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oboe/rsrc/strings/specials-text-ifthen.txt

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Stuff Done Flag?
Stuff Done Flag Part A
Stuff Done Flag Part B
Unused
Unused
Unused
Unused
Unused
If at least this value ...
Call this special ...
Unused
If less than this ...
Call this special ...
Unused
Otherwise call this special
Calls new nodes depending on the value of a given Stuff Done flag. If the Stuff Done flag is greater than the value of Extra 1a, the special in Extra 1b is called. Otherwise, if the Stuff Done flag is less than the value in Extra 2a, the special in Extra 2b is called. If neither case applies, the Jump To special is called.
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Town Number?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If in this town ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on the town the party is in.
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Random Number?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If random # (1 - 100) less than ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on a randomly generated number. The game will pick a random number from 1 to 100.
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Have Special Item?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If has spec. item ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on whether the party has a certain special item.
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Stuff Done Compare?
Stuff Done Flag Part A
Stuff Done Flag Part B
Unused
Unused
Unused
Unused
Unused
Stuff Done flag 2 Part A
Stuff Done flag 2 Part B
Unused
Unused
Call this special if 2nd flag lower ...
Unused
Otherwise call this special
Calls new nodes depending on whether one Stuff Done flag is greater than another or not. If the first Stuff Done flag is greater than or equal to the second, the special in Extra 2b is called. Otherwise, the Jump To special is called.
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Terrain this type?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
X coordinate of space
Y coordinate of space
Unused
If space is this terrain type ...
Call this special ...
Unused
Otherwise call this special
Result depends on whether a specified spot is of a given terrain type.
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Is Alive?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If PC has this status ... (-1 = alive)
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on whether the currently selected target is alive.
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Has gold?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If party has this much gold ...
Call this special ...
Unused
Take gold?
Unused
Unused
Otherwise call this special
Result depends on whether the party has enough gold.
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Has food?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If party has this much food ...
Call this special ...
Unused
Take food?
Unused
Unused
Otherwise call this special
Result depends on whether the party has enough food.
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Item Class on Space?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
X coordinate of space
Y coordinate of space
Unused
If item of this class on space ...
Call this special ...
Take item?
Otherwise call this special
Result depends on whether an item of a given special item class is sitting on a specified spot in town.
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Have Item With Class?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If has item of this special class ...
Call this special ...
Unused
Take item?
Unused
Unused
Otherwise call this special
Result depends on whether a PC owns an item with the specified Special Class.
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Equipped Item With Class?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If has equipped item of this special ...
Call this special ...
Unused
Take item?
Unused
Unused
Otherwise call this special
Result depends on whether a PC owns an item with the specified Special Class, which is currently equipped.
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Has Mage Spell?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If selected PC knows this mage spell ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
If the selected PC knows this mage spell, the special in Extra 1b is called.
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Has Priest Spell?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If selected PC knows this priest spell ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
If the selected PC knows this priest spell, the special in Extra 1b is called.
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Has Alchemy?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If party knows this recipe ...
Call this special...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on whether the party knows a particular alchemical recipe.
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Has Status Effect?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If PC has enough of this status effect ...
Call this special...
Unused
Value to compare to
Cumulation mode (if whole party selected)
Comparison mode
Otherwise call this special
Result depends on whether the selected target is afflicted with a particular status effect.
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If Looking?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If player is looking, call this special ...
Unused
Unused
Unused
Otherwise call this special
Result depends on whether the special node was called while the party was looking at a space.
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Day Reached?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If this day has been reached ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
Result depends on whether a certain day has been reached.
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If Fields?
Minimum # of fields
Maximum # of fields
Field Type
If enough fields, call this special ...
Unused
0 - entire rectangle, 1 - just borders
Unused
Top of rectangle
Left of rectangle
Unused
Bottom of rectangle
Right of rectangle
Unused
Otherwise call this special
Result depends on the presence of fields, barriers, or similar transient objects existing in the current town.
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If Party Size?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Include dead characters?
If party size sufficient, call this special ...
Unused
0 - Exact size, 1 - Minimum size
Required size
Unused
Otherwise call this special
Result depends on how many PCs are in the party.
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Special Thing Happened?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If this day has been reached ...
And this event didn't happen before it ...
Unused
Unused
Call this special ...
Unused
Otherwise call this special
Result depends on whether a given day was reached before a given event happened.
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If Species Present?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Required species
If enough of species, call this special ...
Unused
Required number of species
Comparison method
Unused
Otherwise call this special
Result depends on whether there is a living PC of a particular species.
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If Have Trait?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Required trait
If enough of trait present, call this special ...
Unused
Required number of trait
Comparison method
Unused
Otherwise call this special
Result depends on whether a living PC has a particular trait.
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Has Enough of Statistic?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
If the party has this much of the stat ...
Call this special ...
Unused
Which statistic
Check mode
Unused
Otherwise call this special
Result depends on whether a particular skill in the party is high enough.
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Text Response?
Unused
Unused
Scenario string containing prompt text
Unused
Unused
Number of letters to match
Unused
Number of a scenario string
If answer matches, call this special ...
Unused
Number of a scenario string
If answer matches, call this special ...
Unused
Otherwise call this special
This is one of the most complicated and powerful special nodes. It brings up a dialog box asking the party to type in some text (such as the answer to a riddle, or a password). If the response matches one of two given text messages, a specified special node is called.
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Stuff Done Equal?
Stuff Done Flag Part A
Stuff Done Flag Part B
Unused
Unused
Unused
Unused
Unused
If flag has this value ...
Call this special ...
Unused
Unused
Unused
Unused
Otherwise call this special
If the specified Stuff Done flag is equal to the value given in Extra 1a, the special in Extra 1b is called. Otherwise, the Jump To special is called.
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If Context?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Which context
Unused|Prevent entry?|Spell being cast (-1 = any spell)
If context matches, call this special ...
Unused
Unused
Unused
Otherwise call this special
Result depends on how the special node was called.
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If Numeric Response?
Unused
Unused
Scenario string containing prompt text
Minimum allowed response
Maximum allowed response
Comparison Mode
If tests 1 and 2 both pass, call this special ...
Range lower bound|Value to compare to
Range upper bound|Comparison method
If test 1 passes but test 2 fails, call ...
Range lower bound|Value to compare to
Range upper bound|Comparison method
If test 2 passes but test 1 fails, call ...
Otherwise call this special
Result depends on a number entered by the player.
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If In Boat?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Which boat? (-1 = any boat)
If party in boat, call this special ...
Unused
Unused
Unused
Otherwise call this special
Result depends whether the player is in a boat.
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If On Horse?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Which horse? (-1 = any horse)
If party on horse, call this special ...
Unused
Unused
Unused
Otherwise call this special
Result depends whether the player is on horseback.
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If Quest?
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Which Quest?
Required Quest Status?
If quest has that status, call this special ...
Unused
Unused
Unused
Otherwise call this special
Result depends on the status of a quest.
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