APE commands pertaining to Stats and Game Database Objects
addnew_to_inventory <GDB name> : remove_from_inventory <GDB name>: Removes an object from the party’s inventory and places it in the world inventory. Call with one argument, which is the GDB name of the object to be removed from the party’s inventory. move_to_inventory <GDB name>: is_in_inventory <GDB name> <result> : is_equipped <GDB name> <result>: add_npc_to_party <GDB character name> : remove_npc_from_party <GDB character name>: Moves a player character from the active party and places it in the list of passive party members. Call with one argument, the GDB name of the character to remove. place_in_party <character name> <gamevar> get_party_order <leadervar> <secondvar> <thirdvar> : add_money <amount>: Adds money to the party. Call with one numerical argument, indicating how many money units. To increase the party’s wealth with. remove_money <amount>: Removes money from the party. Same argument as add_money. check_money <gamevar> Retrieves how much money the party has and returns it to the Gamevar. GetPlayerCurrentHP <player> <return_value> : SetPlayerCurrentHP <player> <new health> : Add_XP <player> <new XP> : adjust_stat <character ID> <stat string> <amount>:Creates a new object and adds it to the party’s inventory. Call with one argument which is the GDB name of the object to be added to the party’s inventory
Move an object from the world inventory to the party’s inventory. Call with one argument, which is the GDB name of the object to be removed from the party’s inventory.
Checks to see if the object is in the party’s inventory. Call with two arguments, first the GDB name of the object and secondly the gamevar that receives the result. ‘1’ if true, ‘0’ if false.
Checks if any character in the party is equipping an object. Call with two arguments, first the GDB name of the object and secondly the gamevar that receives the result. ‘1’ if true, ‘0’ if false.
Adds the named NPC to the party (making him a PC, I guess :) . Call with one argument, the GDB name of the character to be added.
Checks the position of the character name you enter and returns their position in the party as 3,2,1, or 0 if they are not in it.
Returns 3 strings with the names of the character in that position (i.e. "extern get_party_order first$ second$ third$"
Gets the hit points of the player specified, [can be specifed by name, or PlayerChar# (i.e. "Boots" or "PlayerChar2")].
Adjust the hit points of the player specified, [can be specifed by name, or PlayerChar# (i.e. "Boots" or "PlayerChar2")]. The hitpoints can be set by typing in just the number (i.e. "235"), you can add a value to the current hitpoints by using a "+" infront of the number (i.e. "+30"), and you can subtract from the current hitpoints by adding a "-" before the number (i.e. "-30).
Adjust the experience points of the player specified. Use a positive number as the XP value to add experience, use a negative number to decrease it.
Modifies the specified stat for the specified character. Call with three arguments, first thecharacter identifier, secondly the name of the stat to be modified and thirdly the modify value. Names of the stats are "might", "agility", "wisdom", "xp", "hp", "nrg", "beatuse", "mysuse", "good" and "bad" . The "good" and "bad" stats are effects such as haste or poison. We need to specify what values to use for the various states.
check_stat <character ID> <stat string> <value gamevar>:
Check the value of a certain stat. Call with three arguments. First, the character identifier, secondly the stat string (see adjust_stat) and thirdly the gamevar that will receive the value of thestat.
set_party_leader <GDB character name>:
Swaps the current leader of the party to be the specified character. Call with one argument, the GDB name of the character you want to lead the party.
equip_item <GDB object name>:
Equips the specified item if it exists in the party’s inventory. This should probably be removed or modified as it operates on the leader in the party only. Call with one argument, the GDB name of the object to be equipped.
set_world_skill_level <skillname> <level>:
Sets a worldskill to a new level, 1 & 2 should be the only levels used in the first game. Accepted skillnames are ("picklock", "tractor", "yammer", "comptalk", "throwloonie", "analyze", "ragemight")
get_world_skill_level <skillname> <variable>:
Lookup the level of a worldskill. Accepted skillnames are ("picklock", "tractor", "yammer", "comptalk", "throwloonie", "analyze", "ragemight")