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                 COMMAND LISTING FOR SESSION INTERPRETER
               FOR USE UNDER PROGRAM CODE-NAMED `FORMAT13'
      THIS SHEET INCLUDES COMMANDS, COMMAND PARAMETERS, AND INFORMATION
                                   v1.3

                  Copyright(1997-2000)   Jason Wadsworth
                 This includes code, data and this sheet.
============================================================================
>>>  PREFERENCE
    If you are going to make a session file, please be sure that you fully
    understand this sheet, and how a session operates. If your code
    does not work at first, you've might've forgotten something. If you've
    THOROUGHLY sifted through your code, and still can't find out the
    problem, please notify me, and send me a copy of your code.

>>>  THE COMMANDS
    The first description line provides a short explanation of the function,
    the second provides the parameters, including the calling symbol, and
    possibly a couple of numeric commands (such as -1 to remain unchanged.)
    Use of non-numeric characters, are preferred to be placed inside of
    "quotes", but this is optional in certain places; see FORMAT13.TXT for
    details...

    SYMBOL | FUNCTION DESCRIPTION
    -------+----------------------------------------------------
     CLEAR | Simply clears the game screen
           | CLEAR
    -------+----------------------------------------------------
     PRINT | Write text
           | PRINT, starting x, starting y, color of text, "text to display"
           | x,y, & color can remain unchanged by entering -1;text scrolls
           | automatically.
    -------+----------------------------------------------------
     | Places character's name in 's place. THIS COMMAND
           | IS CASE SENSITIVE AND CAN ONLY EXIST IN TEXT STRINGS!
           | PRINT,sx,sy,color,"Hello, ! How are you?"
    -------+----------------------------------------------------
SCROLL_DOWN| Scroll the screen down
           | SCROLLS_DOWN,# of pixels to scroll.
    -------+----------------------------------------------------
     IMAGE | Display an image
           | IMAGE,"image.nam",starting x, starting y
    -------+----------------------------------------------------
    SPELLS | Change the # of spells available to character.
           | SPELLS,new # of spells known. -1 increments current value by 1.
    -------+----------------------------------------------------
STATS_ALTER| Alter player's vital attributes.
           | STATS_ALTER,HP,MP,maxHP,maxMP,x pos,y pos,player's depth level,
           | time,dext,str. if no change is desired, .1 may be used.
           | This is an all out change of attributes.
    -------+----------------------------------------------------
 STATS_INC | Increment player's vital attributes
           | STATS_INC,HP,MP,maxHP,maxMP,depth level,time,day,dext,str
           | if no change is desired, .1 may be used, EXCEPT for
           | days(use 0). This is an incrementation/decrementation.
           | if HP or MP is set to -2 it will be set to maxHP/MP value
    -------+----------------------------------------------------
      MAP  | Alter a certain tile on the current map.
           | MAP,x point, y point, new tile code.
    -------+----------------------------------------------------
       IF  | A very rugged IF like comparing statement.
           | IF,"[variable to compare]","[operator]",comparison #
           | [variable to compare] can be one of the following:
           | H=HP,M=MP,MH=maxHP,MM=maxMP,STR=str,DEX=dext,SPLS=
           | # of spells known, WIZ=character type "Wizard",T=time
           | [operator] can be one of the following:
           | =,<,>,<>
           | a "{" MUST PROCEED this statement to mark the beginning
           | of possible outcomes of this comparison. also needs "}"
    -------+----------------------------------------------------
      =Y   | If the last comparison was true then execute following
           | code.
    -------+----------------------------------------------------
      =N   | If the last comparison was false then execute following
           | code.
    -------+----------------------------------------------------
     GIVE  | Place an item in player's pack.
           | GIVE,"[S]Object name",value, "enchantments (.. for none)",
           | weight, bulk, price
           | THIS FUNCTION MUST include both "^OK" and "^NO" under it
           | where ^OK tells interpreter what to do if transfer was
           | successful, and where ^NO tells the interpreter what to do
           | if the transfer failed. [S] indicates the object symbol;
           | like ! for weapon. There's no space between name and symbol
    -------+----------------------------------------------------
    SEARCH | Search for an item in player's pack.
           | SEARCH,"Object name",value, "enchantments (.. for none)",
           | weight, bulk, price
           | THIS FUNCTION MUST include both "^Y" and "^N" under it where
           | ^Y tells interpreter what to do if specified item exists,
           | and ^N what to do if it doesn't exist.
           | You may use -1 to signify numeric values as non-important here.
    -------+----------------------------------------------------
     TAKE  | Remove an item from player's pack.
           | TAKE,"Object name",value, "enchantments (.. for none)",
           | weight, bulk, price
           | It is most highly prefered that this function be run after
           | making sure that this item exists by using the SEARCH command.
           | You may use -1 to signify numeric values as non-important here.
    -------+----------------------------------------------------
      @    | Label indicater
           | "@","label_name"
    -------+----------------------------------------------------
      GOTO | Goto a label
           | GOTO,"label_name"
    -------+----------------------------------------------------
      ...  | Pause session execution.
           | "...",# of seconds. If #=0 then wait till a key is pressed.
    -------+----------------------------------------------------
     FIGHT | Initiate a hostile situation (fight a badguy)
           | FIGHT,badguy code, which is specified in main data file.
    -------+----------------------------------------------------
           | Prepare for a 1 key selection.
    GET_KEY| GET_KEY
           | A "{" MUST BE PRESENT on next line to signify the start of
           | possible responses. When all conditions and executable code
           | in response to a selection are listed, a "}" must also be
           | present to signify an end of possible selections. If none
           | of given selections are pressed, will wait till a valid one.
    -------+----------------------------------------------------
 KEY=[char]| Possible selection in response to *?.
           | "KEY=[char]"   (where char = a valid selection; example: *Y/*N)
           | ........[execute this code] Note: this function isn't case
           | sensitive.
    -------+----------------------------------------------------
      {}   | Beginning and ending blocks of a 1 key selection. In "quotes."
    -------+-------------------+--------------------------------
    [SHELL]| Allows access to DOS functions.
           | [SHELL],"[valid DOS operation]"
           | This function may be handy for changing some data on the fly,
           | but remember, if you do make this call, and you don't intend
           | for it to be permanent, then you better undo your
           | changes sometime later on in the game.
    -------+-------------------+--------------------------------
    [REMOVE SESSION FROM GAME] | Makes current session inaccessible to
                               | the player permanently. Doesn't change
                               | any data files; just character save/load.
                               | NOTE: THIS DOESN'T END THE SESSION!
    ---------------------------+--------------------------------
    [END OF SESSION]           | Immediatly ends current session.
    ---------------------------+--------------------------------