Functions overview used in *.dlg

Discussion in 'Negative Energy Plane' started by Ares, Sep 28, 2003.

Remove all ads!
  1. Ares

    Ares Member

    Joined:
    Sep 26, 2003
    Messages:
    8
    Likes Received:
    0
    Ok,
    this is an attempt, to make editing the *.dlg files (and not only them) a bit easier. I merged all .dlg files into one file and filtered all functions. If you have already taken a closer look to the .dlg files you probably noticed, that they are made up of strings, boolean functions and executive functions. The following list contains all these functions as they are used in the .dlg files. I'm planning to comment them when I've some more time, but most of it is self explainig ;).

    Here we go:

    Boolean Functions:

    anyone( pc.group_list(), "has_follower", 8000 )
    anyone( pc.group_list(), "has_item", 5807 )
    anyone( pc.group_list(), "item_find", 3602 )
    find_container_near(npc,1205) != OBJ_HANDLE_NULL
    game.areas[2] == 0
    game.global_flags[305] == 1
    game.global_vars[27] == 1
    game.party_npc_size() >= 2
    game.party_pc_size() <= 1
    game.quests[17].state <= qs_accepted
    game.quests[18].state == qs_botched
    game.quests[33].state != qs_completed
    game.quests[7].state <= qs_mentioned
    game.story_state == 0
    is_daytime()
    npc.area == 3
    npc.has_met(pc)
    npc.item_find(4401) != OBJ_HANDLE_NULL
    npc.leader_get() == OBJ_HANDLE_NULL
    npc.map > 5019
    pc.d20_query(Q_IsFallenPaladin) == 1
    pc.follower_atmax()
    pc.has_feat(feat_slippery_mind)
    pc.has_wielded(3005)
    pc.money_get() >= 10000
    pc.skill_level_get(npc, skill_gather_information) >= 6
    pc.stat_level_get( stat_deity ) == 16
    pc.stat_level_get( stat_gender ) == gender_male
    pc.stat_level_get(stat_alignment) == LAWFUL_GOOD
    pc.stat_level_get(stat_level_paladin) == 0
    pc.stat_level_get(stat_level_wizard) == 0
    pc.stat_level_get(stat_race) == race_orc
    pc.stat_level_get(stat_strength) >= 18

    Executive Functions:

    free_rep( npc, pc )
    all_run_off(npc,pc)
    argue(npc,pc,40)
    banter(npc,pc,20)
    banter2(npc,pc,230)
    beggar_cavanaugh( npc, pc )
    beggar_cavanaugh( npc, pc )
    beggar_soon(npc, pc)
    brawl(npc,pc)
    buttin(npc,pc,290)
    change_to_demon(npc,pc,40)
    check_follower_thrommel_comments(npc,pc)
    complete_quest(npc,pc)
    contest_drink(npc,pc)
    contest_who(npc)
    create_item_in_inventory( 8004, pc )
    crone_wait(npc,pc)
    cuthbert_raise_good(npc,pc)
    deliver_pc( npc, pc )
    demo_end_game(npc,pc)
    destroy_orb( npc, pc )
    disappear(npc,pc)
    discovered_and_leaves_field(npc,pc)
    distribute_magic_items(npc,pc)
    eat_in_three( npc, pc )
    elmo_joins_first_time(npc,pc)
    end_game(pc,npc)
    escort_below(npc, pc)
    falrinth_escape(npc,pc)
    find_ostler(npc,pc)
    game.areas[3] = 1
    game.fade_and_teleport( 14400, 0, 0, 5051, 389, 488 );
    game.global_flags[90] = 1
    game.global_vars[7] = game.random_range( 1, 100 )
    game.map_flags( 5078, 0, 1 )
    game.picker( npc, spell_raise_dead, should_resurrect_on, [ 585, 500, 840 ] )
    game.quests[60].state = qs_botched
    game.quests[60].unbotch()
    game.quests[8].state = qs_mentioned
    game.quests[9].state = qs_accepted
    game.quests[9].state = qs_completed
    game.story_state = 5
    game.worldmap_travel_by_dialog(5)
    get_rep( npc, pc )
    give_robes( npc, pc )
    go_hideout(npc,pc)
    iuz_animate_troops(npc,pc)
    iuz_pc_charm(npc,pc)
    iuz_pc_persuade(npc,pc,50,60)
    jufferhelp(npc,pc,160)
    jufferlaugh(npc,pc,150)
    kill_alrrem(npc)
    kill_antonio(npc)
    kill_lodriss(npc)
    kill_skole(npc)
    kill_tubal(npc)
    knight_party(npc,pc)
    leave_for_city(npc,pc)
    LookHedrack(npc,pc,300)
    make_dick_talk(npc,pc,1)
    make_elmo_talk(npc,pc,350)
    make_hate( npc, pc )
    make_like( npc, pc )
    make_otis_talk(npc,pc,430)
    make_worry( npc, pc )
    money_handout(npc,pc)
    move_pc( npc, pc )
    move_wicked( npc, pc )
    npc.attack(pc)
    npc.attacks(pc)
    npc.cast_spell( spell_cure_serious_wounds, picker_obj )
    npc.destroy()
    npc.item_transfer_to(pc,4001)
    npc.item_transfer_to_by_proto(pc,4107)
    npc.object_flag_set(OF_OFF)
    npc.reaction_adj( pc,-5)
    npc.spells_pending_to_memorized()
    party_transfer_to( npc, 5815 )
    pc.barter(npc)
    pc.condition_add_with_args("Fallen_Paladin",0,0)
    pc.follower_add(npc)
    pc.follower_remove(npc)
    pc.has_atoned()
    pc.item_transfer_to(npc,2203)
    pc.money_adj(-900000)
    pc.prestige_class_add[3]
    pc.reputation_add( 20 )
    play_effect( npc, pc )
    prepare_goons( npc )
    run_off(npc,pc)
    schedule_reward(npc,pc)
    senshock_kills_hedrack(npc,pc)
    set_hostel_flag(npc,pc)
    set_reward( npc, pc )
    set_room_flag(npc,pc)
    shapechange(npc,pc,1)
    smigmal_escape(npc,pc)
    start_game_with_quest(28)
    summon_Iuz( npc, pc )
    switch_dialog(npc,pc,90)
    switch_to_ashrem(npc,pc,1,10)
    switch_to_cuthbert(npc,pc,20)
    switch_to_iuz(npc,pc,210)
    switch_to_thrommel(npc,pc)
    talk_Alrrem(npc,pc,230,100)
    talk_Hedrack(npc,pc, 90)
    talk_Iuz(npc,pc,110)
    talk_lareth(npc,pc,310)
    talk_Romag(npc,pc,570)
    talk_Taki(npc,pc,180,20)
    talk_to_screng(npc,pc,270)
    TalkAern(npc,pc,200)
    TalkOohlgrist(npc,pc,470)
    transfer_fire_balls(npc,pc)
    transfer_scrolls(npc,pc)
    transform_into_demon_form(npc,pc,260)
    tuelk_talk(npc,pc,90)
    turn_off_gods(npc,pc)
    zaxis_runs_off(npc,pc)
    zuggtmoy_banish(npc,pc)
    zuggtmoy_end_game(npc,pc)
    zuggtmoy_pc_charm(npc,pc)
    zuggtmoy_pc_persuade(npc,pc,270,390)
    zuggtmoy_pillar_gone(npc,pc)
    zuggtmoy_regenerate_and_attack(npc,pc)


    I know they look a bit messy at the moment, but I'll bring them in a more API like form soon ;).
    Also I'm planning to include the functions used in the .py files (maybe tomorrow).

    ~Ares
     
Our Host!