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格式比较乱,仅供参考,摘自editdocs.zip http://www.terra-arcanum.com/downloads/
$$ 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
$$ 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.
$$ 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
NPC-Only G: Greeting optional params
M: Money $,number
PC-Only A: Appreciate
B: Barter/Gamble
C: Check story state
D: Directions $,number list
E: Exit
F: Forget it
H: Healing
K: asK more questions
L: Load WorldMap
N: No
P: newsPaper
Q: Quest
S: Sorry
T: Training number list
U: Use skill number
W: Who are you?
X: X Marks the Map $,number list
Y: Yes
Z: Zap spell number
Both I: Insult
R: Rumor $,number list |
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