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
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