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Reference Manual

All the keywords recognised by the parser are listed here.


Block headers


ALPHA
ANIMATION
BGSOUND
COMMAND
CURSOR
DEFAULTV
ELSE
EVENT
FOR
FONT
IMAGE
ICON
INK
INTEGER
INVENTORY
ITEM
ITEMVAR
KEY
PAPER
PLAYER
POSITION
PROC
ROOM
ROOMVAR
SCALE
SCREEN
SENTENCE
SIZE
SPEED
STRING
SUPER
SYSTEM
TALK
TITLE
THEN
VERB
WALK
WHILE


System variables


CurrentRoom
CurrentPlayer
Argv1
Argv2


Procedures

ADD <IntVar> <int>
    Perfoms var := var + int

ADDANSWER
<txt> <int>
    Adds the specified text to the conversation panel, with the specified integer ID.

ADDV
<IntVar1> <IntVar2>
    Perfoms var1 := var1 + var2

ATTITUDE
<item> <int>    Obsolete
    Equivalent to SETATTITUDE.

CLRANSWER

    Empty the conversation panel.

DELANSWER
<int>
    Removes the specified answer from the conversation panel.

EXIT

    Quits the engine immediately (no "save before closing" confirmation).

GIVE
<actor> <item>
    Moves item into actor's inventory

GOTO
<room>
    Jumps to specified room. Equivalent to TRANSITION <room> 0

GOTOTRANSITION
<room> <txt>
    Jumps to specified room, using the specified custom plug-in as visual transition effect.

LET
<IntVar> <int>
    Perfoms var := int

LOCATE
<item> <int> <int> <int>     Obsolete
    Equivalent to SETPOSITION.

MOVE
<item> <int> <int> <int>
    Sets the destination of the item to the specified (x,y,z) location in the item's current room. The item will try to reach the position by walking towards it. The current 'walking' area will not be respected. See also the WALK command.

MOVETO
<item> <item>
    Sets the destination of the item to be the other item. The item will try to collide with the other by walking towards it. The current 'walking' area will not be respected. See also the WALKTO command.

MULT
<IntVar> <int>
    Perfoms var := var * int

MULTV
<IntVar1> <IntVar2>
    Perfoms var1 := var1 * var2

ORIENTATE
<item> <int>    Obsolete
    Equivalent to SETORIENTATION.

PLACE
<item> <room>
    Moves item into specified room.

RAND
<IntVar>
    Puts a random value between 0 and 1000 in the specified variable.

SAY
<item> <txt>
    Makes this item say a sentence.

SAYI
<ItemVar> <txt>
    Makes this item say a String.

SAYIS
<ItemVar> <StringVar>
    Makes this item say a String.

SAYS
<item> <StringVar>
    Makes this item say a String.

SETALPHA
<item> <int>    Requires Java 1.2
    Changes the transparency level of the specified item. Default = 100 (no transparency).

SETANIMATION
<item> <int> <int> <filename> <int>
    Changes the animation of an item for the specified attitude and the specified direction.

SETATTITUDE
<item> <int>
    Changes the attitude of an item (the attitude number is the same as in the IMAGE block).

SETBGSOUND
<item> <int> <filename>
    Changes the sound associated to a specific item's attitude.

SETICON
<item> <filename>
    Changes the inventory icon of an item.

SETIMAGE
<item> <int> <int> <filename>
    Changes the image of an item for the specified attitude and the specified direction.
    Equivalent to SETANIMATION <int> <int> <filename> 1

SETINK
<item> <int>
    Changes the speech color of an item, according to the following color codes:
            0: black
            1: blue
            2: red
            3: pink
            4: green
            5: cyan
            6: yellow
            7: white
            8: gray
            9: orange
            10: brown

SETLABEL
<item> <txt>
    Changes the label of an item.

SETMAPMODE
<int>
    Switches interface to/from "map" mode. Valid integer values are 0 and 1 .

SETMOTIONBLUR
<int>    Requires Java 1.2
    Sets motion blur for the whole screen. Default = 100 (no blur).

SETORIENTATION
<item> <int>
    The specified item will orientate itself in the specified direction. Tthe direction number is the same as in the IMAGE block.

SETPLAYER
<item>
    Switches control to the specified actor, automatically changing rooms if necessary.

SETPOSITION
<item> <int> <int> <int>
    Instantly moves the item to the specified (x,y,z) location in the item's current room. The first 2 coordinates are absolute pixel position within the background picture, with point (0,0) being the topleft corner of the background. The third coordinate is the elevation from the floor (normally zero).

SETROOMBGSOUND
<room> <filename>
    Changes the background music of a room.

SETSCALE
<item> <int>
    Changes the scaling factor for a specific item.

SETSPEED
<item> <int>
    Changes the walking speed of an item.

SETTRAIL
<int>
    Makes all items leave a trail behind them when they move. Valid integer values are 0 and 1 .

SETVERBLABEL
<verb> <string>
    Changes the appearent name of a verb in the interface.

SLEEP
<int>
    Freezes execution during the specified number of milliseconds.

SOUND
<filename>
    Plays once the specifies sound file.

SPEAK
<item> <txt> <filename>    Requires Java 1.2
    Makes this item pronounce a recorded sentence.

STOPSOUND

    Interrupts the latest SOUND instruction (if still playing).

TRANSITION
<room> <int>
    Jumps to specified room, using the specified visual transition effect, according to the following codes:
            0: no visual transition (jump immediately)
            1: fade to black from center
            2: fade to black from left
            3: fade to black from top
            4: scroll left
            5: scroll right
            6: scroll up
            7: scroll down
            8: smooth mix Requires Java 1.2
            9: smooth fade to black Requires Java 1.2

TURN
<item> <item>
    The specified item will orientate itself so as to appear looking at the other item.

WAIT
<item>
    Takes control out of the player while the specified item is busy (talking or walking).

WAITANSWER
<var>
    Takes control out of the player until the user selects one of the answers in the conversation panel that appears.

WAITMOVE
<item> <int> <int> <int>
    Equivalent to MOVE item x y z followed by WAIT item.

WAITMOVETO
<item> <item>
    Equivalent to MOVETO item1 item2 followed by WAIT item1.

WAITSOUND
<filename>    Requires JMF
    Freezes execution while the specified sound is being played.

WAITVIDEO
<filename>    Requires JMF
    Freezes execution while the specified video is being played.

WAITSAY
<item> <txt>
    Equivalent to SAY item txt followed by WAIT item.

WAITSAYI
<itemvar> <txt>
    Equivalent to SAYI itemvar txt followed by WAIT.

WAITSAYIS
<itemvar> <stringvar>
    Equivalent to SAYIS itemvar stringvar followed by WAIT.

WAITSPEAK
<item> <txt> <filename>    Requires JMF
    Equivalent to SPEAK followed by WAIT.

WALK
<item> <int> <int>
    Sets the destination of the item to the specified (x,y,z) location in the item's current room. The item will try to reach the position by walking towards it, within the 'walk area'. Unlike MOVE, only 2 coordinates are needed here, since the item will not change the third one during the walk.

WALKTO
<item> <item>
    Sets the destination of the item to be the other item. The item will try to collide with the other, by walking towards it, within the 'walk area'.

WAITWALK
<item> <int> <int>
    Equivalent to WALK item x y followed by WAIT item.

WAITWALKTO
<item1> <item2>
    Equivalent to WALKTO item1 item2 followed by WAIT item1.

 

System procedures

OnEntry
OnExit


Functions


COLLISION <item> <item>
    Checks if two items have collided

EQ <IntVar> <int>
    Checks if var == int

EQI <ItemVar> <item>
    Checks if var == item

EQR <RoomVar> <room>
    Checks if var == room

EQS <StringVar> <txt>
    Checks if var == txt

EQSV <StringVar1> <StringVar2>
    Checks if var1 == var2

EQV <IntVar1> <IntVar2>
    Checks if var1 == var2

GE <IntVar> <int>
    Checks if var >= int

GEV <IntVar1> <IntVar2>
    Checks if var1 >= var2

GT <IntVar> <int>
    Checks if var > int

GTV <IntVar1> <IntVar2>
    Checks if var1 > var2

INSIDE <item1> <item2>
    Checks if item2 is located within item1's bounding box. Very similar to COLLISION, but weaker (it is easier to have INSIDE true than to have COLLISION true).

ISPLAYER <item>
    Checks if the item currently under player's control is <item>

LE <var> <int>
    Checks if var <= int

LEV <IntVar1> <IntVar2>
    Checks if var1 <= var2

LT <var> <int>
    Checks if var < int

LTV <IntVar1> <IntVar2>
    Checks if var1 < var2

NE <var> <int>
    Checks if var != int

NEV <IntVar1> <IntVar2>
    Checks if var1 != var2

PRESENT <item> <room>
    Checks if the specified item is currently into that room.

TAKEN <actor> <item>
    Checks if the specified item is currently into the actor's inventory.


Operators


AND
OR
NOT


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