76 lines
8.5 KiB
HTML
76 lines
8.5 KiB
HTML
<HTML>
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<HEAD>
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<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
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<META NAME="Generator" CONTENT="Microsoft Word 97">
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</HEAD>
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<BODY TEXT="#808080" LINK="#0000ff" VLINK="#800080" BGCOLOR="#000000">
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<FONT FACE="Tahoma">
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<FONT SIZE=6><P ALIGN="CENTER">APE commands pertaining to Stats and Game Database Objects</P></FONT>
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<BR><A HREF="#quest">Quest Commands</A>
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<P>
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<FONT SIZE=4 COLOR="#ffff00"><P>addnew_to_inventory <GDB name> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>remove_from_inventory <GDB name>:</P>
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</FONT><FONT SIZE=4><P>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.</P>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>move_to_inventory <GDB name>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>is_in_inventory <GDB name> <result> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>is_equipped <GDB name> <result>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>add_npc_to_party <GDB character name> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>remove_npc_from_party <GDB character name>:</P>
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</FONT><FONT SIZE=4><P>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.</P>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>place_in_party <character name> <gamevar></P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>get_party_order <leadervar> <secondvar> <thirdvar> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>Returns 3 strings with the names of the character in that position (i.e. "extern get_party_order first$ second$ third$"</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>add_money <amount>:</P>
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</FONT><FONT SIZE=4><P>Adds money to the party. Call with one numerical argument, indicating how many money units. To increase the party’s wealth with.</P>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>remove_money <amount>:</P>
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</FONT><FONT SIZE=4><P>Removes money from the party. Same argument as add_money.</P>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>check_money <gamevar></P>
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</FONT><FONT SIZE=4><P>Retrieves how much money the party has and returns it to the Gamevar.</P>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>GetPlayerCurrentHP <player> <return_value> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>Gets the hit points of the player specified, [can be specifed by name, or PlayerChar# (i.e. "Boots" or "PlayerChar2")].</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>SetPlayerCurrentHP <player> <new health> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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).</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>Add_XP <player> <new XP> :</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>adjust_stat <character ID> <stat string> <amount>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</P></BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>check_stat <character ID> <stat string> <value gamevar>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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 the</P>
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<P>stat.</P></BLOCKQUOTE>
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<P> </FONT><FONT SIZE=4 COLOR="#ffff00">set_party_leader <GDB character name>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>equip_item <GDB object name>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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.</P></BLOCKQUOTE>
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</FONT><FONT SIZE=4 COLOR="#ffff00"><P>set_world_skill_level <skillname> <level>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>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")</P></BLOCKQUOTE>
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</FONT>
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<FONT SIZE=4 COLOR="#ffff00"><P>get_world_skill_level <skillname> <variable>:</P>
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</FONT><FONT SIZE=4><BLOCKQUOTE>Lookup the level of a worldskill. Accepted skillnames are ("picklock", "tractor", "yammer", "comptalk", "throwloonie", "analyze", "ragemight")</P></BLOCKQUOTE>
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</FONT>
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<P> <BR>
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<A NAME="quest">
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<FONT SIZE=6><P ALIGN="CENTER">APE commands pertaining to Quests</P></FONT>
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<P>
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<FONT SIZE=4 COLOR="#ffff00"><P>add_quest <The Name of The Quest> :</P></FONT>
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<FONT SIZE=4><BLOCKQUOTE>will "activate" the quest and spawn all sub_quests. After "add_quest", the Quest will appear in the Fatima interface, etc.</BLOCKQUOTE></FONT>
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<FONT SIZE=4 COLOR="#ffff00"><P>complete_quest <The Name of The Quest> :</P></FONT>
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<FONT SIZE=4><BLOCKQUOTE>will forcefully finish the quest with <B>success</B>. This should, in the general case, not be used since the GameVars in the requirements-field should be enough, but might be needed if a plot twist fixes the quest in some other way.</BLOCKQUOTE></FONT>
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<FONT SIZE=4 COLOR="#ffff00"><P>cancel_quest <The Name of The Quest> :</P></FONT>
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<FONT SIZE=4><BLOCKQUOTE>will forcefully finish the quest with <B>failure</B>. Much like "complete_quest", but if you were to have a sub quest on Sunder that you haven't finished before the planet explodes, you should use cancel_quest.</BLOCKQUOTE></FONT>
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<FONT SIZE=4 COLOR="#ffff00"><P>is_quest_done <The Name of The Quest> <GAMEVAR> :</P></FONT>
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<FONT SIZE=4><BLOCKQUOTE>will check to see if you've finished the specified quest, and return a value to the GAMEVAR specified. All successfully finished quests will return 2, a quest "in progress" will return 1 and a quest you haven't received will return 0. <B>NOTE</B> that this can be kinda expensive to check, so it shouldn't be used to check every frame if the status of a Quest has changed from 1 to 2, or something like that. Use this call with care, and stick to checking the normal gamevars when possible. </BLOCKQUOTE></FONT>
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<FONT SIZE=2><BLOCKQUOTE></BLOCKQUOTE></FONT></BODY>
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</HTML>
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