indy_logo.gif (3362 bytes)

Reference Manual

All the keywords recognised by the parser are listed here.


Block headers


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

ADDANSWER <txt> <int>

    Adds the specified text to the conversation panel, with the specified integer ID.

ADDV <var> <var>

    Perfoms var1 := var1 + var2

ATTITUDE <item> <int>

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

CLRANSWER

    Empty 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

LET <var> <int>

    Perfoms var1 := int

LOCATE <item> <int> <int> <int>

    Equivalent to SETPOSITION.

MOVE <item> <int> <int> <int>

    Sets the destination of the item to the specifiex (x,y,z) location in the item's current room. The item will try to reach the position by walking towards it.

MULT <var> <int>

    Perfoms var := var * int

MULTV <var> <var>

    Perfoms var1 := var1 * var2

ORIENTATE <item> <int>

    The specified item will orientate itself in the specified direction (the direction number is the same as in the IMAGE block).

PLACE <item> <room>

    Moves item into specified room.

RAND <var>

    Puts a random value between 0 and 1000 in the specified variable.

SAY <item> <txt>

    Makes this item say a sentence.

SETANIMATION <item> <int> <int> <txt> <int>

    Changes the animation of an item for the specified attitude and the specified direction.

SETIMAGE <item> <int> <int> <txt>

    Changes the image of an item for the specified attitude and the specified direction.
    Equivalent to SETANIMATION item int int int txt 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

SETLABEL <item> <txt>

    Changes the label of an item.

SETMAPMODE <int>

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

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).

SETSPEED <item> <int>

    Changes the walking speed of an item.

SLEEP <int>

    Freezes execution during the specified number of milliseconds.

SOUND <txt>

    Plays once the specifies sound file.

TRANSITION <room> <int>

    Jumps to specified room, using the specified visual transition effect, according to the following codes:
            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

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).

WAITSAY <item> <txt>

    Equivalent to SAY item txt followed by WAIT item.

WAITANSWER <var>

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


Functions


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

EQ <var> <int>

Checks if var == int

GE <var> <int>

Checks if var >= int

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

ISPLAYER <item>

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

LE <var> <int>

Checks if var <= int

LT <var> <int>

Checks if var < int

NE <var> <int>

Checks if var != int

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

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


Operators


AND
OR
NOT


Back to the main page