Story Script: Difference between revisions

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A variable that references an avatar atom.
A variable that references an avatar atom.
===bool===
===bool===
Boolean value returned by calling one or more functions. Can use logical operators '&', '|', and '!'.
Boolean value returned by calling one or more functions. Can use logical operators '''&''', '''|''', and '''!'''.
===bool===
===bool===
Boolean argument. Accepts 'true' or 'false', not case sensitive.
Boolean argument. Accepts '''true''' or '''false''', not case sensitive.
===building===
===building===
Building name, not case sensitive.
Building name, not case sensitive.
Line 1,615: Line 1,615:
A file name found in the same path as the script.
A file name found in the same path as the script.
===gearslot===
===gearslot===
Gear slot, not case sensitive: Hand, Head, Face, Neck, Body, Wear, Limb, Digit, Waist. All creatures have at least one Hand. It is always their dominant hand. Do not expect more than that. All creatures have at least one Head. Both are treated as one when it comes to equipment. You cannot place a different hat or helmet on each head. Only one hat or helmet is needed for both heads. The same applies to faces and necks. All creatures have at least one body slot for carrying gear. Wear is specifically for things worn on the body, such as clothing and armor. Limb slots are for bracelets and anklets. A creature has one limb slot for each arm and leg on its body. Digit slots are for fingers and toes. A creature has one digit slot for each hand and foot on its body. All creatures have four waist slots; there is a size limit to items placed at the waist.  
Gear slot, not case sensitive: '''Hand''', '''Head''', '''Face''', '''Neck''', '''Body''', '''Wear''', '''Limb''', '''Digit''', '''Waist'''.  
 
All creatures have at least one Hand. It is always their dominant hand. Do not expect more than that.  
 
All creatures have at least one Head. Both are treated as one when it comes to equipment. You cannot place a different hat or helmet on each head. Only one hat or helmet is needed for both heads. The same applies to faces and necks.  
 
All creatures have at least one body slot for carrying gear.  
 
Wear is specifically for things worn on the body, such as clothing and armor.  
 
Limb slots are for bracelets and anklets. A creature has one limb slot for each arm and leg on its body.  
 
Digit slots are for fingers and toes. A creature has one digit slot for each hand and foot on its body.  
 
All creatures have four waist slots; there is a size limit to items placed at the waist.  
===gender===
===gender===
Gender of creature, not case sensitive: Male, Female, Asexual, Hermaphrodite.
Gender of creature, not case sensitive: '''Male''', '''Female''', '''Asexual''', '''Hermaphrodite'''.
===hand===
===hand===
Dominant hand of creature, not case sensitive: Left Handed, Right Handed
Dominant hand of creature, not case sensitive: '''Left Handed''', '''Right Handed'''
===int===
===int===
Signed integer value. Decimals are truncated.
Signed integer value. Decimals are truncated.
Line 1,629: Line 1,643:
A variable that references an npc atom. All AI controlled citizens are npc atoms.
A variable that references an npc atom. All AI controlled citizens are npc atoms.
===npcrole===
===npcrole===
A role for an AI controlled sentient: Citizen, Worker, Passenger, Crew, Troop, Officer, IndigenousPerson, IndigenousElder, IndigenousHealer, IndigenousStargazer.
A role for an AI controlled sentient: '''Citizen''', '''Worker''', '''Passenger''', '''Crew''', '''Troop''', '''Officer''', '''IndigenousPerson''', '''IndigenousElder''', '''IndigenousHealer''', '''IndigenousStargazer'''.
===orbit===
===orbit===
Orbit: Inferno, Inner, Habitable, Outer or Frigid also Any, Harsh (Inferno or Frigid), Mild (Inner, Habitable, or Outer), Uninhabitable (not Habitable).
Orbit: '''Inferno''', '''Inner''', '''Habitable''', '''Outer''' or '''Frigid''' also '''Any''', '''Harsh''' (Inferno or Frigid), '''Mild''' (Inner, Habitable, or Outer), '''Uninhabitable''' (not Habitable).
===quality===
===quality===
Quality in the range 1 to 255.
Quality in the range 1 to 255.
Line 1,639: Line 1,653:
Signed real value.
Signed real value.
===scenario===
===scenario===
Reach for the Stars, Citizen of the Galaxy, The Savage State, Lost Atlantis. Comparison is not case sensitive.  
'''Reach for the Stars''', '''Citizen of the Galaxy''', '''The Savage State''', '''Lost Atlantis'''. Comparison is not case sensitive.  
===sector===
===sector===
A variable that references a sector atom.
A variable that references a sector atom.
Line 1,647: Line 1,661:
A variable that references a spacecraft atom, could be a station.
A variable that references a spacecraft atom, could be a station.
===stage===
===stage===
Growth stage of creature, not case sensitive: Mature, Juvenile.
Growth stage of creature, not case sensitive: '''Mature''', '''Juvenile'''.
===stance===
===stance===
Political stance, not case sensitive. Empire, Vassal, Friend, Neutral, Enemy. Often used in conjunction with a stanceCheck int value which is 0=exact match, 1=stance equal or better sought, 2=stance equal or worse sought.
Political stance, not case sensitive. '''Empire''', '''Vassal''', '''Friend''', '''Neutral''', '''Enemy'''. Often used in conjunction with a stanceCheck int value which is 0=exact match, 1=stance equal or better sought, 2=stance equal or worse sought.
===station===
===station===
Station that can be occupied, not case sensitive: Command, Citizen, Designer, Engine, FireControl, Game, Helm, Livestock, Medic, Navigation, Patient, Power, Sensor, Shield, Transporter, Troop, Turret
Station that can be occupied, not case sensitive: '''Command''', '''Citizen''', '''Designer''', '''Engine''', '''FireControl''', '''Game''', '''Helm''', '''Livestock''', '''Medic''', '''Navigation''', '''Patient''', '''Power''', '''Sensor''', '''Shield''', '''Transporter''', '''Troop''', '''Turret'''
===system===
===system===
A variable that references a solar system atom.
A variable that references a solar system atom.

Revision as of 17:43, 25 February 2021

Stories are told to the player in the form of one or more scripts, like chapters of a book or acts of a play. Each instance of a script being enacted is associated with an avatar. The player's avatar is the main character.

Scripts start automatically based on conditions defined in the script itself. When a script starts for an avatar, a story job appears in the jobs list for the avatar.

Script sequence is established by making each subsequent script depend upon the completion of its preceding script.

Completion states can be stored by a script to influence the startup conditions of subsequent scripts, or to remember outcomes for recall in later scripts.

When an avatar uses the Jobs page of the Bio window to drop a story, that script is not considered to be completed. It will autostart again if/when script settings and game conditions permit.

An avatar can only have one active autostarted story job at a time. When they do not have one, the game tries to start a new script once per minute while they are online. The avatar is evaluated against the start conditions of all autostartable scripts. Scripts that have already been completed by the avatar are never autostarted again.

The solo game is automatically saved whenever a new script starts.

Multiple stories can play out simultaneously, with chapters interleaved, due to chapters starting whenever conditions permit. It is unknown if this behavior is beneficial to game play, as it has never been tried. The intent was that stories could start/continue when conditions permit, like during the Relic story while searching for the archeological dig site. The avatar could be drawn to a different story for a while. They would then detect the supply ship beacon when they happen upon an appropriate sector for the next chapter of the Relic story, resuming that first story.

Avatars remember every story character they meet, by name. When a script creates a character that an avatar has met before, the character is recreated using the avatar's memory. The character's DNA, gender, handedness, growth stage, haircut, shave, empire, clothing and gear are restored.

Script Files

A script is created in a text file named 'script.sh'. The .sh suffix triggers a useful color scheme in the vi text editor that I use.

A '#' denotes a script comment. The remainder of the script line is ignored by the script compiler, including the #.

A script consists of two or more blocks. A block is denoted by a block label, which marks the beginning of the block. A colon ':' at the beginning of a line starts a block label. Following are some examples.

   :
   :Introduction
   :TheEnd

The first block label listed is only a ':' colon with no name. This marks a special block called the 'catalyst'. Every script must have a catalyst block. The catalyst block declares information about the script and its run conditions. The catalyst block provides logical tests that are used to determine when the script can start for an avatar in the game.

The 'storyTitle', 'storyAuthor', and 'storyBrief' functions must be called in the catalyst block.

At least one 'if' is required for evaluation of the catalyst. When any of the catalyst 'if's returns true, the script can begin for an avatar.

The catalyst section may optionally contain an interval declaration. This specifies the number of minutes that must pass before the script can be started again by the same person, after the previous time it was started.

Each 'if' evaluation specifies a block name. The block name is the next part of the script that is executed when the 'if' test becomes true. By using multiple 'if' tests, a block can branch to different parts of the script based on varying conditions.

Example catalyst block

   :
       # Basic story info.
       story.title("Simple Story");
       story.author("Charles S. Lewis");
       story.brief("A simple story.");
    
       # Test to begin story.
       if(!avatarHasItem(Hammer)) Introduction;

In the preceding example, a minimal catalyst block is created. The script will be available to all avatars with no hammer.

Example body block

   :Introduction
       narratorTitle("Simple Story");
       narratorSay("Welcome to my simple story.");
       if(wait(10)) PickUp;

In this example, the person who starts the script receives a title message on the screen, followed by a narrated message, welcoming them to the story. After ten seconds have passed, the script branches to the 'PickUp' block.

Example body block with conditional branch

It is possible for a block to branch to different parts of the script, depending on conditions present in the script.

Every 10 seconds, the story engine evaluates the current script block for completion. When doing so, the branch conditions are tested one-by-one in sequence. The script branches to the first branch condition that is true.

In the following example, there are three 'if' conditions. Observe that the order is critical. If the first 'if' was moved to the third position, the script would likely never branch on that condition. The Candle branch and the Hammer branch would individually be true and they would branch first.

This is an unpredictable set of 'if's. It is possible the branch conditions will be checked before the avatar picks up the second item. Then the script will branch based on the first item the avatar grabbed, not both items.

   :PickUp
       narratorSay("Pick up a hammer and a candle.");
       if(avatarHasItem(Hammer) & avatarHasItem(Candle)) HammerAndCandle;
       if(avatarHasItem(Hammer)) Hammer;
       if(avatarHasItem(Candle)) Candle;
    
   :HammerAndCandle
       narratorSay("You picked up both the candle and the hammer.");
       if(wait(10)) TheEnd;
    
   :Hammer
       narratorSay("You picked up the hammer.");
       if(wait(10)) TheEnd;
    
   :Candle
       narratorSay("You picked up the candle.");
       if(wait(10)) TheEnd;

Example final block

   :TheEnd
       narratorSay("Good bye.");
       narratorSay("I hope you had fun!");

In this ending block example, the person receives two narrated messages. The script terminates because the block contains no 'if' or 'goto' statements. The script is now completed for the avatar; it will not restart automatically.

Data Files

Scripts may reference many kinds of data files, such as .chr and .dna files, and also picture and sound .wav files.

Script data files should accompany the script.sh file in the same folder.

Blueprints

Blueprints must be finalized online but publishing is not required.

Scripts may reference spacecraft or building blueprints by number. The number is the one that appears in the online multiplayer game.

Each empire associated with a published blueprint, that is referenced by a story script, will be added to the Empires list in this document.

Commodity Names

These are the commodity names expected in the 'commodity' argument type.

APC

APC Apparatus Patent

Adamantine

Adamantine Bullion Patent

Adamantine Hull

Adamantite

Air

Animal Carcass

Animal Meat

Antidote

Antidote using Herbs Patent

Antidote using Minerals Patent

Antidote using Petrochemicals Patent

Antiflux Particles

Antitoxin

Antitoxin using Animal Carcass Patent

Antitoxin using Eggs Patent

Atmosphere Condenser Bay Module

Atmosphere Condenser Bay Module Patent

Atmosphere Density

Backpack

Ballistic Weapon Bay Module

Ballistic Weapon Bay Module Patent

Ballistic Weapon Turret Module

Ballistic Weapon Turret Module Patent

Battle Ship Apparatus Patent

Beacon

Beacon Patent

Beans

Beer

Black Uniform

Blank Disk

Blank Disk Patent

Blue Binder

Blue Uniform

Bolite

Bomb Bl Black Cat

Bomb Bl Black Cat Patent

Bomb BlPi Porcupine

Bomb BlPi Porcupine Patent

Bomb BlRa Los Alamos

Bomb BlRa Los Alamos Patent

Bomb ElSt Tesla

Bomb ElSt Tesla Patent

Bomb SlCr Meat Slicer

Bomb SlCr Meat Slicer Patent

Bomb SuPo Muffler

Bomb SuPo Muffler Patent

Bone

Borexino Precipitate

Brain

Bread

Brown Uniform

Building Blueprint Disk

Building Blueprint Drawing

Burning Barrel

Candle

Candle using Petrochemicals Patent

Candy

Candy Patent

Capacitor Module

Capacitor Module Patent

Capris and Halter

Cheese

Clamp

Cloaking Shield Module

Cloaking Shield Module Patent

Coal

Coal Power Plant Module

Command And Control Module

Command And Control Module Patent

Commercial Ship

Commercial Ship Apparatus Patent

Compressor Beam Lens

Compressor Beam Lens Patent

Computer

Computer Patent

Crate

Cronodollars

Cryo Heat Sink

Cryo Heat Sink Patent

Cryozine

Crystal Necklace

Crystals

Cybernetics Medical Module

Cybernetics Medical Module Patent

DNA Sample

DNA Sample Kit

DNA Sample Kit Patent

Disintegrator Ray Lens

Disintegrator Ray Lens Patent

Disruptor Beam Lens

Disruptor Beam Lens Patent

Distilling Gin Patent

Distilling Rum Patent

Distilling Tequila Patent

Distilling Vodka Patent

Distilling Whiskey Patent

Drilling Phlogiston Patent

Drilling Polytaride Patent

Drilling Viathol Patent

Drum

Dynamite

Dynamite Patent

EV Helmet

EV Helmet Patent

EV Suit

EV Suit Patent

Eggs

Electricity

Electron Beam Lens

Electron Beam Lens Patent

Electronic Part

Electronic Part Patent

Eludium

Energy Shield Module

Energy Shield Module Patent

Energy Weapon Bay Module

Energy Weapon Bay Module Patent

Energy Weapon Turret Module

Energy Weapon Turret Module Patent

Erg Ray Lens

Erg Ray Lens Patent

Extracting Flomentum Patent

Extracting Magmex Patent

Extracting Myrathane Patent

Farm Machinery

Farm Machinery Apparatus Patent

Fertilizer

Fire

Fish

Fish Meat

Fitting Wrench

Flag

Flak Helmet

Flak Vest

Flomentum

Flour

Freeze Ray Lens

Freeze Ray Lens Patent

Frigid Atmosphere Density

Fruit

Gasoline

Gasoline Power Plant Module

Gem Ring

Gems

Generating Electricity using Coal Patent

Generating Electricity using Gasoline Patent

Generating Electricity using Hydrogen Patent

Generating Electricity using Natural Gas Patent

Generating Electricity using Nuclear Fuel Rod Patent

Generating Electricity using Radioactives Patent

Generating Electricity using Sunlight Patent

Generating Electricity using Water in Environment Patent

Generating Electricity using Wind Patent

Genetics Medical Module

Genetics Medical Module Patent

Gigacell

Gigacell Patent

Gills

Gin

Glue Gun

Glue Gun Patent

Gold

Gold Hull

Gold Ore

Gold Ring

Gold Uniform

Grain

Grapes

Grav Coupling

Grav Coupling Patent

Grav Pack

Grav Pack Patent

Gravity Drive Module

Gravity Drive Module Patent

Green Binder

Green Uniform

Grey BDU

Grey Uniform

Gun Powder

Gun Powder Patent

Hammer

Hay

Head

Heart

Heat Ray Lens

Heat Ray Lens Patent

Heavy Arms Ammo Pi Patent

Heavy Arms Ammo PiAc Patent

Heavy Arms Ammo PiBl Patent

Heavy Arms Ammo PiRa Patent

Heavy Arms Ammunition Pi

Heavy Arms Ammunition PiAc

Heavy Arms Ammunition PiBl

Heavy Arms Ammunition PiRa

Heavy Weapon

Heavy Weapon Patent

Helicopter

Helicopter Apparatus Patent

Herbs

Hops

Hydroelectric Power Plant Module

Hydrogen

Hydrogen Power Plant Module

Hydrogen Power Plant Module Patent

Hydrogen from Natural Gas Patent

Ice

Ice Cream

Ice Cream Patent

Inferno Atmosphere Density

Io Tube

Io Tube Patent

Ioplasma

Jeans and Shirt

Jewelry Storage Device Patent

Khaki BDU

Kinetic Shield Module

Kinetic Shield Module Patent

Knapsack

Knife

Knife using Metal and Plastic Patent

Lantern

Lantern Patent

Large Flower Pot

Large Missile Bl Thumper

Large Missile Bl Thumper Patent

Large Missile BlBu Fireball

Large Missile BlBu Fireball Patent

Large Missile SlPo Sideviper

Large Missile SlPo Sideviper Patent

Large Rocket Bl Thud

Large Rocket Bl Thud Patent

Large Rocket BlBu Molotov

Large Rocket BlBu Molotov Patent

Large Rocket BuDi Scudpox

Large Rocket BuDi Scudpox Patent

Large Rocket Motor

Large Rocket Motor Patent

Laser Pistol

Laser Pistol Patent

Laser Rifle

Laser Rifle Patent

Lava in the Environment

Leather

Leather Armor

Leather Clothing

Leather Helmet

Life Support Gravity Module

Life Support Gravity Module Patent

Life Support Module

Life Support Module Patent

Log

Lumber

Lumber Hull

Lumenite

Lungs

Magmex

Magmium

Magmium Bullion Patent

Magmium EV Helmet

Magmium EV Helmet Patent

Magmium EV Suit

Magmium EV Suit Patent

Magmium Heat Sink

Magmium Heat Sink Patent

Magmium Hull

Magmium Knife

Magmium Knife Patent

Mechanical Part

Medical Kit

Metal

Metal Armor

Metal Bracelet

Metal EV Helmet

Metal EV Helmet Patent

Metal EV Suit

Metal EV Suit Patent

Metal Helmet

Metal Hull

Microscope

Microscope Patent

Milk

Mine Machinery

Mine Machinery Apparatus Patent

Minerals

Mining Adamantite Patent

Mining Bolite Patent

Mining Eludium Patent

Mining Lumenite Patent

Mining Radioactives Patent

Mining Vulcanite Patent

Mission Disk

Motor Bike

Motor Bike Apparatus Patent

Myrasplicer

Myrasplicer Patent

Myrathane

Nanopath Calibrator

Nanopath Calibrator Patent

Natural Gas

Natural Gas Power Plant Module

Naval Ship

Neutron Beam Lens

Neutron Beam Lens Patent

Nitrate Explosive

Nitrate Explosive Patent

Nuclear Fuel Rod

Nuclear Fuel Rod Patent

Nuclear Power Plant Module

Nuts

Officer Log

Oil

Olive Drab BDU

Orange Uniform

Ore

Oscilloscope

Oscilloscope Patent

Paper

ParcX Box

ParcX Uniform

Particle Collector Bay Module

Particle Collector Bay Module Patent

Pastry

Pastry Patent

Personnel Transporter Module

Personnel Transporter Module Patent

Petrochemicals

Pharmaceuticals

Pharmaceuticals using Petrochemicals Patent

Phlogiston

Picture Frame 120x68cm

Picture Frame 22x28cm

Picture Frame 60x34cm

Pink Uniform

Pistol

Pistol Ammunition

Pistol Ammunition Patent

Pistol Patent

Plant Fiber

Plastic

Plastic Armor

Plastic Explosive

Plastic Explosive Patent

Plastic Helmet

Plastic Patent

Plastic Sailboat Apparatus Patent

Pliers

Plutonium

Plutonium Patent

Polytaride

Preon Ring Patent

Pressure Tent

Pressure Tent Patent

Prospector Bay Module

Prospector Bay Module Patent

Proton Beam Lens

Proton Beam Lens Patent

Radioactives

Red Binder

Red Uniform

Refining Air from Atmosphere Patent

Refining Air from Water Patent

Refining Antiflux Particles from Atmosphere Patent

Refining Borexino Precipitate from Atmosphere Patent

Refining Cryozine Patent

Refining Fertilizer from Air Patent

Refining Fertilizer from Atmosphere Patent

Refining Gasoline Patent

Refining Hydrogen from Atmosphere Patent

Refining Hydrogen from Water Patent

Refining Ioplasma Patent

Refining Petrochemicals Patent

Rifle

Rifle Ammunition

Rifle Ammunition Patent

Rifle Patent

Rocket Drive Module

Rocket Drive Module Patent

Rum

SUV

SUV Apparatus Patent

Sailboat

Screw Driver

Seed

Sensor Module

Sensor Module Patent

Sewing Needle

Shotgun

Shotgun Ammunition

Shotgun Ammunition Patent

Shotgun Patent

Shovel

Silage

Siphon Bay Module

Siphon Bay Module Patent

Small Flower Pot

Small Missile Bl Zipper

Small Missile Bl Zipper Patent

Small Missile BlBu Barnburner

Small Missile BlBu Barnburner Patent

Small Missile CrFr Snowball

Small Missile CrFr Snowball Patent

Small Rocket Bl Partypopper

Small Rocket Bl Partypopper Patent

Small Rocket BlBu Firecracker

Small Rocket BlBu Firecracker Patent

Small Rocket Motor

Small Rocket Motor Patent

Small Rocket SlPi Meathook

Small Rocket SlPi Meathook Patent

Smelting Adamantine Patent

Smelting Magmium Patent

Smelting Vulcium Patent

Solar Power Plant Module

Soldering Iron

Soldering Iron Patent

Space Fighter F1

Space Fighter F1 Apparatus Patent

Space Fighter F2

Space Fighter F2 Apparatus Patent

Space Rocket

Space Rocket Apparatus Patent

Space Transport

Space Transport Apparatus Patent

Spacecraft Blueprint Disk

Spacecraft Blueprint Drawing

Spacecraft Title

Spices

Stasis Beam Lens

Stasis Beam Lens Patent

Stomach

Stone

Stone Hull

Storage Crystal

Storage Crystal Bracelet

Storage Crystal Necklace

Storage Crystal Patent

Storage Crystal Ring

Submarine

Submarine Apparatus Patent

Sugar

Sunlight

Supercooled Liquid in the Environment

Surgery Medical Module

Surgery Medical Module Patent

TEU Container

Tank

Tank Apparatus Patent

Teal Uniform

Tepee

Tequila

Tesloid Dissipator

Tesloid Dissipator Patent

Textiles

Thumb Drive

Thumb Drive Bracelet

Thumb Drive Necklace

Thumb Drive Patent

Thumb Drive Ring

Tongs

Torch

Torque Wrench

Tractor Beam Bay Module

Tractor Beam Bay Module Patent

Type A Preon Ring

Type A Preons

Type B Preon Ring

Type B Preons

Type F Preon Ring

Type F Preons

Type G Preon Ring

Type G Preons

Type K Preon Ring

Type K Preons

Type M Preon Ring

Type M Preons

Type O Preon Ring

Type O Preons

Utility Pouch

Vegetable

Vegetation Density

Vehicle Transporter Module

Vehicle Transporter Module Patent

Viathol

Vodka

Vulcanite

Vulcium

Vulcium Bullion Patent

Vulcium EV Helmet

Vulcium EV Helmet Patent

Vulcium EV Suit

Vulcium EV Suit Patent

Vulcium Heat Sink

Vulcium Heat Sink Patent

Vulcium Hull

Vulcium Knife

Vulcium Knife Patent

Warp 1 FTL Drive Module

Warp 1 FTL Drive Module Patent

Warp 2 FTL Drive Module

Warp 2 FTL Drive Module Patent

Warp 3 FTL Drive Module

Warp 3 FTL Drive Module Patent

Warp 4 FTL Drive Module

Warp 4 FTL Drive Module Patent

Warp 5 FTL Drive Module

Warp 5 FTL Drive Module Patent

Warp 6 FTL Drive Module

Warp 6 FTL Drive Module Patent

Warp 7 FTL Drive Module

Warp 7 FTL Drive Module Patent

Warp 8 FTL Drive Module

Warp 8 FTL Drive Module Patent

Warp 9 FTL Drive Module

Warp 9 FTL Drive Module Patent

Water

Water in the Environment

Water using Air and Hydrogen Patent

Weapon Deployment Bay Module

Weapon Deployment Bay Module Patent

Weapon Launcher Bay Module

Weapon Launcher Bay Module Patent

Weapon Launcher Turret Module

Weapon Launcher Turret Module Patent

Weaving Textiles using Plastic Patent

Whiskey

White Uniform

Wildcatter Bay Module

Wildcatter Bay Module Patent

Wind Power Plant Module

Wine

Wood Hull

Wormhole P FTL Drive Module

Wormhole P FTL Drive Module Patent

Wormhole PN FTL Drive Module

Wormhole PN FTL Drive Module Patent

Wormhole PNN FTL Drive Module

Wormhole PNN FTL Drive Module Patent

Wrench

Кала́шников

Кала́шников Patent

Industry Names

These are the industry names expected in the 'industry' argument type.

Aerial Platform

Aircraft Factory

Airport Radar

Airport Repair Shop

Airport Terminal

Apartment

Arena

Armorer

Bakery

Bank

Biodome

Brewery

Bridge

Broker

Cantina

Capitol

Carpenter

Casino

Church

Clothing Factory

Coal Power Plant

Computer Factory

Condominium

Dairy

Design Studio

Distillery

Drilling Rig

Electronics Factory

Explosives Factory

Farm

Fence/Wall

Fire Station

Gasoline Power Plant

Grist Mill

Grocery

Ground Platform

Hangar

Hospital

House

Hydroelectric Power Plant

Hydrogen Power Plant

Jeweler

Landscape

Logging Camp

Lumber Mill

Machine Shop

Mass Media

Meat Processing Plant

Military Airport Terminal

Military Barracks

Military Dock

Military Flag

Military Guard Post

Military Gun Tower

Military Headquarters

Military Motor Pool

Military Radar

Military Shield Projector

Military Weapon System

Mine

Munitions Factory

Natural Gas Power Plant

Nuclear Fuel Plant

Nuclear Power Plant

Observatory

Orchard

Paper Mill

Park

Pharmaceutical Lab

Plastics Factory

Police Station

Private Security Contractor

Refinery

Retail Store

Road

Rocket Motor Factory

Sea Platform

Shed

Ship Yard

Smelter

Solar Power Plant

Space Marine Barracks

Spacecraft Factory

Star Fleet Academy

Storage Tank

Street Light

Sugar Mill

Textile Mill

Town Square

Treatment Plant

Tunnel

University

Vehicle Factory

Warehouse

Weapon Smith

Well

Wharf

Wind Power Plant

Winery

Zoo

Empires

These are the empires that initially exist in the solo game universe.

Pirate empires show their ranking, from the least difficult at 1 to the most difficult at 15. The name of each pirate emperor is also shown. Pirate emperor name is seen in the game when a city is surrendered to a pirate empire.

Akson - Pirate 9. Emperor Detria.

Alpha Fleet - Arena only.

Balorite - Pirate 3. Emperor Atrakhan.

Dendrae - Pirate 13. Emperor Martress.

Haxu - Pirate 14. Emperor Tenracca.

Imperium - Admin empire. Required for Haxus' exchange entries in the solo game.

Kla'tra - Pirate 5. Emperor Putres'p.

Malacon - Pirate 7. Emperor Ilth.

Myntaka - Pirate 12. Emperor Tiver.

Observer - Arena only.

Ogar - Pirate 2. Emperor Xidius.

Otari - Pirate 11. Emperor Boanon.

Seledon - Pirate 1. Emperor Nahoth.

Syth - Pirate 6. Emperor Decavit.

Tassad - Pirate 10. Emperor Si'darr.

Vilmorti - Pirate 8. Emperor Levalle.

Vreen - Pirate 4. Emperor Ortax.

Zulu Fleet - Arena only.

Zuul - Pirate 15. Emperor Kang.

Comm Channel Names

Hail - Channel to everyone out to solar system range. Stations monitor this channel.

Galactic - Channel to everyone.

Voice - Channel to everyone nearby who can hear.

Intercom - Channel to everyone aboard the ship you occupy and to the ship itself. Vehicles also have an intercom channel.

Crew - Channel to crew mates, passengers and the ship. You must be a ship crew member or passenger to broadcast on this channel.

Trade - Channel to everyone for trading purposes, out to solar system range. Cities and brokers monitor this channel.

Friend - Channel to members of your empire and friendly empires.

Help - Channel to service staff for help playing the game.

Diplomacy - Channel to members of all governments. Only government officials may broadcast on this channel.

Empire - Channel to members of your empire.

Government - Channel to members of your empire's government. Only government officials may broadcast on this channel.

Fleet - Channel to officers of spacecraft in your empire. Only officers in your chain-of-command will respond. Only spacecraft officers and government officials may broadcast on this channel.

Company - Channel to officers of spacecraft in your company. Anyone may broadcast on this channel. Your company is the owner of the company ship on which you hold an officer berth; or it is you.

Recruit - Channel to everyone for recruiting purposes.

Thoughts - Channel for thoughts vocalized in your own mind.

Galaktika - Russian language channel to everyone.

Galaxie - French language channel to everyone.

Galaxia - Spanish language channel to everyone.

Galaktischen - German language channel to everyone.

Comm Ranges

These are the comm range names expected in the 'range' argument type.

Close

Hail

System

Sector

Galaxy

Universe

Atom Class Hierarchy

Atoms are C++ class objects that have a position in space. A class defines an object's behavior when used in a computer program. An atom in the game is an instance of an Atom class object. Each atom instance is identified with a number that is unique among all atoms.

Classes derive from base classes, altering program behavior as required. Operations on a class perform similarly on derived classes. e.g. A function to return the mass of an atom will work quite differently on a star atom than a space ship atom, while providing a consistent useful result.

Here is a general depiction of the atom class hierarchy.

   Atom*
       Galaxy
       Sector
       Solar System
       Star
       Unit*
           Building
           Creature*
               Animal
               Sentient*
                   Avatar
                   Npc/Character
           Item
           Ship
           Vehicle
       Universe
       World*
           Globe
           Ringworld
    
   *Denotes atoms that cannot be instantiated. e.g. No atom is only a Unit.

This means Sentient functions operate on Avatar atoms as well as Npc atoms and Atom functions operate on all atoms.

Function Argument Types

angle

Angle in degrees, in the range -360 to 360.

animal

A wild animal. A creature that is not sentient.

atom

A variable that references an atom. Most objects in the game universe are atoms.

avatar

A variable that references an avatar atom.

bool

Boolean value returned by calling one or more functions. Can use logical operators &, |, and !.

bool

Boolean argument. Accepts true or false, not case sensitive.

building

Building name, not case sensitive.

city

A variable that references a capitol building atom.

commodity

Commodity name, not case sensitive.

channel

Communication channel name. Not limited to standard channel names.

character

A variable that references an npc atom who is associated with the current story. Characters disappear when their story ends. Characters are created with the npcrole of Citizen.

choiceValue

A value associated with multiple choices, in the range -127 to 127.

creature

A variable that references a creature atom. Animals and sentients are creature atoms.

dna

DNA specification. Loaded from a file if the string ends with '.chr' or '.dna'. Can also be Avatar, Indigenous or Worker. Worker returns Indigenous result if the avatar is not in a city.

empire

Empire name, case sensitive, or Empire, Vassal, Friend, Neutral, Enemy.

file

A file name found in the same path as the script.

gearslot

Gear slot, not case sensitive: Hand, Head, Face, Neck, Body, Wear, Limb, Digit, Waist.

All creatures have at least one Hand. It is always their dominant hand. Do not expect more than that.

All creatures have at least one Head. Both are treated as one when it comes to equipment. You cannot place a different hat or helmet on each head. Only one hat or helmet is needed for both heads. The same applies to faces and necks.

All creatures have at least one body slot for carrying gear.

Wear is specifically for things worn on the body, such as clothing and armor.

Limb slots are for bracelets and anklets. A creature has one limb slot for each arm and leg on its body.

Digit slots are for fingers and toes. A creature has one digit slot for each hand and foot on its body.

All creatures have four waist slots; there is a size limit to items placed at the waist.

gender

Gender of creature, not case sensitive: Male, Female, Asexual, Hermaphrodite.

hand

Dominant hand of creature, not case sensitive: Left Handed, Right Handed

int

Signed integer value. Decimals are truncated.

item

A variable that references an item atom. Item are atoms that represent a commodities in the environment.

ll

A variable that contains a longitude latitude coordinate on a world.

npc

A variable that references an npc atom. All AI controlled citizens are npc atoms.

npcrole

A role for an AI controlled sentient: Citizen, Worker, Passenger, Crew, Troop, Officer, IndigenousPerson, IndigenousElder, IndigenousHealer, IndigenousStargazer.

orbit

Orbit: Inferno, Inner, Habitable, Outer or Frigid also Any, Harsh (Inferno or Frigid), Mild (Inner, Habitable, or Outer), Uninhabitable (not Habitable).

quality

Quality in the range 1 to 255.

range

Communication range, not case sensitive.

real

Signed real value.

scenario

Reach for the Stars, Citizen of the Galaxy, The Savage State, Lost Atlantis. Comparison is not case sensitive.

sector

A variable that references a sector atom.

sentient

A variable that references a sentient atom. Avatars and AI controlled citizens are sentient atoms.

ship

A variable that references a spacecraft atom, could be a station.

stage

Growth stage of creature, not case sensitive: Mature, Juvenile.

stance

Political stance, not case sensitive. Empire, Vassal, Friend, Neutral, Enemy. Often used in conjunction with a stanceCheck int value which is 0=exact match, 1=stance equal or better sought, 2=stance equal or worse sought.

station

Station that can be occupied, not case sensitive: Command, Citizen, Designer, Engine, FireControl, Game, Helm, Livestock, Medic, Navigation, Patient, Power, Sensor, Shield, Transporter, Troop, Turret

system

A variable that references a solar system atom.

text

Text string delimited with " quotes. May be split across script lines. Can contain fields to include variable information. e.g. [A.F] where A is a valid atom variable and F is a field. Fields available depend on the atom type: all atoms have Name; ships have NameWithEmpire; people have TitleName; creatures have HerHim, herhim, HersHis, hershis, MaamSir, maamsir, MomDad, momdad, MotherFather, motherfather, MsMr, NieceNephew, niecenephew, SheHe, shehe. e.g. '[monster.HerHim]' would be substituted with 'Her' or 'Him', depending on the gender of the 'monster' atom.

unit

A variable that references a unit atom. Avatars, citizens, animals, vehicles and spacecraft are unit atoms.

vehicle

A variable that references a vehicle atom.

void

A function return value placeholder indicating a function does not return anything.

world

A variable that references a world atom.

Functions

Miscellaneous Functions

goto blockName

Unconditional branch to a block of the story.

if(bool) blockName

In the catalyst block, if tests determine when the story can start for an avatar and which block will begin the story. In body blocks, if tests determine when to branch to another block of the story. Each block of the story, including the catalyst, may contain more than one if to test and branch based on different conditions. The story engine checks the if conditions of the current block every 10 seconds. Each if is tested in the order it appears in the script. The first if to return true results in a branch to its block of the story.

choiceValue choiceMade()

Test for selection of a specific choice that was offered using a choice command on a comm channel.

bool dateIsChristmas()

Test if the current date is Christmas eve or Christmas day. Returns true on 12/24 and 12/25.

int secondsElapsed()

Returns the number of seconds that have passed since the current story block was started.

bool wait(int)

Returns true if int seconds or more have passed since the current story block was started.

Story Functions

Story functions configure the current story. Most story functions can only be used in the catalyst block. The only exception is the storyDroppable function.

void storyAuthor(text)

Identifies the author of the story. Required in catalyst block.

void storyAutoRepeat()

Enables the story to automatically start repeatedly, based on the catalyst. The story can restart within 10 seconds of being terminated if an interval is not specified. Only one auto started story can be active at a time.

void storyAutoRepeatUntilComplete()

Enables the story to automatically start repeatedly, based on the catalyst. The story can restart within 10 seconds of being terminated if an interval is not specified.The story stops autostarting once it has been completed. A story that is dropped is not considered to be completed. Only one auto started story can be active at a time.

void storyAutoStart()

Enables the story to automatically start once, based on the catalyst. Only one auto started story can be active at a time.

void storyBrief(text)

Gives a brief description of the story. Required in catalyst block.

void storyDroppable(bool)

Sets the current story's droppable state. The droppable state of a story can be changed at any time in the script. A story that is not droppable cannot be canceled by the avatar using the Jobs window. The avatar gets a thought message if they try dropping an undroppable story. Usually, avatars must be able to drop a story to enable it to restart. Disable drop only when dropping would break the story in some way.

void storyInterval(int)

Specifies the time interval in minutes before the story can start again. The time interval starts when the story terminates, whether by finishing or by dropping.

void storyTitle(text)

Declares the title of the story. Required in catalyst block.

Avatar Functions

Avatar functions operate on the avatar atom for whom the story is running.

avatar avatar()

Returns the person executing the story.

bool avatarConstructedBuildingHabitable(building)

Test if the person has ever constructed a particular kind of building on a habitable world. True is returned if they ever planned one, regardless of whether it was completed.

bool avatarConstructedBuildingHarsh(building)

Test if the person has ever constructed a particular kind of building on a world with a harsh environment. True is returned if they ever planned one, regardless of whether it was completed.

void avatarCreditGovtDebt(real)

Credits the person's government debt account with a number of cronodollars.

bool avatarCurrentItem(commodity)

Test if the person's current item is a commodity.

atom avatarEnvironment()

Returns the environment atom that contains the person. This is usually a solar system but it can be an arena or a design studio. The environment containing the person is the only environment a story can access.

int avatarEVAMinutes()

Returns the number of minutes of EVA experience.

bool avatarHadItem(commodity)

Test if the person's gear has ever contained a commodity.

bool avatarHasFood()

Test if the person's gear contains any food.

bool avatarHasItem(commodity)

Test if the person's gear contains a commodity.

bool avatarHasItemInHand(commodity)

Test if the person is holding a commodity in their hand.

bool avatarHasItemInHandSpecific(commodity,quality,empire,text)

Test if the person is holding a specific commodity in their hand. text is compared against the inscription only if text is not blank.

bool avatarHasItemSpecific(commodity,quality,empire,text)

Test if the person's gear contains a very specific commodity. text is compared against the inscription only if text is not blank.

bool avatarInCity()

Test if the person is in a city. The person must be standing in a developed terrain tile.

bool avatarInitScenario(scenario)

Test if the person started the game using a specified scenario.

bool avatarInOrbit()

Test if the person is in orbit at a planet, outside the atmosphere.

bool avatarInStudio()

Test if the person is inside a design studio instance.

bool avatarInVehicle(commodity)

Test if the person is inside a certain type of vehicle.

bool avatarInVehicleMoving(commodity)

Test if the person is inside a certain type of vehicle that is moving.

bool avatarInVehicleOnGround(commodity)

Test if the person is inside a certain type of vehicle that is touching the ground.

int avatarItemCount(commodity)

Returns the amount of a commodity possessed by the avatar.

void avatarItemMakePermanent(commodity,quality,empire,text)

Makes permanent a specific item in the person's gear. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends. Arguments: text is compared against the inscription only if text is not blank.

void avatarItemSetDropOnDeath(int,commodity,quality,empire,text)

Sets the drop behavior of an item: 0=default random drop on death, 1=no drop, 2=always drop. bool is the new state.

bool avatarLineageAvatar()

Returns true if the avatar's lineage is a regular avatar.

bool avatarLineageDemiavatar()

Returns true if the avatar's lineage is demiavatar.

bool avatarLineageHighborn()

Returns true if the avatar's lineage is highborn.

int avatarOnLineMinutes()

Returns number of minutes the person has been on line.

bool avatarStoryCompleted(int)

Test if the person has completed a particular story script id.

int avatarStoryLastResult(int)

Returns a result code associated with a particular story script id. 0 is returned if the story has never been started.

void avatarStoryResult(int)

Stores the result for the current story in an avatar's memory. int is result, in the range 0 to 255.

int avatarVehicleMinutes(commodity)

Returns number of minutes the person has experience in a vehicle.

Atom Functions

Atom functions operate on a specific atom, which is the first argument of most atom functions. When the atom argument is not valid, all functions return quietly.

atom atom(int)

Casts int to be an atom identifier.

city atomCity(atom)

Returns the city capitol building atom whose jurisdiction controls the building site that contains atom. The result is 0 if the atom's current building is not part of a city. If atom is on a road, the capitol building whose jurisdiction contains atom is returned. The result is 0 if atom is not at a building site or on a road in a city.

void atomComm(atom,channel,range,text)

Atom sends a message on a comm channel.

void atomCommChannelToAtom(atom,atom,channel)

Atom opens a channel to the other atom.

void atomCommChoice(atom,channel,range,choiceValue,text)

Atom says a choice on a comm channel. A choice message appears with a bright green asterisk. Several choices may be stated if each is given a different choiceValue. Result of player's choice is tested using the choiceMade function.

character atomCreateCharacter(atom,angle,real,text,gender,hand,empire,dna,stage)

Creates a character near atom, subordinate to the same parent as atom. Will not create the charater if atom is in a vehicle. Arguments: angle is relative to the atom's facing: 0 is forward, 90 is left, -90 is right and 180 is behind. real is a distance in meters. The new character's location will be in the domain of atoms parent. i.e. on the same ship or world. The path from atom to the new character's location will be unobstructed. The final starting location will be no farther than real meters from atom, even if it means starting on top of atom. It will be closer than real if the path to the starting location from the atom is obstructed. text is the name of the new character. If a character with the same name and story instance exists in the environment, it is moved rather than create a new character. dna specifies the DNA of the character. However, if the avatar of the story has ever met a story character with the same name, in any prior encounter, then the dna argument is overridden by the DNA of the original character met by the avatar.

real atomDistanceToAtom(atom,atom)

Returns the distance between two atoms, in meters.

int atomEmpire(atom)

Returns id value of an atom's empire. 0 if none.

atom atomFindBuilding(atom,building,int,stance,int)

Locates a building of a specific building type, subordinate to atom. Arguments: int is under construction requirement 0=yes, 1=no, 2=ok, stance and int are used to check the atom empire's stance toward the building's empire. int 0=stance must match, 1=stance must match or be better, 2=stance must match or be worse.

vehicle atomFindVehicle(atom,commodity,int)

Locates a vehicle of a specific commodity type, subordinate to atom. int is 1 if the vehicle must be new, 2 if the vehicle must not be new, and 0 if you don't care.

bool atomHasAtom(atom,atom)

Searches the atom recursively for an atom. Returns true if the atom is found.

bool atomHasBuilding(atom,building,int,stance,int)

Test recursively if an atom has a building type. The atom might typically be a system, world or city. Arguments: int is under construction requirement 0=yes, 1=no, 2=ok, stance and int are used to check the atom empire's stance toward the building's empire. int 0=stance must match, 1=stance must match or be better, 2=stance must match or be worse.

bool atomInSystem(atom,system)

Returns true if atom is in a solar system.

bool atomIsAtom(atom,atom)

Returns true if atom == atom and atom is valid.

sector atomSector(atom)

Returns the sector atom that contains atom.

bool atomValid(atom)

Returns true if the atom exists and looks valid. The atom must be in the same solar system, design studio, or arena as the avatar.

world atomWorld(atom)

Returns the world atom that contains atom. atom may be subordinate to the world at any subatom level or distance, possibly in space. Returns atom if atom is a world.

ll atomWorldLL(atom)

Returns the longitude latitude of an atom, if it is on a world.

Blueprint Functions

Blueprint functions operate on the designs in the blueprint library. The library can contain many blueprints. Only the blueprints in use by game objects are loaded at any given time. Atoms may reference blueprints but blueprints are not atoms by themselves. i.e. a building atom references a building blueprint to know about its geometry and other design features.

bool blueprintSpacecraftLoad(int)

Test if the spacecraft design is loaded. Signals the need for it to be loaded, if it is not already loaded.

Character Functions

Character functions operate on a character atom that was created by this story. Characters are associated with a specific instance of a story when they are created. This enables multiple instances of the same story to exist in an environment simultaneously.

void characterDepart(character)

Causes a character to depart the scene. The character disappears instantly with no visual effect.

void characterDie(character)

Kills a character. They fall to the ground and die like other sentient creatures. Their body dies of massive internal injuries with no bleed out time.

void characterEquipFromCity(character,gearslot,commodity,text)

Transfer an item to a character's gear from the inventory of the current city. Arguments: text is an optional inscription to place on the item. Quietly does nothing if the character already has an item in that slot.

void characterSetIndestructible(character,bool)

Sets indestructible state of a character.

void characterWantItem(character,commodity)

Causes the character to want a specific commodity. When a character wants an item, they will make a bid if it is offered on the voice channel.

void characterWantItemSpecific(character,commodity,quality,empire,text)

Causes the character to want a very specific commodity. When a character wants an item, they will make a bid if it is offered on the voice channel. Arguments: text is compared against the inscription only if text is not blank.

City Functions

City functions operate on a capitol building atom.

vehicle cityFindNewVehicle(city,commodity)

Returns a new vehicle in a city, at a factory that makes them.

bool cityHasBuilding(city,building,int)

Test if a city has a number of completed levels of a building type, as shown on the city report. Levels are shops, fields, generators, etc. as appropriate to the type of building.

bool cityHasFood(city)

Test if a city has any food in any of its buildings.

bool cityHasItem(city,commodity)

Test if a city has a commodity in any of its buildings. Vehicle commodities return true if a new vehicle is found at a factory that makes them.

bool cityHasPower(city)

Test if a city has any electricity. Arguments: city can be any building.

int cityItemCount(city,commodity)

Returns the total amount of a commodity in a city's inventory. Does not count vehicles.

int cityPopulation(city)

Returns the population of a city.

Creature Functions

Creature functions operate on a specific creature, which is the first argument of all creature functions.

bool creatureIsDyingOrDead(creature)

Test if the creature's body is dying or dead.

void creatureSetHealth(creature,int)

Sets health level of a creature. Arguments: int is the health level as a percentage, 0 to 100.

void creatureSetMouth(creature,visage,visage)

Sets visage pose of a creature. When the first visage pose is an animated pose, the second visage pose is set when the animation completes.

void creatureSetVisage(creature,visage)

Sets visage of a creature.

Find Functions

Find functions operate in the avatar's current environment. The environment is the solar system, design studio instance, or arena instance that contains the avatar.

world findGasGiant(orbit)

Locates a gas giant in the current environment. Avatar must not be in deep space. Arguments: orbit may include the also types.

world findMoon(orbit)

Locates a moon in the current environment. Avatar must not be in deep space. Arguments: orbit may include the also types.

world findPlanet(orbit,int)

Locates a planet in the current environment. Avatar must not be in deep space. Arguments: orbit may include the also types. int is maximum hydrographics percentage in the range 0 to 100.

world findRing(orbit)

Locates a ring around a world in the current environment. Avatar must not be in deep space. Arguments: orbit may include the also types.

world findRingWorld()

Locates a ringworld arc section in the current environment. Arguments: Avatar must not be in deep space.

Henge Functions

Henge functions operate on the henges that interconnect ringworld arc sections with other worlds in the ringworld's sector.

text hengeSystemName(system)

Returns the name of a solar system that is known to contain a henge, as returned by the sectorHengeSystem function.

worldcat hengeSystemWorld(system,int)

Returns the catalog name of a habitable world that contains a henge portal, if any. The henge portal will be more than 200m from any city. Arguments: int is henge type: 0=any, 1=on globe, 2=on ringworld

world hengeWorld(worldcat)

Returns the world id of a henge world, given its catalog name. Story avatar must be in the solar system with the world. worldcat is a catalog name of a henge world.

ll hengeWorldLL(worldcat)

Returns the longitude latitude of a henge if there is one. Arguments: worldcat is a catalog name of a henge world.

text hengeWorldName(worldcat)

Returns the name assigned to a henge world, given its catalog name.

bool hengeWorldPortalActive(worldcat,ll)

Test if the henge portal on a world is active. An active portal is indicated when the henge fire turns blue. That is when it operates as a portal. Arguments: worldcat is a catalog name of a henge world.

Item Functions

Item functions operate on a specific item, which is the first argument of all item functions. An item atom represents a commodity in the environment. Once it is picked up by anybody, the item atom ceases to exist and the item's data is added to their gear. The item atom can no longer be referenced after that. A new atom is created when that item, or any item, is dropped in the environment. It will not be the same atom as it was before being picked up. The item atom identifier must be reacquired to operate on the new item atom.

void itemArmWeapon(item,unit,empire)

Arms a weapon, if the item is a weapon that can be armed. e.g. Plastic Explosive. Arguments: unit is the unit who armed the weapon. empire is the empire who armed the weapon.

void itemCreateContent(item,bool,int,commodity,quality,empire,text)

Creates a new item inside item, which is expected to be a container. Arguments: bool is true to make the item permanent. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends. empire is the empire of origin of the item. int is condition percent, 1 to 100. If text is not blank, it is inscribed onto the item.

void itemDetonate(item)

Detonates an armed weapon, if the item is a weapon that is armed. e.g. Plastic Explosive. Other items disappear quietly.

void itemMakePermanent(item)

Changes a story item into a permanent item. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends.

item itemOnGround(commodity,real)

Locates an item on the ground nearby. Arguments: real is the farthest distance from the story avatar to find the item, in meters.

item itemOnGroundSpecific(int,commodity,quality,empire,text)

Locates a specific item on the ground nearby. Arguments: int is the farthest distance from the story avatar to find the item, in meters. text is compared against the inscription only if text is not blank.

void itemSetDropOnDeath(item,int)

Sets the drop behavior of an item: 0=default random drop on death, 1=no drop, 2=always drop. Arguments: int is the new state.

void itemSetMessage(item,text)

Sets the message of an item, such as a beacon. This is not the inscription. Arguments: text is the new message.

void itemSetState(item,int)

Sets the state of an item, such as the on/off state of a light or musical instrument. Arguments: int is the new state.

Narrator Functions

Narrator functions provide a means for communicating with the story avatar. Narrator communications are associated with the story itself and they do not emanate from any in-game source.

void narratorHint(text)

Sends a text message on the narrator comm channel when requested by the person. Hints are requested using the ? button on the Jobs window.

void narratorImage(file,text,text)

Sends a picture, a title, and an optional message on the narrator comm channel. The image appears automatically in a popup window.

void narratorSay(text)

Sends a text message on the narrator comm channel.

void narratorSayAudio(file,text)

Sends audio and an optional text message on the narrator comm channel.

void narratorSayChoice(choiceValue,text)

Say a choice on the narrator comm channel. A choice message appears with a bright green asterisk. Several choices may be stated if each is given a different choiceValue. Result of player's choice is tested using the choiceMade function.

void narratorTitle(text)

Sends a text message on the narrator comm channel formatted as a title.

void narratorVideo(file,text)

Sends video and an optional text message on the narrator comm channel.

Npc Functions

Npc functions operate on a specific npc, which is the first argument of all npc functions. Npc's are AI controlled citizens not including demiavatars who are AI controlled.

void npcSetRole(npcrole)

Changes the role of an npc. The role of an npc cannot be changed while they hold a berth.

Sector Functions

Sector functions operate on a specific sector, which is the first argument of all sector functions.

bool sectorHasHengeSystem(sector,int)

Test if the sector contains a habitable world with a henge portal. The henge portal will be more than 200m from any city. Arguments: int is henge type: 0=any, 1=on globe, 2=on ringworld

system sectorHengeSystem(sector,int)

Returns a solar system that contains a habitable world with a henge portal, if any. The henge portal will be more than 200m from any city. If more than one of them exists, one is chosen randomly. Ringworld systems are not returned even though they always contain henge portals. Arguments: int is henge type: 0=any, 1=on globe, 2=on ringworld

Sentient Functions

Sentient functions operate on a specific sentient creature, which is the first argument of all sentient functions.

void sentientAttackUnit(sentient,unit)

Order a sentient to attack a unit.

void sentientCreateGear(sentient,gearslot,bool,commodity,quality,empire,text)

Create an item in a sentient's gear. Arguments: bool is true to make the item permanent. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends. empire is the empire of origin of the item. text is inscribed on the item if not blank.

item sentientDropGear(sentient,gearslot)

Drops the item at a sentient's gear slot.

item sentientDropGearItem(sentient,commodity)

Drops an item from a sentient's gear.

void sentientFireWeapon(sentient)

Order a sentient to fire their weapon in hand at nothing in particular.

void sentientFollowAvatar(sentient)

Order a sentient to follow the person.

void sentientFollowSentient(sentient,sentient)

Order a sentient to follow another sentient.

void sentientGetItem(sentient,item)

Order a sentient to pick an item up off the ground.

void sentientGoToAvatar(sentient)

Order a sentient to go to the avatar.

void sentientGoToLL(sentient,ll)

Order a sentient to go to a longitude latitude.

void sentientGoToLLExactly(sentient,ll)

Order a sentient to go to a longitude latitude as precisely as possible.

void sentientGoToRoom(sentient,text)

Order a sentient to go to a room, by room name. The sentient needs to be aboard a spacecraft.

void sentientGoToUnit(sentient,unit)

Order a sentient to go to a unit.

bool sentientHasItem(sentient,commodity)

Test if the sentient possesses a specific commodity.

bool sentientHasItemSpecific(sentient,commodity,quality,empire,text)

Test if the sentient's gear contains a very specific commodity. Arguments: text is compared against the inscription only if text is not blank.

void sentientHengeCeremony(sentient,ll)

Order a sentient to perform the henge ceremony, if a henge is found near ll.

void sentientItemMakePermanent(sentient,commodity,quality,empire,text)

Makes permanent a specific item in the sentient's gear. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends. Arguments: text is compared against the inscription only if text is not blank.

void sentientItemSetDropOnDeath(sentient,int,commodity,quality,empire,text)

Sets the drop behavior of an item: 0=default random drop on death, 1=no drop, 2=always drop. Arguments: bool is the new state.

void sentientMoveBack(sentient,real)

Order a sentient to move backward a distance specified in meters.

void sentientMoveForward(sentient,real)

Order a sentient to move forward a distance specified in meters.

void sentientSay(sentient,text,visage)

Order a sentient being to say a message on the Voice channel. Arguments: visage is the mouth pose after speaking, may be None to leave it as is.

void sentientSayAudio(sentient,file,text,visage)

Order a sentient to say a message on the Voice channel. The audio emits from the sentient. Arguments: visage is the mouth pose after speaking, may be None to leave it as is.

void sentientSayChoice(sentient,choiceValue,text,visage)

Order a sentient being to say a choice on the Voice channel. A choice message appears with a bright green asterisk. Several choices may be stated if each is given a different choiceValue. Result of player's choice is tested using the choiceMade function. Arguments: visage is the mouth pose after speaking, may be None to leave it as is.

void sentientSayImage(sentient,file,text,text,visage)

Order a sentient to say a message on the Voice channel. The image appears automatically. Arguments: text args are image title and text to say. visage is the mouth pose after speaking, may be None to leave it as is.

void sentientSayTo(sentient,atom,text,visage)

Order a sentient being to say a message on the Voice channel to someone. They will turn to face them. Arguments: visage is the mouth pose after speaking, may be None to leave it as is.

void sentientSellGearItem(sentient,atom,commodity,int)

Offers an item from a sentient's gear on the Voice channel. Arguments: atom is the target of the sale, causing sentient to turn to face them; it can be null. The best Q commodity possessed by sentient is offered for sale. int is the price, which can be 0 to offer it for free.

void sentientStay(sentient)

Order a sentient to stay at their current location.

Ship Functions

Ship functions operate on a specific spacecraft, which is the first argument of all ship functions.

void shipChargeCapacitor(ship)

Fills the capacitor to 100% on a ship.

void shipChargeShields(ship)

Fills the shields to 100% on a ship.

character shipCreateCharacter(ship,int,text,gender,hand,empire,dna,stage)

Creates a character aboard ship. Arguments: int is placement strategy: 0=transporter void location, 1=crew or troop void location, 2=colonist void location. text is the name of the new character. If a character with the same name and story instance exists in the environment, it is moved rather than create a new character. dna specifies the DNA of the character. However, if the avatar of the story has ever met a story character with the same name, in any prior encounter, then the dna argument is overridden by the DNA of the original character met by the avatar.

void shipCreateCrew(ship,dna)

Fills all empty crew positions on a ship. Arguments: dna is used to create the new crew members.

void shipCreateTroops(ship,dna)

Fills all empty troop positions on a ship. Arguments: dna is used to create the new troops.

sentient shipFindAI(ship,npcrole)

Locates an AI controlled sentient aboard a ship. The returned sentient will be an NPC or a demiavatar who is offline and AI controlled. The sentient will not be at a station or post; use shipStationOccupant to find them.

sentient shipFindAIInRoom(ship,npcrole,text)

Locates an AI controlled sentient aboard a ship, in a specific room. The returned sentient will be an NPC or a demiavatar who is offline and AI controlled. The sentient will not be at a station or post; use shipStationOccupant to find them. Arguments: text - Room name to find station occupant, as returned by unitRoomName.

npc shipFindNpc(ship,npcrole)

Locates an npc aboard a ship. Does not find demiavatars.

npc shipFindNpcInRoom(ship,npcrole,text)

Locates an npc aboard a ship, in a specific room. Does not find demiavatars. Arguments: text - Room name to find station occupant, as returned by unitRoomName.

void shipInteriorLight(ship,int)

Sets a ship's interior light state. 0=off, 1=on, 2=dim.

void shipManeuverDrive(ship,int)

Sets a ship's maneuver drive state. 0=off, 1=on, 2=hold.

void shipPowerPlant(ship,int)

Sets a ship's power plant state. 0=off, 1=on.

void shipRefuel(ship,int)

Fills the fuel cells to 100% on a ship with int quality fuel.

void shipRetreat(ship)

Ship selects a random solar system and goes directly there at maximum speed, without using wormholes. This is an exit-the-scene maneuver.

void shipShields(ship,int)

Sets a ship's shield state. 0=off, 1=on.

creature shipStationOccupant(ship,station)

Returns a creature who is controlling or occupying a station on the ship. When multiple redundant stations exist, the sentient currently controlling the underlying system is returned. e.g. when two helms exist the active pilot is returned. Unless otherwise noted here, the returned creature will be an NPC or a demiavatar who is offline and AI controlled. Command station prefers to return the AI officer with the con. If none is found, any AI officer is returned. Designer returns an avatar in a designer instance. Livestock returns an animal.

creature shipStationOccupantInRoom(ship,station,text)

Returns a creature who is controlling or occupying a station on the ship. When multiple redundant stations exist, the sentient currently controlling the underlying system is returned. e.g. when two helms exist the active pilot is returned. Unless otherwise noted here, the returned creature will be an NPC or a demiavatar who is offline and AI controlled. Command station prefers to return the AI officer with the con. If none is found, any AI officer is returned. Designer returns an avatar in a designer instance. Livestock returns an animal. Arguments: text - Room name to find station occupant, as returned by unitRoomName.

Unit Functions

Unit functions operate on a specific unit, which is the first argument of all unit functions. A unit is any creature, vehicle, or spacecraft.

ship unitAboardShip(unit)

Returns the ship that the unit is aboard, could be on the hull or hanging from a ladder.

bool unitAtBuilding(unit,building)

Test for presence of a unit at a particular building site. Does not have to be inside the building.

world unitAtWorld(unit)

Returns the world that the unit is at. They could be inside or outside the atmosphere.

bool unitInOrbit(unit)

Test if the unit is in orbit at a planet, outside the atmosphere.

ship unitInsideShip(unit)

Returns the ship that the unit is inside. The unit must be in a room, not on the hull or hanging from a ladder.

text unitRoomName(unit)

Returns the name of the room that the unit is inside. The room may be in a ship or in a building. Blank is returned when the unit is not inside a room.

ship unitStationInTradeRange(unit,stance,int)

Returns station that is within trade range of the unit. Arguments: stance and int are used to check the station empire's stance toward the unit's empire. int 0=stance must match, 1=stance must match or be better, 2=stance must match or be worse.

Vehicle Functions

Vehicle functions operate on a specific vehicle, which is the first argument of all vehicle functions.

void vehicleRefuel(vehicle)

Fills the fuel cells to 100% on a vehicle.

World Functions

World functions operate on a specific world, which is the first argument of all world functions.

bool worldAtmosphereBreathable(world)

Test if the world atmosphere is breathable.

bool worldClaimed(world)

Test if the world is claimed by any empire.

bool worldClaimedBy(world,empire)

Test if the world is claimed by empire.

character worldCreateCharacter(world,ll,text,gender,hand,empire,dna,stage)

Creates a character on world at ll. Arguments: text is the name of the new character. If a character with the same name and story instance exists in the environment, it is moved rather than create a new character. dna specifies the DNA of the character. However, if the avatar of the story has ever met a story character with the same name, in any prior encounter, then the dna argument is overridden by the DNA of the original character met by the avatar.

void worldCreateIndigenous(world,ll,dna)

Create an indigenous village on a world. Establishes the indigenous DNA using dna if it is not already set.

item worldCreateItem(world,ll,bool,commodity,quality,empire,text)

Create an item on a world. Arguments: ll is the location to create the item. bool is true to make the item permanent. Permanent story items persist in the game after the story ends. Nonpermanent story items are removed from the game when the story ends. empire is the empire of origin of the item. text is inscribed on the item if not blank.

ship worldCreateShip(world,ll,real,int,quality,empire,text)

Create a spaceship at a world. Arguments: ll is the location to create the spaceship. When altitude AGL is 0, a 50m radius about ll must be clear of obstructions to succeed. real is the altitude in meters AGL if alt<500; alt>500 puts the ship at atmosphere radius + alt. Standard orbit is about 2000m above the atmosphere.Parking altitude is about 1500m above the atmosphere. int is the design id of the ship. empire is the empire who owns the spaceship. text is the name of the ship, set randomly if this is blank.

vehicle worldCreateVehicle(world,ll,commodity,quality,empire)

Create a vehicle on a world. Arguments: ll is the location to create the vehicle. A 5m radius about ll must be clear of obstructions to succeed. empire is the empire who owns the vehicle.

bool worldHasCity(world)

Test if the world has any cities at all.

void worldHengeCeremony(world,ll,int)

Sets the state of the henge ceremony, if there is a henge. Arguments: int is ceremony state: 1=Active, 0=inactive.

int worldHydrographics(world)

Returns the world's water percentage in the range 0 to 100.

bool worldIsGasGiant(world)

Test if the world is a gas giant.

bool worldIsMoon(world)

Test if the world is a moon. Moons are small globe satellites with no atmosphere.

bool worldIsPlanet(world)

Test if the world is a planet. Planets are the primary worlds in a solar system, apart from gas giants.

bool worldIsPlanetoid(world)

Test if the world is a planetoid. Planetoid is a tiny globe in an asteroid belt, orbiting a sun.

bool worldIsRing(world)

Test if the world is a ring. A ring is a band of small rocks and ice, orbiting a planet.

bool worldIsRingworld(world)

Test if the world is a ringworld arc section.

bool worldIsTitan(world)

Test if the world is a titan. Titans are large satellites with an atmosphere.

ll worldLandLocation(world,real,real)

Returns a location that is on land. Arguments: First real is minimum altitude MSL, in meters. Second real is minimum radius from forbidden zones, in meters; 0 does not avoid forbidden zones.

ll worldLandLocationNear(world,ll,real,real,real)

Returns a location that is on land somewhere near ll. Arguments: First real is minimum altitude MSL, in meters. Second real is minimum distance from ll, in meters. Third real is maximum distance from ll, in meters.

bool worldOrbitFrigid(world)

Test if the world is in the frigid orbit zone. Also true if the world is a satellite of a world in that zone.

bool worldOrbitHabitable(world)

Test if the world is in the habitable orbit zone. Also true if the world is a satellite of a world in that zone.

bool worldOrbitInferno(world)

Test if the world is in the inferno orbit zone. Also true if the world is a satellite of a world in that zone.

bool worldOrbitInner(world)

Test if the world is in the inner orbit zone. Also true if the world is a satellite of a world in that zone.

bool worldOrbitOuter(world)

Test if the world is in the outer orbit zone. Also true if the world is a satellite of a world in that zone.

ll worldRelativeLL(world,ll,real,real)

Returns a location that is offset from another location. Arguments: ll is the reference location. real,real is horizontal, vertical offset, in meters.

void worldScheduleAsteroid(world,int)

Schedules an asteroid to destroy the world in int minutes. Arguments: world is the world that will be the target of the asteroid. int is the number of minutes before impact. Must be at least 1.

bool worldSupportsAnimals(world)

Test if the world can support animal life. World could be in the inner, habitable or outer orbit zone to support animals. All worlds that support animals also support plants.

bool worldSupportsPlants(world)

Test if the world can support plant life. World could be in the inner, habitable or outer orbit zone to support plants. Worlds that support plants do not necessarily support animals.