//needs to be state driven// enable anim events on NewObject //3.2.1
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//needs to be state driven// set NewObject anim event probability //3.2.2
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//Won't compile// enable VAR visible //3.3.1
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//Won't compile// disable player town migration //3.4.6
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//Won't compile// set physics from hand with strength position radius 10 //3.9.1
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//disable gate can open for platoons
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//set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD with amount 5000 text "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_10" amount 5000 description "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_10" parent TRIBUTE_OBJECTIVE_COLLECT_FOOD icon TRIBUTE_OBJECTIVE_ICON_OBJECTIVE_L1_FOLLOWCREATURE class TRIBUTE_OBJECTIVE_CLASS_SKILL start value 200 reward 250 force open dont show player
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//set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD icon TRIBUTE_OBJECTIVE_ICON_OBJECTIVE_L3_WOODSTORAGEPIT
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//add performance stat called "STRING"
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//set interaction SCRIPT_INTERACTION_LEVEL_1
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//Speed statement only valid in game speed blocks// set game speed to 0.5
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//Camera statement only valid in cinema blocks// enable leash draw
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//Camera statement only valid in cinema blocks// enable highlight draw
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//Camera statement only valid in cinema blocks// enable spell icon draw
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//String not in database// set hand icon text "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_50"
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//trigger floaty number FLOATY_SKULL at POS importance 2 icon VAR value 17
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//set VAR desire CREATURE_DESIRE_HUNGER 0
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//set creature DEVELOPMENT_PHASE_PUNISHMENT development
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//enable VAR object auto scale
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//set VAR all desire TRUE
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//teach VAR MAGICAL MAGIC_TYPE_VECTOR_FLAME SCRIPT_TRUE percentage 50
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//teach VAR all
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//teach VAR all excluding CREATURE_ACTION_LEARNING_TYPE_MAGIC
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//set VAR name HELP_TEXT_CREATURE_NAME_01
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//disable VAR Navigation
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//request creature VAR play individual anim "MyAnim"
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//request creature VAR action CREATURE_ACTION ObjectToActOn ObjectToUse
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//set creature object happiness to maximum
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//set creature object script thought text "BW2T_SCRIPT_LAND15_CREATUREDREAMS_TOOLTIP_IAMONION"
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//disable tooltips on creature VAR
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//play anim ANM_CRY on VAR loop 5
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//remove VAR to platoon VAR attack list
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//set platoon VAR formation to 4 wide by 3 deep
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//set platoon stat PLATOON_STAT_MOVE_TO_ATTACK_DIST of VAR to 1.0
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//add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using {POS} next in platoon VAR action queue
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//set town VAR siege weapon type SIEGE_BALANCE_TYPE_CATAPULT to 2
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//add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using {POS} next in platoon siege weapon VAR action queue
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//enable platoon VAR response to VAR attack
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//enable platoon VAR response to local platoon attack
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//town VAR capture all enemy towns
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//attach reaction VAR REACTION_FLEE_FROM_OBJECT
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//detach REACTION_FLEE_FROM_OBJECT reaction VAR
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//stop all scripts "Dummy"
------------------------------------------------------------------------------------------------ //stop script files "DummyScript.txt"
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//run map script line "CREATE_MOBILE_STATIC("2030,2354.30", 25, 10.324, 0.232123, 0.566464, 0,0006, 1,198000)"
------------------------------------------------------------------------------------------------ //wait until VAR clicked ------------------------------------------------------------------------------------------------
//attach atmos "SpookySounds" to camera volume 1
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//destroy mixer 1 with fadetime 3
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//say random sound from group "HELP_TEXT_LOST" at {POS} with volume 0.8
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//set precipitaion at {POS} radius 10 disable rainfall enable snowfall disable overcast
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//set lightning strike at {POS} from VAR
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//set sandstorm VAR {POS} moving to {POS} strength 0.8 radius 20.8
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//set VAR desire CREATURE_DESIRE_HUNGER 0
//set creature object happiness to maximum
//teach VAR all
//set creature DEVELOPMENT_PHASE_PUNISHMENT development
Kays said:Some of what's in the documentation is incorrect due to typos, omissions and such.
Keshire said:There's also the option of changing the scripting syntax with a new compiler if there's enough interest.
//clear VARIABLE hit VARIABLE //3.1.45
//disable anim events on NewObject //3.2.1 //needs to be state driven
//set NewObject anim event probability //3.2.2 //needs to be state driven
//disable VARIABLE visible //3.3.1 //Spits out a wants T_DISABLE or T_ENABLE error. :|
//disable player town migration //3.4.6
//add performance stat called "STRING" //3.13.24
//set interaction SCRIPT_INTERACTION_LEVEL_1 //3.13.31
//set game speed to NUMBER //3.13.32 //Wants a game speed block, tried both "game speed" and "speed"
//trigger floaty number FLOATY_SKULL at POSITION importance NUMBER icon VARIABLE value NUMBER //3.16.22
//remove VARIABLE to platoon VARIABLE attack list //3.18.2 //near token "to": parse error, expecting `T_FROM' or `T_HIT' or `T_PILGRIMAGE'
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using {POSITION} next in platoon VARIABLE action queue //3.18.33
//add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using {POSITION} next in platoon siege weapon VARIABLE action queue //3.18.45
//disable platoon VARIABLE response to VARIABLE attack //3.18.49
//disable platoon VARIABLE response to local platoon attack //3.18.50
//town VARIABLE capture all enemy towns //3.18.54
//attach reaction VARIABLE REACTION_FLEE_FROM_OBJECT //3.23.1
//detach REACTION_FLEE_FROM_OBJECT reaction VARIABLE //3.23.3
//stop all scripts "Dummy" //3.24.4
//stop script files "DummyScript.txt" //3.24.5
//run map script line "CREATE_MOBILE_STATIC("2030,2354.30", 25, 10.324, 0.232123, 0.566464, 0,0006, 1,198000)" //3.24.8
//attach atmos "SpookySounds" to camera volume NUMBER //3.26.12
//destroy mixer NUMBER with fadetime NUMBER //3.26.20
//say random sound from group "HELP_TEXT_LOST" at {POSITION} with volume NUMBER //3.26.28
//set precipitaion at {POSITION} radius NUMBER disable rainfall disable snowfall disable overcast //3.27.1
//set lightning strike at {POSITION} from VARIABLE //3.27.7
//set sandstorm VARIABLE {POSITION} moving to {POSITION} strength NUMBER radius NUMBER //3.27.9
//disable player town migration //3.4.6 //Only accepts enable//
//disable tooltips on creature VAR //tooltips should be tooltip, and is used twice in the API docs
//clear VARIABLE hit VARIABLE //3.1.45 only uses object and land. Not a variable
set NewObject anim event probability //3.2.2 //doesn't like anim
//disable VARIABLE visible //3.3.1
//add performance stat called "STRING" //3.13.24
//enable VARIABLE reaction //3.17.12
//remove VARIABLE to platoon VARIABLE attack list //3.18.2
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//disable platoon VARIABLE response to VARIABLE attack //3.18.49
//disable platoon VARIABLE response to local platoon attack //3.18.50
//town VARIABLE capture all enemy towns //3.18.54
//stop all scripts "Dummy" //3.24.4
//stop script files "DummyScript.txt" //3.24.5
//run map script line "CREATE_MOBILE_STATIC("2030,2354.30", 25, 10.324, 0.232123, 0.566464, 0,0006, 1,198000)" //3.24.8
//destroy mixer NUMBER with fadetime NUMBER //3.26.20
//set lightning strike at {POSITION} from VARIABLE //3.27.7
//set sandstorm VARIABLE {POSITION} moving to {POSITION} strength NUMBER radius NUMBER //3.27.9
//set VARIABLE anim event probability //3.2.2
//disable VARIABLE visible //3.3.1
//trigger floaty number ENUMERATION at VARIABLE importance 2 icon ENUMERATION value 17 //3.16.22 //Thought I had this one. :|
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25 //Spits out an expecting T_WITH error??
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//set lightning strike at {POSITION} from VARIABLE //3.27.7
//set sandstorm VARIABLE {POSITION} moving to {POSITION} strength NUMBER radius NUMBER //3.27.9
define NUMBER = 1234
global VARIABLE
global POSITION //VARIABLE or COORDINATE {X, Y, Z}
//set VARIABLE anim event probability//3.2.2
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26