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plotref.txt
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plotref.txt
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===================================
*** PLOTLINE SCRIPT REFERENCE ***
===================================
0.CONVENTIONS
The DeadCold plotline script language was derived from the
GearHead scripting language, which was itself derived from
the original version of the DeadCold language. Unless otherwise
noted, all conventions from GH apply here.
In the listings, parameters are listed in square brackets: []
Optional parts are listed in greater than/less than brackets: <>
Spacing is important. If no spaces are indicated here, no
spaces should appear in the script. Commands should be separated
from one another by spaces unless otherwise noted.
If a trigger has more than one parameter, the parameters are
separated by a % sign.
1.TRIGGERS
10MIN
This trigger is set once every 10 minutes. Note that it supercedes
the MINUTE trigger, and is itself superceded by the HOUR trigger.
ALARM
This trigger is generated when an alarm trap is set off or
when a computer hacking attempt fails.
EN[ terrain type ]
This trigger is generated when the player uses the "activate
terrain" command (>).
{ INTERNAL JUMP }
GOTO[ label ]
This trigger is used to create a line of script which may not
be directly triggered by game events, but which may be called
by an ELSE or a GOTO command.
HOUR
This trigger is generated once per hour by the game. It supercedes
all other time triggers.
MINUTE
This trigger is generated once every minute by the game.
MS[ code ]
This trigger is generated when the player moves onto a map
tile whose SPECIAL field is nonzero. The code is the SPECIAL
value for this square.
NC[ code ]
This trigger is generated when the player sees a new monster
for the first time. The code is the type of monster seen.
START
This trigger is generated when a new level is entered.
2.COMMANDS
ALERT [critter gfx]
This command causes all critters whose graphic is the specified
character to immediately target the PC. Critter gfx is case sensitive.
WARNING: If the type provided is a very common critter, use of
this command may slow down the game considerably.
CHANGETERR [terrain to change] [change to this]
This command changes Terr1 to Terr2 over the entire map.
CHOKE
This command will cause the PC to take 2d5 asphyxiation damage.
GOLEFT
GORIGHT
These commands are invoked when the player enters a transitway
tube. They bring the player to the next logical module.
IF= [value1] [value2] <ELSE [label]>
If value1 = value2, continue on with this line. If not,
jump to LABEL. The LABEL must be formatted as the trigger of
the line to use next.
IFG [value1] [value2] <ELSE [label]>
If value1 > value2, continue on with this line. If not,
jump to LABEL. The LABEL must be formatted as the trigger of
the line to use next. Note that > can't be used as the greater
than symbol since it's the end marker for the line... bummer.
IFKEY [item number] <ELSE [label]>
If the player has the specified key item, continue on with
this line. Otherwise jump to LABEL.
IFYN [prompt message] <ELSE [label]>
Print a Yes/No prompt for the user. If the player selects "Y",
continue on with this line. If "N", goto the ELSE line.
PRINT [label]
This command will print a message in the dialog area.
V= [idnum] [value]
This command may be used to assign the value of variable IDNUM.
V+ [idnum] [value]
This command may be used to add a quantity to the current value
of variable IDNUM.
3.MISCELLANEOUS
MSG[label] <[Text Message Here.]>
Game messages are stored as string attributes in the same place
as the events.
P[ Identifier ]
This variable may be used to access a play value. The defined play
values are as follows:
L -> Leakage; how many PC armor parts aren't sealed
V[ code ]
Variables may be assigned by the script. Use this to dereference
the value stored in a variable.
4.ASSIGNED VARIABLES
The following variable numbers have been assigned in the DeadCold
campaign.
1.Intro message: Leave ship / Leave Hangar / Stupid Joke
2.Module "B" Life Support Off / On
3.Modume "B" Air Depletion - Player starts taking damage around 1000
4.Module "D" Alert Status
5.ASSIGNED MAP SQUARES
RELIQUARY: 3,4,5 (door plaques)
MODULE "C": 1,2