -num1
pf
true if PC flag num1 is equal to value num2
ps
if num1 > 0, true if PC’s Persuasion is >= num1
if num1 < 0, true if PC’s Persuasion is <= -num1
pv
true if PC variable num1 is equal to value num2
qa
true if quest num1 is in a state >= num2
qb
true if quest num1 is in a state <= num2
qu
true if quest num1 is in state num2
ra
if num1 > 0, true if PC’s race is num1
if num1 < 0, true if PC’s race is not –num1
re
if num1 > 0, true if NPC’s reaction to PC is >= num1
if num1 < 0, true if NPC’s reaction to PC is <= -num1
rp
if num1 > 0, true if PC has the reputation num
if num1 < 0, true if PC does NOT have rumor –num
rq
if num1 > 0, true if rumor num1 is quelled
if num1 < 0, true if rumor –num1 is NOT quelled
ru
if num1 > 0, true if PC has rumor num1 in log
if num1 < 0, true if PC does NOT have rumor –num1 in log
sc
if num2 > 0, true if PC knows at least num2 spells in college num1
if num2 <= 0, true if PC knows no more than -num2 spells in college num1
sk
if num2 > 0, true if PC’s rank in skill num1 is >= num2
if num2 < 0, true if PC’s rank in skill num1 is <= -num2
ss
if num1 > 0, true if the current story state is >= num1
if num1 < 0, true if the current story state is <= -num1
ta
if num1 > 0, true if PC’s Tech Aptitude is >= num1
if num1 < 0, true if PC’s Tech Aptitude is <= -num1
tr
if num2 > 0, true if PC’s training in skill num1 is >= num2
if num2 < 0, true if PC’s training in skill num1 is <= -num2
wa
if num1 is 0, true if NPC is not currently waiting for his leader to pick him up
if num1 is 1, true if NPC is currently waiting for his leader to pick him up
wt
if num1 is 0, true if NPC has not waited for his leader and the time expired
if num1 is 1, true if NPC waited for his leader and the time expired
Example:
{ps 3, al –500} true if the PC’s perception is >= 3 and his alignment is below –500
Here are some expected ranges to test for each code
$$
ranges from 0 to millions of gold
al
ranges from –1000 (pure evil) to 1000 (pure goodness) with 0 being neutral. 100 is tinged with good, 300 is squarely good, 500 is quite good, 700 is damn good, 900 is saintly. Reverse for evil.
ar
indexes are stored in data/mes/area.mes
ch
ranges from 1 (very hateable personality) to 20 (god-like presence), with 10 being average. 3 is very annoying, 7 is annoying, 13 is nice to be around, and 17 is love to be around.
fo
num1 MUST be 0 or 1
gf
num1 ranges from 1000 to 3199
gv
num1 ranges from 1000 to 1999
ha
ranges from 1 (couldn’t sell a life preserver to a drowning man) to 20 (could sell a refrigerator to an Eskimo), with 5 being default. 3 means he can rarely get a good deal, 7 means he can sometimes get a good deal from nice people, 10 means he can negotiate good deals but rarely great ones, 15 means he can usually get great deals.
ia
indexes are stored in data/mes/area.mes
in
indexes are stored in data/oemes/oname.mes
lc
num1 ranges from 0 to 3, num2 from 0 to 255
le
levels can range from 1 to 20
lf
num1 ranges from 0 to 31, num2 from 0 to 1
ma
this ranges from 0 to 100, with 0 being the default. 100 is a master mage, 80 is an awesome mage, 60 is a great mage, 40 is a good mage, and 20 is a starting mage.
me
num1 MUST be 0 or 1
na
ranges from –1000 (pure evil) to 1000 (pure goodness) with 0 being neutral. 100 is tinged with good, 300 is squarely good, 500 is quite good, 700 is damn good, 900 is saintly. Reverse for evil.
ni
indexes are stored in data/oemes/oname.mes
pa
indexes are stored in data/oemes/oname.mes
pe
ranges from 1 (notices nothing) to 20 (notices everything), with 10 being average. 3 will miss a lot of stuff, 7 will miss things that are not obvious and some that are, 10 will miss some non-obvious things, 13 will rarely miss hidden things, and 17 will notice anything that is not well-hidden.
pf
num1 ranges from 1000 to 3199
ps
ranges from 1 (no one cares about his opinion) to 20 (people think his words are law), with 5 being default. 3 means he must struggle to convince people the sky is blue, 7 means he can convince people with great effort, 10 means he can convince people to do things if they are predisposed, 15 means he can convince people to do things they might regret.
pv
num1 ranges from 1000 to 1999
qa
the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
qb
the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
qu
the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
ra
races are 1.human, 2.dwarf, 3.elf, 4.half elf, 5.gnome, 6.halfling, 7.half orc, 8.half ogre
re
reaction is usually between 0 and 100, with 50 being neutral. Below 0 is pure hatred, and above 100 is pure love.
rp
reputations are 1000 or greater
rq
rumor numbers are 1000 or greater
ru
rumor numbers are 1000 or greater
sc
spell colleges range from 0-15 and spells known from 0-5
sk
skills range from 0-11 for basic skills, and 12-15 for tech skills. The rank ranges from 0-20.
ss
The story state value ranges from 0 on up
ta
this ranges from 0 to 100, with 0 being the default. 100 is a master technologist, 80 is an awesome technologist, 60 is a great technologist, 40 is a good technologist, and 20 is a starting technologist.
tr
skills range from 0-11 for basic skills, and 12-15 for tech skills. The training ranges from 0-3, 0 being untrained and 3 being master.
Dialogue Result Field
The Result field can be filled with a number of results to be triggered if the line is spoken by a PC or an NPC. These results are ONLY triggered in dialog and are NOT triggered if the line is used as a float, barter or other kind of message. The general format of a result field is
code num1 num2
where code is a 2-letter code possibly followed by one or two numbers. Multiple results can be placed in one field, separated by commas, and all of their results are triggered in order.
Result codes and their numbers are:
$$
if num1 >= 0, add num1 money to PC
if num1 < 0, remove this much gold from PC and followers
al
if +num1, then add num1 to PC’s alignment
if -num1, then subtract num1 from PC’s alignment
if <num1, then PC’s alignment cannot be greater than num1
if >num1, then PC’s alignment cannot be less than num1
if num1, then set PC’s alignment to num1
ce
start the character editor on the NPC in passive mode (this will terminate dialog)
co
start combat between speakers and terminate dialog
et
ONLY USABLE ON PC LINES!
Tests whether PC can have expert training in skill num1. If he can, then, continue dialog at num2. If he cannot, the NPC will say why and then dialog will continue at the response line for this line. Please note that only two reasons are tested for (not enough rank and no training) and that specifically we do not test for money or if the PC already has expert training (or higher).
fl
float line num1 above NPC’s head and terminate dialog
fp
give 1 fate point to the PC
gf
set global flag num1 equal to value num2 (can only be 0 or 1)
gv
set global variable num1 equal to value num2
ii
start the inventory UI in identify mode
in
if num >= 0, transfer item with name index num1 from PC or follower to NPC
if num < 0, transfer item with name index -num1 from NPC to PC
jo
ONLY USABLE ON PC LINES!
ask NPC to join PC’s group. If num1 is 0, then pay attention to charisma limits. If num1 is 1, then override charisma limits. If successful, continue dialog at num2. If unsuccessful, the NPC will say why and then dialog will continue at the response line for this line.
lc
set local counter num1 equal to num2
lf
set local flag num1 equal to num2
lv
make NPC leave the party
mm
mark map area num1 as known on PC’s map
nk
kill the NPC involved in this dialog
np
add newspaper num1 with priority num2 (0 means no priority, 1 means high priority – make this tomorrow’s paper)
or
Set NPC’s origin to num
pf
set PC flag num1 equal to value num2 (can only be 0 or 1)
pv
set PC variable num1 equal to value num2
qu
set quest num1 as being in state num2. the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
re
if +num1, then add num1 to NPC’s reaction to PC
if -num1, then subtract num1 from NPC’s reaction to PC
if <num1, then NPC’s reaction to PC cannot be greater than num1
if >num1, then NPC’s reaction to PC cannot be less than num1
if num1, then set NPC’s reaction to PC to num1
ri
start the inventory UI in repair mode
rp
if num1 > 0, add reputation num1 to PC
if num1 < 0, remove reputation –num1 from PC
rq
quell rumor num
ru
add rumor num to PC log
sc
NPC will stay close
so
NPC will spread out
ss
set the current story state to num1 if it is lower than num1
su
start the schematic UI on the PC
tr
set the training of skill num1 to num2
uw
ONLY USABLE ON PC LINES!
ask NPC to unwait and rejoin PC’s group (assumes NPC was told to wait). If num1 is 0, then pay attention to charisma limits. If num1 is 1, then override charisma limits. If successful, continue dialog at num2. If unsuccessful, the NPC will say why and then dialog will continue at the response line for this line.
wa
make the NPC wait here
xp
award experience points to the PC as if he had solved a quest of level num1
Example:
{re –5, fl 5} the NPC’s reaction to the PC is reduced by 5, he will float line 5 above his head, and dialog is over