< AvernumScript < Appendix

General notes about scripting

which_char

Many calls expect to be given a value for which_char. This expects the number of a character, which will be from 0 to 119.

Note: You are not entering the character’s Character ID or their Personality. To find the number of a character; in the editor, select the character and look at the number in the first description line.

If you use such a call in a creature script, if you enter a value of -1 for which_char, the function will act on the creature whose script is running. In such a case, you can also enter ME for which_char. This does the same thing.

which_char_or_group

When a call expects a value for which_char_or_group, it wants the number of a character or group. This is exactly like which_char, except for one difference: the call can also act on every member of a group. If you want to have the call act on group x, give which_char_or_group a value of 1000 + x.

Note: Group 0 is always the party.

The Most Important Calls

You should pay special attention to these calls. They are the calls that are, in general, used the most frequently to write special encounters.

void begin_talk_mode(short start_node)

This call is the way to begin a conversation.

void block_entry(short do_blockage)

This call lets you block containers and spaces from the party.

void change_coins(short coin_amount) and short reward_give(short which_item)

Using these two calls can let you easily reward the party.

short char_ok(short which_char) and short spawn_creature(short which_char)

The first call lets you see if a character exists. The second call will instantly make a new one.

void end_scenario(short party_won)

Every scenario must use this call. Otherwise, the only way the party can leave the scenario is via the character editor.

void message_dialog(char text1,char text2)

This is the best call to display some simple text to the player.

void outdoor_enc_result(short which_result)

This call enables you to customize your outdoor encounters.

void set_flag(short a,short b,short new_value) and short get_flag(short a,short b)

These are the two primary calls for setting and checking Stuff Done flags.

void set_name(short which_char_or_group,char new_name) and void set_level(short which_char_or_group,short what_level)

These two calls enable you to instantly customize creatures in your towns:

void set_state_continue(short new_state)

This call lets you jump around states in scripts easily.
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