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style reference.txt
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style reference for data syntax
1) character conditions (Charclass.checkreqs())
code:
'stat':
stat - statname (changed from type)
operant - as described in operate()
value - number or char-related string array (not avail in editor)
'stat_index': (do not have decipher_simple)
stat - statname (changed from name)
index
operant
value
'has_profession':
profession - profname (changed from value)
check
'has_any_profession':
value - professions array
check
'race':
race - (changed from value)
check - (changed from operant)
'one_of_races':
value - races array
'race_is_beast':
check
'is_shortstack': (not used now)
check (added)
'gear_equiped':
value - name of req param (or itembase)
param - optional (not in editor!)
check - bool (added!)
'global_profession_limit':
profession - profname (changed from name)
value - limit (number)
'is_free':
check (added)
'is_at_location': (internal because of location id usage)
value - location id
check (added)
'is_id': (obsolete/internal)
operant
value
'long_tail': (not used now)
check (added)
'long_ears': (not used now)
check (added)
'is_humanoid' (new)
check
'cant_spawn_naturally': (obsolete/internal)
'sex': (obsolete)
operant
value
'is_master':
check
'is_dead': (new)
check
'rules': (not used now)(obsolete/internal)
type
check
'bodypart': (obsolete)
operant
value
part (changed from name)
'trait':
trait (changed from value)
check
'disabled': (obsolete/internal)
check = !i.check
'has_status':
status (changed from value)
check
'slave_type': (obsolete)
operant
value
'population':
operant
value - number
'random':
value - number or char-related string array (not avail in editor)
2) global conditions (globals.checkreqs())
type:
'no_check': (internal. obsolete)
'has_money':
value - number
'has_hero':
name - string
'has_material':
material - material code
operant
value
'date':
operant
value - number
'hour':
operant
value - number
'gamestart': (internal)
'has_upgrade':
name - upgrade code
value - level
'main_progress':
operant
value - number
'area_progress': (internal due to usage of id)
operant
value - number
area - area.id
'decision': (not avail in editor due to argument being an element of never-stored set, to fix in future)
value - (changed from name) - string
check - (changed from value)
'has_multiple_decisions': (not avail in editor due to argument being a subset of never-stored set, to fix in future)
decisions - array
operant
value
'quest_stage': (never used, possibly internal)
name - quest id - string
value
operant
'quest_completed': (never used, internal)
name - quest id - string
'party_level':
operant
value - number
'hero_level':
name - unique hero code
operant
value - number
'has_items': (not avail in editor due to argument being an element of never-stored set, to fix in future)
name - itembase
operant
value - number
'has_free_items': (not avail in editor due to argument being an element of never-stored set, to fix in future)
name - itembase
operant
value - number
'disabled': (obsolete)
'master_check': (obsolete)
'active_character_checks':
value - char check array
'master_is_beast':
check - (changed from value)
'unique_character_at_mansion':
name - (changed from value!) - unique hero code
check - added
'has_money_for_scene_slave':(internal)
'random':
value - number only
'dialogue_seen':(not avail. in editor due to unability to collect and properly represent all dialogue ids)
value - dialog id
check - (instead of operant, not simple renaming)
'dialogue_selected': (same as previous)
value - dialog id
check - (instead of operant, not simple renaming)
'active_quest_stage': (not avail in editor due to optional argument and overall uncleareness)
value
state
stage (optional)
'faction_reputation':
operant
code - (not a good decision) - faction code
value - number
'group_size':#not sure about this implementation instead of area - party approach
operant
value - number
'location_has_specific_slaves': (uses location id)
location
reqs - list of char reqs
3) common effects
code:
'money_change':
operant
value
'material_change':
material
operant
value
'make_story_character':
value - char code
'add_timed_event':
value - event code (scenedata.scenedict)
args:
type:
'add_to_date':
date - minmax
hour
'fixed_date':
date
hour
'remove_timed_events':
value - events array
'unique_character_changes':
value - uniq char code
args:
code:
'sextrait':
operant (add only)
value
'tag':
operant (remove only)
value
statname
operant (+ -)
value
'start_event': (not fully avail in editor due to unability to collect args format (args = []))
data
args
'spend_money_for_scene_character':
value - index
'mod_scene_characters': (not used, should be permitted due to different syntax)
type (all only)
value - dict of stat changes
'bool_scene_characters' (obsolete but used), 'affect_scene_characters':
type (all only)
stat (changed from name)
value
'change_type_scene_characters': (obsolete)
type (all only)
value - slave type
'active_character_switch':
value - index
'affect_active_character':
type:
'damage':
value
'stat', 'stat_set', 'stat_add':
same as other stat setting effects (with obvious logic behind)
'make_loot':
pool - array of weighted lootboxes (enemydata.loot_chest_data)
'open_loot':
'make_scene_character': (not avail in editor due to unability to collect all formats)
value
'update_guild':
'create_character':
type
'main_progress':
operant
value
'progress_quest':
value - quest code
stage
'complete_quest':
value - quest code
'complete_active_location':
'complete_event':
'reputation':
name - faction
operant
value
'decision':
value
'screen_black_transition':
value - time
'start_combat':
value - enemy group
'start_quest_combat': (not used)
value
'make_quest_location':
value - dungeon
'remove_quest_location':
value
'set_music':
value
'lose_game':