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Story Editor Functions #531151
28/07/14 10:19 PM
28/07/14 10:19 PM
Joined: Jul 2014
Posts: 459
R
Rhidian Offline OP
addict
Rhidian  Offline OP
addict
R

Joined: Jul 2014
Posts: 459
Seeing as how these aren't listed anywhere (yet), here's the big list of Story Editor functions for the Main Campaign that I pulled from the Data/Mods/Main/Story/RawFiles/story_header.div file (edited a bit to make it match the format of the charScript commands listed in the Wiki)

Note: These are the names and arguments for the functions only. What they do and how they work will have to come from elsewhere.
Click to reveal..

Code:
IntegerSum(INT A, INT B, OUT INT Sum) 

IntegerSubtract(INT A, INT B, OUT INT Result)

IntegerProduct(INT A, INT B, OUT INT Product)

IntegerDivide(INT A, INT B, OUT INT Quotient)

IntegerMin(INT A, INT B, OUT INT Minimum)

IntegerMax(INT A, INT B, OUT INT Maximum)

IntegerModulo(INT Num, INT Mod, OUT INT Return) 

RealSum(REAL A, REAL B, OUT REAL Sum)

RealSubtract(REAL A, REAL B, OUT REAL Result)

RealProduct(REAL A, REAL B, OUT REAL Product) 

RealDivide(REAL A, REAL B, OUT REAL Quotient) 

RealMin(REAL A, REAL B, OUT REAL Minimum) 

RealMax(REAL A, REAL B, OUT REAL Maximum)

Integer(REAL R, OUT INT I) 

Real(INT I, OUT REAL R) 

Random(INT Modulo, OUT INT Random)

CharacterHasTalent(CHARACTER Character, STRING Talent, OUT INT Bool)

CharacterHasTrait(CHARACTER Character, STRING Trait, OUT INT Bool)

CharacterGetTrait(CHARACTER Character, STRING Trait, OUT INT Lvl))

CharacterAddTalent(CHARACTER Character, STRING Talent)

CharacterAddTrait(CHARACTER Character, STRING TraitType, INT TraitValue)

CharacterGetLevel(CHARACTER Character, OUT INT Level) 

CharacterDispelMagic(CHARACTER Character) 

CharacterGetReputation(CHARACTER Character, OUT INT Reputation)

CharacterShowCoords(CHARACTER Character)

CharacterCanFight(CHARACTER Character, OUT INT Bool)

CharacterFreeze(CHARACTER Character)

CharacterUnfreeze(CHARACTER Character)

CharacterCreateAtTrigger(TRIGGER Trigger, STRING TemplateId, INT PlaySpawn)

OpenMessageBox(CHARACTER Character, STRING Message) 

ShowCredits(CHARACTER Character)

KickstarterTreeUsed(CHARACTER Character)

CharacterTeleportToPosition(CHARACTER Character, REAL X, REAL Y, REAL Z, STRING Event) 

CharacterTeleportToCharacter(CHARACTER Character, CHARACTER ToCharacter, STRING Event) 

CharacterMoveToPosition(CHARACTER Character, REAL X, REAL Y, REAL Z, INT Running, STRING Event) 

CharacterMoveToCharacter(CHARACTER Character, CHARACTER ToCharacter, INT Running, STRING Event) 

CharacterMoveToTrigger(CHARACTER Character, TRIGGER Trigger, INT Running, STRING Event)

CharacterLookFromTrigger(CHARACTER Character, TRIGGER Trigger, INT SnapToTarget) 

CharacterMoveToItem(CHARACTER Character, ITEM Item, INT Running, STRING Event)

CharacterMoveToItemHandle(CHARACTER Character, INT ItemHandle, INT Running, STRING Event)

CharacterEquipItemhandle(CHARACTER Character, INT ItemHandle)   

CharacterFollowCharacter(CHARACTER Character, CHARACTER ToCharacter, INT Running)

CharacterGetRegion(CHARACTER Character, OUT STRING Region) 

CharacterStopFollow(CHARACTER Character) 

CharacterTeleportToTrigger(CHARACTER Character, TRIGGER Trigger, STRING Event)

CharacterTeleportPartyToTriggerMovieLoadState(TRIGGER Trigger, STRING Event, STRING MovieLoadState) 

CharacterTeleportPartyToTrigger(TRIGGER Trigger, STRING Event)

CharacterClearTradeGeneratedItems(CHARACTER Character) 

CharacterGenerateCustomTradeTreasure(CHARACTER Player, CHARACTER Character, STRING Treasure) 

GenerateItems(CHARACTER Player, CHARACTER Trader)   

CharacterDie(CHARACTER Character, INT ScatterLoot)   

CharacterAddSkill(CHARACTER Character, STRING Skill)   

CharacterAddAttributePoint(CHARACTER Character, INT Amount)   

CharacterGetAttributePoints(CHARACTER Character, OUT INT Amount)   

CharacterAddAbilityPoint(CHARACTER Character, INT Amount)   

CharacterGetAbilityPoints(CHARACTER Character, OUT INT Amount)   

CharacterAddTalentPoint(CHARACTER Character, INT Amount)   

CharacterGetTalentPoints(CHARACTER Character, OUT INT Amount)   

CharacterResurrect(CHARACTER Character)   

CharacterGetReservedPeerID(CHARACTER Character, OUT INT Count)   

CharacterGetGold(CHARACTER Character, OUT INT Count)   

CharacterAddGold(CHARACTER Character, INT Count)   

PartyAddGold(INT Count)   

CharacterIncreaseSocialStat(CHARACTER Character, STRING Id)   

CharacterDecreaseSocialStat(CHARACTER Character, STRING Id)   

CharacterSetHasDialog(CHARACTER Character, INT Dialog)   

CharacterSetHasDefaultDialog(CHARACTER Character, INT Dialog)   

CharacterCanSeeCharacter(CHARACTER Character, CHARACTER OtherCharacter, OUT INT Bool)   

CharacterCanSeeItem(CHARACTER Character, ITEM Item, OUT INT Bool)   

CharacterPlayAnimation(CHARACTER Character, STRING Animation, STRING Event)   

CharacterAppearAtTrigger(CHARACTER Character, TRIGGER Target, INT PlaySpawn)   

CharacterAppear(CHARACTER Character, INT PlaySpawn)   

CharacterAppearAtCharacter(CHARACTER Character, CHARACTER Target, INT PlaySpawn)   

CharacterAppearAtPosition(CHARACTER Character, REAL X, REAL Y, REAL Z, INT PlaySpawn)   

CharacterAppearOUT OfSightTo(CHARACTER Character, CHARACTER Target, INT Angle, INT PlaySpawn, STRING Event)   

CharacterAppearOnTrailOUT OfSightTo(CHARACTER Character, CHARACTER Target, INT Angle, INT PlaySpawn, STRING Event)   

CharacterAppearAtTriggerOUT OfSightTo(CHARACTER Character, TRIGGER Target, INT Angle, INT PlaySpawn, STRING Event)   

CharacterAppearAtPositionOUT OfSightTo(CHARACTER Character, REAL X, REAL Y, REAL Z, INT Angle, INT PlaySpawn, STRING Event)   

CharacterDisappearOUT OfSight(CHARACTER Character, INT Angle, INT Running, STRING Event)   

CharacterFleeOUT OfSight(CHARACTER Character, STRING Event)   

CharacterAttackCharacter(CHARACTER Character, CHARACTER OtherCharacter)   

CharacterAttackItem(CHARACTER Character, ITEM Item)   

CharacterAttackPartyMember(CHARACTER Character)   

CharacterLeaveCombat(CHARACTER Character)   

CharacterAddToCharacterCreation(CHARACTER Character, INT Respec, OUT INT Success)   

CharacterCreateHenchMan(CHARACTER Character, CHARACTER Owner, OUT INT Success)   

CharacterMakePlayer(CHARACTER Character)   

CharacterAssign(INT PeerID)   

CharacterMakeCompanion(CHARACTER Character, CHARACTER Character)   

CharacterMakeNPC(CHARACTER Character)   

CharacterAddToParty(CHARACTER Character)   

CharacterRemoveFromParty(CHARACTER Character)   

CharacterAddToCharacter(CHARACTER Character, CHARACTER Owner)   

CharacterRemoveFromCharacter(CHARACTER Character, CHARACTER Owner)   

CharacterIsPartyMember(CHARACTER Character, OUT INT Bool)   

CharacterGetHandle(CHARACTER Character, OUT INT Handle)   

CharacterGetUUID(CHARACTER Character, OUT STRING UUID)   

CharacterSetFaction(CHARACTER Character, STRING Faction)   

CharacterGetFaction(CHARACTER Character, OUT STRING Faction)   

CharacterGetRelationToCharacter(CHARACTER Character, CHARACTER OtherCharacter, OUT INT Relation)   

CharacterSetRelationIndivFactionToIndivFaction(CHARACTER Character, CHARACTER OtherCharacter, INT Relation)   

CharacterSetRelationIndivFactionToFaction(CHARACTER Character, STRING OtherFaction, INT Relation)   

CharacterSetRelationFactionToIndivFaction(STRING Faction, CHARACTER OtherCharacter, INT Relation)   

CharacterSetRelationFactionToFaction(STRING Faction, STRING otherFaction, INT Relation)   

CharacterSetTemporaryHostileRelation(CHARACTER Character, CHARACTER OtherCharacter)   

CharacterSetReactionPriority(CHARACTER Character, STRING Reaction, INT Priority)   

CharacterGetAttitudeTowardsPlayer(CHARACTER Character, CHARACTER Player, OUT INT Attitude)   

CharacterGetHitpointsPercentage(CHARACTER Character, OUT INT Percentage)   

CharacterSetHitpointsPercentage(CHARACTER Character, INT Percentage)   

CharacterApplyDamage(CHARACTER Character, INT Damage, STRING DamageType)   

CharacterApplyStatus(CHARACTER Character, STRING Status, REAL Duration, INT Force)   

CharacterRemoveStatus(CHARACTER Character, STRING Status)   

CharacterGetPosition(CHARACTER Character, OUT REAL X, OUT REAL Y, OUT REAL Z)   

CharacterGetDistanceToCharacter(CHARACTER Character, CHARACTER OtherCharacter, OUT REAL Dist)   

CharacterGetDistanceToItem(CHARACTER Character, ITEM Item, OUT REAL Dist)   

CharacterGetClosestPlayer(CHARACTER Character, OUT CHARACTER Player)   

CharacterGetClosestPlayerWithTalent(CHARACTER Character, STRING Talent, OUT CHARACTER Player)   

CharacterGetClosestAlivePlayer(CHARACTER Character, OUT CHARACTER Player)   

CharacterLookAtCharacter(CHARACTER Character, CHARACTER TargetCharacter, INT SnapToTarget)   

CharacterLookAtItem(CHARACTER Character, ITEM TargetItem, INT SnapToTarget)   

CharacterFlee(CHARACTER Character)   

CharacterLevelUp(CHARACTER Character)   

PartyAddExperience(INT XP)   

PartyAddExplorationExperience(INT Act, INT ActPart, INT Gain)   

PartyAddCharismaExperience(INT Act, INT ActPart, INT Gain)   

CharacterDebugText(CHARACTER Character, STRING Text)   

CharacterDisplayText(CHARACTER Character, STRING Text)   

CharacterStatusText(CHARACTER Character, STRING Text)   

CharacterEnteredSubRegion(CHARACTER Character, STRING Text)   

CharacterDisplayTextWithParam(CHARACTER Character, STRING Text, INT Parameter)   

CharacterSetOnStage(CHARACTER Character, INT Bool)   

CharacterSetVisible(CHARACTER Character, INT Bool)   

CharacterSetInvulnerable(CHARACTER Character, INT Bool)   

CharacterSetImmortal(CHARACTER Character, INT Bool)   

CharacterSetCanFight(CHARACTER Character, INT Bool)   

CharacterGetByName(STRING Name, OUT CHARACTER Character)   

CharacterGetHostCharacter(OUT CHARACTER Character)   

CharacterGetOtherPlayer(CHARACTER Character, OUT CHARACTER OtherCharacter)   

CharacterFlushQueue(CHARACTER Character)   

CharacterPurgeQueue(CHARACTER Character)   

CharacterLaunchIterator(STRING Event)   

CharacterLaunchIteratorAroundCharacter(CHARACTER Character, REAL Radius, STRING Event)   

CharacterSetCanTrade(CHARACTER Character, CHARACTER Trader, INT Bool)   

CharacterSetStill(CHARACTER Character)   

CharacterIsInCombat(CHARACTER Character, OUT INT Bool)   

CharacterIsInFightMode(CHARACTER Character, OUT INT Bool)   

CharacterSetFightMode(CHARACTER Character, INT Enabled, INT Immediately)   

CharacterMakeStoryNpc(CHARACTER Character, INT Bool)   

CharacterSetScriptframe(CHARACTER Character, STRING Scriptframe)   

CharacterClearScriptframe(CHARACTER Character)   

CharacterInjectScriptframe(CHARACTER Character, STRING Scriptframe)   

CharacterClearVar(CHARACTER Character, STRING VarName)   

CharacterSetVarInteger(CHARACTER Character, STRING VarName, INT VarValue)   

CharacterSetVarFloat(CHARACTER Character, STRING VarName, REAL VarValue)   

CharacterSetVarString(CHARACTER Character, STRING VarName, STRING VarValue)   

CharacterSetVarFixedString(CHARACTER Character, STRING VarName, STRING VarValue)   

CharacterSetVarCharacter(CHARACTER Character, STRING VarName, CHARACTER VarValue)   

CharacterSetVarItem(CHARACTER Character, STRING VarName, ITEM VarValue)   

CharacterSetVarTrigger(CHARACTER Character, STRING VarName, TRIGGER VarValue)   

CharacterGetVarInteger(CHARACTER Character, STRING VarName, OUT INT VarValue)   

CharacterGetVarFloat(CHARACTER Character, STRING VarName, OUT REAL VarValue)   

CharacterGetVarString(CHARACTER Character, STRING VarName, OUT STRING VarValue)   

CharacterGetVarFixedString(CHARACTER Character, STRING VarName, OUT STRING VarValue)   

CharacterGetVarCharacter(CHARACTER Character, STRING VarName, OUT CHARACTER VarValue)   

CharacterGetVarItem(CHARACTER Character, STRING VarName, OUT ITEM VarValue)   

CharacterGetVarTrigger(CHARACTER Character, STRING VarName, OUT TRIGGER VarValue)   

CharacterPlayEffect(CHARACTER Character, STRING FxName)   

CharacterPlayLoopEffect(CHARACTER Character, STRING FxName, STRING BoneName, OUT INT FxHandle)   

CharacterStopAllEffectsWithName(CHARACTER Character, STRING FxName)   

CharacterPlayBeamEffect(CHARACTER Character, CHARACTER Target, STRING FxName, STRING SourceBone, STRING TargetBone)   

CharacterPlayBeamEffectToItem(CHARACTER Character, ITEM Target, STRING FxName, STRING SourceBone, STRING TargetBone)   

CharacterPlayLoopBeamEffect(CHARACTER Character, CHARACTER Target, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

CharacterPlayLoopBeamEffectToItem(CHARACTER Character, ITEM Target, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

CharacterPlaySound(CHARACTER Character, STRING SoundEvent)   

CharacterPickupItem(CHARACTER Character, ITEM Item, STRING Event)   

CharacterSetEvent(CHARACTER Character, STRING Event)   

CharacterItemSetEvent(CHARACTER Character, ITEM Item, STRING Event)   

CharacterUseItem(CHARACTER Character, ITEM Item, STRING Event)   

CharacterMoveItemToTrigger(CHARACTER Character, ITEM Item, TRIGGER Trigger, INT Amount, STRING Event)   

CharacterConsume(CHARACTER Character, STRING Potion, OUT INT ConsumeHandle)   

CharacterUnconsume(CHARACTER Character, INT ConsumeHandle)   

CharacterAddAttribute(CHARACTER Character, STRING Attribute, INT Value)   

CharacterRemoveAttribute(CHARACTER Character, STRING Attribute, INT Value)   

CharacterGetBaseAttribute(CHARACTER Character, STRING Attribute, OUT INT Value)   

CharacterGetAttribute(CHARACTER Character, STRING Attribute, OUT INT Value)   

CharacterAddAbility(CHARACTER Character, STRING Ability, INT Value)   

CharacterRemoveAbility(CHARACTER Character, STRING Ability, INT Value)   

CharacterGetAbility(CHARACTER Character, STRING Ability, OUT INT Value)   

CharacterGetOwner(CHARACTER Character, OUT CHARACTER Owner)   

CharacterIsInGroup(CHARACTER Character, STRING Group, OUT INT Bool)   

ActivateTrade(CHARACTER Player, CHARACTER Trader, INT CanRepair, INT CanIdentify, INT CanSell)   

StartPickpocket(CHARACTER Player, CHARACTER NPC, INT Success)   

ExecuteDeal(CHARACTER Character, INT Deal, INT AttitudeDiff)   

TradeBalance(CHARACTER Player, CHARACTER Trader, OUT INT Balance)   

CharacterGetEquippedWeapon(CHARACTER Character, OUT INT ItemHandle)   

CharacterGetEquippedShield(CHARACTER Character, OUT INT ItemHandle)   

CharacterSetFollowCharacter(CHARACTER Character, CHARACTER CharacterToFollow)   

CharacterGetClosestAllyWhoSeesMeAndMyAttackerAndCanFight(CHARACTER Source, CHARACTER Attacker, OUT CHARACTER ClosestAllyWhoSeesMe)   

CharacterHasStatus(CHARACTER Character, STRING Status, OUT INT Bool)   

CharacterDetachFromGroup(CHARACTER Character)   

CharacterLockGroup(CHARACTER Character, INT Bool)   

CharacterGetInventoryGoldValue(CHARACTER Character, OUT INT Value)   

CharacterGetRepAttitudeTowardsPlayer(CHARACTER Character, CHARACTER Player, OUT INT RepAttitude)   

CharacterEnableReputationEffects(CHARACTER Character, INT Bool)   

CharacterAddAttitudeTowardsPlayer(CHARACTER Character, CHARACTER Player, INT Delta)   

CharacterIsFemale(CHARACTER Character, OUT INT Bool)   

CharacterAddReputation(CHARACTER Character, INT Delta)   

CharacterSetIsBoss(CHARACTER Character, INT IsBoss)   

CharacterIsBoss(CHARACTER Character, OUT INT Bool)   

CharacterSetCanSpotSneakers(CHARACTER Character, INT CanSpotSneakers)   

CharacterCanSpotSneakers(CHARACTER Character, OUT INT Bool)   

CharacterMoveWeaponsToContainer(CHARACTER Character, ITEM Container)   

CharacterLockAbility(CHARACTER Character, STRING Ability)   

CharacterUnlockAbility(CHARACTER Character, STRING Ability)   

CharacterIsDead(CHARACTER Character, OUT INT Bool)   

CharacterHasDefaultDialog(CHARACTER Character, OUT INT Bool)   

CharacterSetAnimationOverride(CHARACTER Character, STRING Animation)   

CharacterDied(CHARACTER Character)   

CharacterResurrected(CHARACTER Character)   

CharacterDying(CHARACTER Character)   

CharacterTemplateDied(STRING TemplateName)   

CharacterRequestsHomestead(CHARACTER Character)   

CharacterStatusChange(CHARACTER Character, STRING Status)   

CharacterStatusRemoved(CHARACTER Character, STRING Status)   

CharacterUsedItem(CHARACTER Character, ITEM Item)   

CharacterUsedItemTemplate(CHARACTER Character, STRING Template, INT ItemHandle)   

CharacterUsedItemFailed(CHARACTER Character, ITEM Item)   

CharacterMovedItem(CHARACTER Character, ITEM Item)   

CharacterMovedItemTemplate(CHARACTER Character, STRING Template)   

CharacterEnteredRegion(CHARACTER Character, STRING Region)   

CharacterLeftRegion(CHARACTER Character, STRING Region)   

CharacterSawCharacter(CHARACTER Character, CHARACTER OtherCharacter)   

CharacterSawSneakingCharacter(CHARACTER Character, CHARACTER OtherCharacter)   

CharacterLostSightOfCharacter(CHARACTER Character, CHARACTER OtherCharacter)   

CharacterAttackedByCharacter(CHARACTER Character, CHARACTER Source)   

CharacterAttackedByItem(CHARACTER Character, ITEM Source)   

CharacterKilledByCharacter(CHARACTER Character, CHARACTER Killer)   

CharacterTemplateKilledByCharacter(STRING CharacterTemplate, CHARACTER Killer)   

CharacterChangedAlginmentToCharacter(CHARACTER Character, CHARACTER OtherCharacter, INT NewRelation)   

CharacterEnteredTrigger(CHARACTER Character, TRIGGER Trigger)   

CharacterReceivedDamage(CHARACTER Character)   

CharacterLeftTrigger(CHARACTER Character, TRIGGER Trigger)   

CharacterSpottedItemUsed_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT crimeID)   

CharacterSpottedItemTemplateUsed_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT crimeID)   

CharacterSpottedItemMoved_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT crimeID)   

CharacterSpottedItemTemplateMoved_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT crimeID)   

CharacterSpottedItemTheft_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT Value, INT Handle, INT CrimeID, REAL X, REAL Y, REAL Z, REAL Pitch, REAL Yaw, REAL Roll, INT ContainerHandle)   

CharacterSpottedItemTemplateTheft_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT Amount, INT Value, INT LocalHandle, INT CrimeID, REAL X, REAL Y, REAL Z, REAL Pitch, REAL Yaw, REAL Roll, INT ContainerHandle)   

CharacterSpottedItemDestroyed_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT Value, INT CrimeID)   

CharacterSpottedItemTemplateDestroyed_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT Amount, INT Value, INT crimeID)   

CharacterSpottedItemAttacked_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT Value, STRING DamageType, INT CrimeID)   

CharacterSpottedItemTemplateAttacked_Redhanded(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT Amount, INT Value, STRING DamageType, INT crimeID, INT Handle)   

CharacterSpottedItemTheft_ByEvidence(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, ITEM Item, INT Value, INT Handle)   

CharacterSpottedItemTemplateTheft_ByEvidence(CHARACTER Offender, CHARACTER Spotter, CHARACTER Owner, STRING ItemTemplate, INT Amount)   

ItemHandleTheft(CHARACTER Offender, CHARACTER Owner, INT Value, INT Handle)   

CharacterPickpocketFailed(CHARACTER Player, CHARACTER NPC)   

CharacterAttitudeTowardsPlayerChanged(CHARACTER Character, CHARACTER Player, INT NewAttitude)   

CharacterEnteredCombat(CHARACTER Character, INT CombatID)   

CharacterSwitchedCombat(CHARACTER Character, INT OldCombatID, INT NewCombatID)   

CharacterLeftCombat(CHARACTER Character, INT CombatID)   

CharacterEvent(CHARACTER Character, STRING Event)   

CharacterItemEvent(CHARACTER Character, ITEM Item, STRING Event)   

CharacterItemHandleEvent(CHARACTER Character, INT ItemHandle, STRING Event)   

CharacterUsedSkill(CHARACTER Character, STRING Skill, STRING SkillElement)   

CharacterUsedSkillOnTarget(CHARACTER Character, CHARACTER TargetCharacter, STRING Skill, STRING SkillType)   

CharacterUsedSkillInTrigger(CHARACTER Character, STRING Skill, STRING SkillElement, TRIGGER Trigger)   

CharacterLearnedSkill(CHARACTER Character, STRING Skill)   

RequestPickpocket(CHARACTER Player, CHARACTER NPC)   

RequestTrade(CHARACTER Character, CHARACTER Trader)   

HappyWithDeal(CHARACTER Character, CHARACTER Trader, INT CharacterValue, INT TraderValue)   

TradeEnds(CHARACTER Character, CHARACTER Trader)   

CharacterScriptFrameFinished(CHARACTER Character, STRING FrameID)   

CharacterRelationChangedTo(CHARACTER Character, CHARACTER OtherCharacter, INT Attitude)   

CharacterDestroyedItem(CHARACTER Character, ITEM Item)   

CharacterDestroyedItemTemplate(CHARACTER Character, STRING ItemTemplate, INT ItemHandle)   

CharacterDisplayTextEnded(CHARACTER Character, STRING DisplayText)   

CharacterSetTemporaryRelationsFailed(CHARACTER Character1, CHARACTER Character2)   

CharacterIsPlayer(CHARACTER Character)   

CharacterLeveledUp(CHARACTER Character)   

CharacterTurnStarted(CHARACTER Character)   

CharacterTurnEnded(CHARACTER Character)   

CharacterUnlockedTalent(CHARACTER Character, STRING Talent)   

MessageBoxClosed(CHARACTER Character, STRING Message)   

ItemHandleSendToHomestead(CHARACTER FromCharacter, INT ItemHandle)   

CharacterTraitChanged(CHARACTER Character, STRING Trait)   

ItemTeleportToTrigger(ITEM Item, TRIGGER Trigger)   

ItemTeleportToPosition(ITEM Item, REAL X, REAL Y, REAL Z)   

ItemDragToTrigger(ITEM Item, TRIGGER Trigger)   

ItemMoveToTrigger(ITEM Item, TRIGGER Trigger, REAL Speed, REAL Acceleration, INT UseRotation)   

ItemGetUUID(ITEM Item, OUT STRING UUID)   

ItemToCharacter(ITEM Item, CHARACTER Character)   

ItemHandleToCharacter(INT ItemHandle, CHARACTER Character, INT Amount)   

ItemHandleToContainer(INT ItemHandle, ITEM Item, INT Amount)   

ItemHandleToTransform(INT ItemHandle, REAL X, REAL Y, REAL Z, REAL Pitch, REAL Yaw, REAL Roll, INT Amount, CHARACTER OwnerCharacter)   

ItemToContainer(ITEM Item, ITEM Container, INT Amount)   

ItemToContainerHandle(ITEM Item, INT Container, INT Amount)   

ItemHandleToContainerHandle(INT ItemHandle, INT Container, INT Amount)   

ItemTemplateDropFromCharacter(STRING ItemTemplate, CHARACTER Character, INT Count)   

ItemTemplateRemoveFromCharacter(STRING ItemTemplate, CHARACTER Character, INT Count)   

ItemTemplateRemoveFromContainer(STRING ItemTemplate, ITEM Item, INT Count)   

ItemTemplateRemoveFromParty(STRING ItemTemplate, INT Count)   

ItemTemplateAddToCharacter(STRING ItemTemplate, CHARACTER Character, INT Count)   

CreateItemTemplateAtPosition(STRING ItemTemplate, REAL X, REAL Y, REAL Z, OUT INT ItemHandle)   

ItemTransformIntoItemTemplate(ITEM Item, STRING ItemTemplate)   

ItemDrop(ITEM Item)   

ItemHandleDrop(INT ItemHandle)   

ItemRemove(ITEM Item)   

CharacterMoveAllItemsToCharacter(CHARACTER FromCharacter, CHARACTER ToCharacter, INT ResetUnsoldItems)   

ContainerMoveAllItemsToContainer(ITEM FromContainer, ITEM ToContainer, INT ResetUnsoldItems)   

CharacterMoveAllItemsToContainer(CHARACTER FromCharacter, ITEM ToContainer, INT ResetUnsoldItems)   

ContainerMoveAllItemsToCharacter(ITEM FromContainer, CHARACTER ToCharacter, INT ResetUnsoldItems)   

ItemIsInCharacterInventory(ITEM Item, CHARACTER Character, OUT INT Bool)   

ItemHandleIsInCharacterInventory(INT ItemHandle, CHARACTER Character, OUT INT Bool)   

ItemIsInPartyInventory(ITEM Item, OUT INT Bool)   

ItemTemplateIsInCharacterInventory(CHARACTER Character, STRING Template, OUT INT Count)   

ItemTemplateIsInContainer(ITEM Item, STRING Template, OUT INT Count)   

GetItemhandleForItemTemplateInInventory(CHARACTER Character, STRING Template, OUT INT Itemhandle)   

ItemLock(ITEM Item, STRING Key)   

ItemUnLock(ITEM Item)   

ItemIsOpened(ITEM Item, OUT INT Opened)   

DoorIsOpening(ITEM Door, OUT INT Opening)   

ItemIsClosed(ITEM Item, OUT INT Closed)   

DoorIsClosing(ITEM Door, OUT INT Closing)   

ItemIsLocked(ITEM Item, OUT INT Locked)   

ItemHandleIsLocked(INT ItemHandle, OUT INT Locked)   

ItemHandleIsContainer(INT ItemHandle, OUT INT IsContainer)   

ItemOpen(ITEM Item)   

ItemPlayAnimation(ITEM Item, STRING Animation)   

ItemClose(ITEM Item)   

ItemDestroy(ITEM Item)   

ItemGetProperty(ITEM Item, STRING Property, OUT STRING Value)   

ItemHandleGetProperty(INT Handle, STRING Property, OUT STRING Value)   

ItemGetByName(STRING Name, OUT ITEM Item)   

ItemClearOwner(ITEM Item)   

ItemSetEvent(ITEM Item, STRING EventName)   

ItemHandleSetEvent(INT ItemHandle, STRING EventName)   

ItemHandleSetCanInteract(INT ItemHandle, INT bool)   

ItemSetCanInteract(ITEM Item, INT bool)   

ItemSetCanPickUp(ITEM Item, INT bool)   

ItemSetCanMove(ITEM Item, INT bool)   

ItemSetOwner(ITEM Item, CHARACTER NewOwner)   

ItemHandleSetOwner(INT ItemHandle, CHARACTER NewOwner)   

ItemSetOnlyOwnerCanUse(ITEM Item, INT bool)   

ItemSetStoryItem(ITEM Item, INT bool)   

ItemLaunchIterator(STRING Event)   

ItemPlayEffect(ITEM Item, STRING FxName)   

ItemPlayLoopEffect(ITEM Item, STRING FxName, OUT INT FxHandle)   

ItemPlayBeamEffect(ITEM Item, CHARACTER Character, STRING FxName, STRING SourceBone, STRING TargetBone)   

ItemPlayBeamEffectToItem(ITEM Item, ITEM Item, STRING FxName, STRING SourceBone, STRING TargetBone)   

ItemPlayLoopBeamEffect(ITEM Item, CHARACTER Character, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

ItemPlayLoopBeamEffectToItem(ITEM Item, ITEM Item, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

ItemHandlePlayLoopBeamEffect(INT ItemHandle, CHARACTER Character, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

ItemHandlePlayLoopBeamEffectToItem(INT ItemHandle, ITEM Item, STRING FxName, STRING SourceBone, STRING TargetBone, OUT INT FxHandle)   

ItemPlaySound(ITEM Item, STRING SoundEvent)   

ItemSetVarInteger(ITEM Item, STRING VarName, INT VarValue)   

ItemSetVarFloat(ITEM Item, STRING VarName, REAL VarValue)   

ItemSetVarString(ITEM Item, STRING VarName, STRING VarValue)   

ItemSetVarFixedString(ITEM Item, STRING VarName, STRING VarValue)   

ItemSetVarCharacter(ITEM Item, STRING VarName, CHARACTER VarValue)   

ItemSetVarItem(ITEM Item, STRING VarName, ITEM VarValue)   

ItemSetVarTrigger(ITEM Item, STRING VarName, TRIGGER VarValue)   

ItemGetVarInteger(ITEM Item, STRING VarName, OUT INT VarValue)   

ItemGetVarFloat(ITEM Item, STRING VarName, OUT REAL VarValue)   

ItemGetVarString(ITEM Item, STRING VarName, OUT STRING VarValue)   

ItemHandleGetVarString(INT ItemHandle, STRING VarName, OUT STRING VarValue)   

ItemGetVarFixedString(ITEM Item, STRING VarName, OUT STRING VarValue)   

ItemGetVarCharacter(ITEM Item, STRING VarName, OUT CHARACTER VarValue)   

ItemGetVarItem(ITEM Item, STRING VarName, OUT ITEM VarValue)   

ItemGetVarTrigger(ITEM Item, STRING VarName, OUT TRIGGER VarValue)   

ItemIsInTrigger(ITEM Item, TRIGGER Trigger, OUT INT Bool)   

ItemIsStoryItem(ITEM Item, OUT INT Bool)   

ItemDebugText(ITEM Item, STRING Text)   

ItemApplyStatus(ITEM Item, STRING Status, REAL Duration, INT Force)   

ItemRemoveStatus(ITEM Item, STRING Status)   

ItemHasStatus(ITEM Item, STRING Status, OUT INT Bool)   

ItemDisplayText(ITEM Item, STRING Text)   

ItemGetClosestPlayer(ITEM Item, OUT CHARACTER Player)   

ItemGetHandle(ITEM Item, OUT INT Handle)   

ItemGetPosition(ITEM Item, OUT REAL X, OUT REAL Y, OUT REAL Z)   

ItemGetRegion(ITEM Item, OUT STRING Region)   

ItemHandleGetPosition(INT ItemHandle, OUT REAL X, OUT REAL Y, OUT REAL Z)   

ItemCreateAtTrigger(TRIGGER Trigger, STRING TemplateId)   

CreateKickstarterMessageInABottleItemAtTrigger(TRIGGER Trigger, STRING TemplateId)   

ItemHandleDelete(INT ItemHandle)   

ItemRotateY(ITEM Item, REAL Angle, REAL Speed)   

ItemSetDurability(INT ItemHandle, INT Durability)   

ItemGetDurability(INT ItemHandle, OUT INT Durability)   

ItemGetHealthPoints(ITEM Item, OUT INT HP)   

ItemHandleGetHealthPoints(INT ItemHandle, OUT INT HP)   

ItemCanSitOn(ITEM Item, OUT INT Bool)   

ItemTemplateCanSitOn(STRING Template, OUT INT Bool)   

ContainerGetGoldValue(ITEM Container, OUT INT Value)   

ItemAddedToCharacter(ITEM Item, CHARACTER Character)   

ItemOpened(ITEM Item)   

ItemTemplateOpening(STRING ItemTemplate, INT ItemHandle, CHARACTER Character)   

ItemDestroying(ITEM Item)   

ItemDestroyed(ITEM Item)   

ItemHandleDestroyed(INT ItemHandle)   

ItemTemplateDestroyed(STRING TemplateID, INT ItemHandle)   

ItemCreatedAtTrigger(TRIGGER Trigger, STRING TemplateID, INT ItemHandle)   

ItemClosed(ITEM Item)   

ItemDropped(ITEM Item)   

ItemHandleDropped(INT ItemHandle)   

ItemEnteredTrigger(ITEM Item, TRIGGER Trigger, CHARACTER Mover)   

ItemTemplateEnteredTrigger(STRING ItemTemplate, INT Item, TRIGGER Trigger, CHARACTER Owner, CHARACTER Mover)   

ItemLeftTrigger(ITEM Item, TRIGGER Trigger, CHARACTER Mover)   

ItemTemplateLeftTrigger(STRING ItemTemplate, INT Item, TRIGGER Trigger, CHARACTER Owner, CHARACTER Mover)   

ItemAddedToContainer(ITEM Item, ITEM Container)   

ItemTemplateAddedToCharacter(STRING ItemTemplate, INT ItemHandle, CHARACTER Character)   

ItemTemplateAddedToContainer(STRING ItemTemplate, INT ItemHandle, ITEM Container)   

ItemRemovedFromCharacter(ITEM Item, CHARACTER Character)   

ItemTemplateRemovedFromCharacter(STRING ItemTemplate, INT ItemHandle, CHARACTER Character)   

ItemRemovedFromContainer(ITEM Item, ITEM Container)   

ItemTemplateRemovedFromContainer(STRING ItemTemplate, INT ItemHandle, ITEM Container)   

ItemEquipped(ITEM Item, CHARACTER Character)   

ItemUnEquipped(ITEM Item, CHARACTER Character)   

ItemTemplateEquipped(STRING ItemTemplate, CHARACTER Character)   

ItemTemplateUnEquipped(STRING ItemTemplate, CHARACTER Character)   

ItemTransformed(ITEM Item, STRING ItemTemplate)   

ItemSetOnstage(ITEM Item, INT Bool)   

ItemSetVisible(ITEM Item, INT Bool)   

ItemHandleSetOnStage(INT ItemHandle, INT Bool)   

ItemMoved(ITEM Item)   

ItemTemplateMoved(STRING ItemTemplate, INT ItemHandle)   

ItemEvent(ITEM Item, STRING Event)   

ItemDisplayTextEnded(ITEM Item, STRING DisplayText)   

ItemTemplateCombinedWithItemTemplate(STRING FirstItemTemplate, STRING SecondItemTemplate, CHARACTER Character, INT NewItem)   

ItemHandleAttackedByCharacter(INT ItemHandle, CHARACTER Source, STRING DamageType)   

ItemAttackedByCharacter(ITEM Item, CHARACTER Source, STRING DamageType)   

ItemAttackedByItem(ITEM Item, ITEM Source, STRING DamageType)   

ItemStatusChange(ITEM Item, STRING Status)   

ItemStatusRemoved(ITEM Item, STRING Status)   

ItemStackedWith(INT ItemHandle, INT StackedWithHandle)   

ItemHandleMovedFromCharacterToCharacter(INT ItemHandle, CHARACTER FromCharacter, CHARACTER ToCharacter, INT Value)   

ItemsScatteredAt(REAL X, REAL Y, REAL Z)   

DialogStartOneSpeakerDialog(STRING Dialog, CHARACTER Character)   

DialogStartTwoSpeakerDialog(STRING Dialog, CHARACTER Character, CHARACTER Character2)   

DialogStartThreeSpeakerDialog(STRING Dialog, CHARACTER Character, CHARACTER Character2, CHARACTER Character3)   

DialogStartFourSpeakerDialog(STRING Dialog, CHARACTER Character, CHARACTER Character2, CHARACTER Character3, CHARACTER Character4)   

DialogStartFiveSpeakerDialog(STRING Dialog, CHARACTER Character, CHARACTER Character2, CHARACTER Character3, CHARACTER Character4, CHARACTER Character5)   

DialogStartOneSpeakerItemDialog(STRING Dialog, ITEM Item)   

DialogStartTwoSpeakerItemDialog(STRING Dialog, ITEM Item, CHARACTER Character)   

DialogStartThreeSpeakerItemDialog(STRING Dialog, CHARACTER Character, CHARACTER Character2, ITEM Item)   

DialogRequestStop(STRING Dialog, CHARACTER Character)   

DialogRequestStopForItem(STRING Dialog, ITEM Item)   

DialogRequestStopForCharacter(CHARACTER Character)   

StartDefaultDialog(CHARACTER Character, CHARACTER Player)   

DialogIsRunning(OUT INT Bool)   

DialogGetNumberOfInvolvedPlayers(INT InstanceID, OUT INT Count)   

DialogGetInvolvedPlayer(INT InstanceID, INT Index, OUT CHARACTER Player)   

DialogGetNumberOfInvolvedNPCs(INT InstanceID, OUT INT NumberOfNPCs)   

DialogGetInvolvedNPC(INT InstanceID, INT Index, OUT CHARACTER NPC)   

DialogIsInvolvedNPCInGroup(INT InstanceID, INT Index, STRING Group, OUT INT Bool)   

DialogHasRun(STRING Dialog, OUT INT Bool)   

DialogStarted(STRING Dialog, INT InstanceID)   

AutomatedDialogStarted(STRING Dialog, INT InstanceID)   

DualDialogStart(STRING Dialog, INT InstanceID)   

AutomatedDialogEnded(STRING Dialog, INT InstanceID)   

DialogEnded(STRING Dialog, INT InstanceID)   

DialogSetCharacterEvent(STRING Flag, CHARACTER Character, INT DialogInstance)   

DialogSetItemEvent(STRING Flag, ITEM Item, INT DialogInstance)   

DialogClearCharacterEvent(STRING Flag, CHARACTER Character, INT DialogInstance)   

DialogClearItemEvent(STRING Flag, ITEM Item, INT DialogInstance)   

GlobalSetEvent(STRING Flag)   

GlobalClearEvent(STRING Flag)   

DialogGetLocalEventString(INT DialogInstance, STRING LocalEvent, OUT STRING Value)   

DialogGetLocalEvent(INT DialogInstance, STRING LocalEvent, OUT INT Value)   

DialogSetNodeFlag(INT DialogInstance, STRING Node, STRING Flag)   

StartDialogConflict(CHARACTER Character1, STRING SelectedStat, INT SituationBonus, CHARACTER Character2, STRING SelectedStat2, INT SituationBonus2, INT InstanceID)   

DialogStartKickstarterDualDialog(CHARACTER Character, CHARACTER Character2)   

DialogStartRequested(CHARACTER Character, CHARACTER Character)   

GlobalEventSet(STRING FlagName)   

GlobalEventCleared(STRING FlagName)   

DialogCharacterEventSet(STRING FlagName, CHARACTER Character, INT DialogInstance)   

DialogItemEventSet(STRING FlagName, ITEM Item, INT DialogInstance)   

DialogCharacterEventCleared(STRING FlagName, CHARACTER Character, INT DialogInstance)   

DialogItemEventCleared(STRING FlagName, ITEM Item, INT DialogInstance)   

ShowMapMarker(STRING MarkerID, INT Show)   

TimerLaunch(STRING Timer, INT Time)   

TimerCancel(STRING Timer)   

TimerPause(STRING Timer)   

TimerUnpause(STRING Timer)   

MusicPlay(STRING EventName)   

MoviePlay(CHARACTER Character, STRING Event)   

CameraActivate(CHARACTER Character, STRING Name, REAL Time, INT HideUI, INT Smooth, INT HideShroud)   

CameraLockOnNpc(CHARACTER Trigger)   

QuestUpdate(STRING Quest, STRING Status)   

QuestAdd(STRING Quest)   

QuestClose(STRING Quest)   

AddSecret(STRING Secret)   

UnlockJournalRecipe(STRING RecipeID)   

SetHomesteadKeyState(INT State)   

GameEnd()   

ShroudRender(INT Enable)   

DebugBreak(STRING Message)   

ShroudSetInTrigger(TRIGGER Trigger, INT Enable)   

FadeToBlack(CHARACTER Character, REAL Seconds, INT ToBlack)   

OpenCustomBookUI(CHARACTER Character, STRING Bookname)   

AddEntryToCustomBook(STRING Bookname, STRING Entryname)   

RemoveEntryFromCustomBook(STRING Bookname, STRING Entryname)   

OpenWaypointUI(CHARACTER Character, STRING CurrentWaypoint, ITEM Item)   

UnlockWaypoint(STRING WaypointName, TRIGGER Trigger)   

LockWaypoint(STRING WaypointName)   

RegisterWaypoint(STRING WaypointName, ITEM Item)   

TriggerCreateSurface(TRIGGER Trigger, STRING SurfaceType, REAL Radius)   

TriggerCreatePuddle(TRIGGER Trigger, STRING SurfaceType, INT CellAmountMin, INT CellAmountMax, INT GrowAmountMin, INT GrowAmountMax, REAL GrowTime)   

LaunchCallbackEvent(STRING Event)   

PlayEffectAtPosition(STRING FxName, REAL X, REAL Y, REAL Z)   

PlayScaledEffectAtPosition(STRING FxName, REAL Scale, REAL X, REAL Y, REAL Z)   

GetClosestPlayerToPosition(REAL X, REAL Y, REAL Z, OUT CHARACTER Player)   

EndCombat(INT CombatID)   

PlayEffectAtCharacter(STRING FxName, CHARACTER Target)   

PlayEffectAtItem(STRING FxName, ITEM Target)   

PlayEffectAtTrigger(STRING FxName, TRIGGER Target)   

PlayLoopEffectAtTrigger(STRING FxName, TRIGGER Target, OUT INT FxHandle)   

StopLoopEffect(INT FxHandle)   

MakePlayerActive(CHARACTER Target)   

CombatGetNumberOfInvolvedPlayers(INT CombatID, OUT INT NumPlayers)   

CombatGetNumberOfInvolvedPartyMembers(INT CombatID, OUT INT NumPartyMembers)   

CombatGetInvolvedPlayer(INT CombatID, INT PlayerIndex, OUT CHARACTER Player)   

CombatGetInvolvedPartyMember(INT CombatID, INT PartyMemberIndex, OUT CHARACTER PartyMember)   

CombatGetIDForCharacter(CHARACTER Player, OUT INT CombatID)   

CreateExplosionAtItem(ITEM Item, REAL ExplosionRadius, INT Level)   

GetMultiplayerCharacter(CHARACTER Character, OUT CHARACTER MultiplayerCharacter)   

AutoSave()   

ShowGameOverMenu()   

OnCompanionDismissed(CHARACTER Character)   

ShowNotification(STRING Text)   

ShowTutorial(CHARACTER Character, STRING Text, INT ButtonID, STRING Category)   

UnlockAchievement(STRING AchievementID)   

EnableSendToHomestead(INT Bool)   

KillCombatFor(CHARACTER Character)   

HasKickstarterDialogReward(OUT INT Bool)   

CharacterHasDLC(CHARACTER Character, INT DLCId, OUT INT HasDLC)   

TimerFinished(STRING Timer)   

RegionStarted(STRING NewRegion)   

GameStarted(STRING LevelName)   

RegionEnded(STRING Region)   

CreditsEnded()   

CallbackEvent(STRING Event)   

CharacterCreationFinished(CHARACTER Character)   

HenchManHiredFinished(CHARACTER Character, INT Hired)   

GameBookInterfaceClosed(ITEM Item, CHARACTER Character)   

SavegameLoaded(INT Major, INT Minor, INT Revision, INT Build)   

FleeCombat(INT CombatID)   

MovieFinished(STRING MovieName)   

DifficultyChanged(INT DifficultyLevel)   

ToggledTacticalCamera(CHARACTER Character, INT Enabled)   

TriggerKillEnemies(TRIGGER AreaTrigger)   

TriggerGetUUID(TRIGGER Trigger, OUT STRING UUID)   

TriggerSetItemOwner(TRIGGER AreaTrigger, CHARACTER Owner)   

TriggerClearItemOwner(TRIGGER AreaTrigger)   

TriggerLaunchIterator(TRIGGER Trigger, STRING Event)   

TriggerRemoveAllItemTemplates(TRIGGER Trigger, STRING ItemTemplate)   

TriggerGetPosition(TRIGGER Trigger, OUT REAL X, OUT REAL Y, OUT REAL Z)   

TriggerGetClosestPlayer(TRIGGER Trigger, OUT CHARACTER Player)   

TriggerRegisterForCharacter(TRIGGER Trigger, CHARACTER Character)   

TriggerUnregisterForCharacter(TRIGGER Trigger, CHARACTER Character)   

TriggerRegisterForPlayers(TRIGGER Trigger)   

TriggerUnregisterForPlayers(TRIGGER Trigger)   

TriggerRegisterForItems(TRIGGER Trigger)   

TriggerUnregisterForItems(TRIGGER Trigger)   

CharacterTemplatesInTrigger(STRING Template, TRIGGER Trigger, OUT INT Count)   

TriggerSetAtmosphere(STRING TriggerUUID, STRING Atmosphere)   

TriggerResetAtmosphere(STRING TriggerUUID)   

TriggerClearItemTemplateOwners(TRIGGER Trigger, STRING ItemTemplate)   

StringConcatenate(STRING StringA, STRING StringB, OUT STRING Result)   

StringContains(STRING StringA, STRING StringB, OUT INT Bool)   

GameEventSet(STRING Event)   

GameEventCleared(STRING Event)   

TextEventSet(STRING Event)   


Re: Story Editor Functions [Re: Rhidian] #531245
29/07/14 12:01 AM
29/07/14 12:01 AM
Joined: Dec 2013
Posts: 22
Sunjammer Offline

stranger
Sunjammer  Offline

stranger

Joined: Dec 2013
Posts: 22
I'm sorry you went to the trouble: I thought I'd mentioning that I had already done this and was in the process is creating the templates for the wiki (so each function can have its own page). Sorry if I hadn't made that clearer: I hope you didn't waste too much time on it.


Sunjammer
Code Monkey
Divinity Engine Wiki
Re: Story Editor Functions [Re: Rhidian] #531256
29/07/14 12:17 AM
29/07/14 12:17 AM
Joined: Oct 2013
Posts: 395
eRe4s3r Offline

enthusiast
eRe4s3r  Offline

enthusiast

Joined: Oct 2013
Posts: 395
Sunjammer can you add the info related to triggers for character creation and combat start (and the procedure to get both working) to the tutorial section? Including detailed instructions (in text) how to get a map setup (trigger names, specific problems with regenerating AIDATA.DAT etc.)

Currently that's all missing, and the Information is slowly getting forgotten again until nobody can find it anymore.

Re: Story Editor Functions [Re: Rhidian] #531258
29/07/14 12:20 AM
29/07/14 12:20 AM
Joined: Jul 2014
Posts: 459
R
Rhidian Offline OP
addict
Rhidian  Offline OP
addict
R

Joined: Jul 2014
Posts: 459
Thanks to the wonders of the Replace function (with a pinch of Regular Expression searching) I didn't spend that much time on it. I figured it would be good to at least have this information out there since it's not on the wiki yet (and I didn't know you were already in the process of putting it up).

Re: Story Editor Functions [Re: Rhidian] #531727
29/07/14 07:36 PM
29/07/14 07:36 PM
Joined: Dec 2013
Posts: 22
Sunjammer Offline

stranger
Sunjammer  Offline

stranger

Joined: Dec 2013
Posts: 22
Originally Posted By: eRe4s3r
Sunjammer can you add the info related to triggers for character creation and combat start (and the procedure to get both working) to the tutorial section? Including detailed instructions (in text) how to get a map setup (trigger names, specific problems with regenerating AIDATA.DAT etc.)

Currently that's all missing, and the Information is slowly getting forgotten again until nobody can find it anymore.

If you point me in the right direction (i.e. link me to the threads you are talking about) then we can see about getting the information transferred. I'm kind of hoping that people will start using the wiki more going forwards and if any tutorial writers need help migrating stuff over the wiki they can let me know.

Originally Posted By: Rhidian
Thanks to the wonders of the Replace function (with a pinch of Regular Expression searching) I didn't spend that much time on it. I figured it would be good to at least have this information out there since it's not on the wiki yet (and I didn't know you were already in the process of putting it up).

I don't feel so bad now. If you are interested you can see what I've been up to/have planned for some of the scripting content by visiting my user page on the wiki. I'm hoping to have the GeSHi language files for the story and dialog syntaxes done tonight!


Sunjammer
Code Monkey
Divinity Engine Wiki
Re: Story Editor Functions [Re: Rhidian] #546921
22/08/14 08:12 AM
22/08/14 08:12 AM
Joined: Jul 2014
Posts: 459
R
Rhidian Offline OP
addict
Rhidian  Offline OP
addict
R

Joined: Jul 2014
Posts: 459
It's been around 4 weeks now and the scripting pages on the wiki don't appear to have incorporated this information.

(This post is bumping this topic up so that I don't have to keep Searching "4 Weeks Ago" to find the list of story functions)

Re: Story Editor Functions [Re: Rhidian] #547077
22/08/14 12:53 PM
22/08/14 12:53 PM
Joined: Jul 2014
Posts: 56
Finland
BioSpirit Offline
journeyman
BioSpirit  Offline
journeyman

Joined: Jul 2014
Posts: 56
Finland
Osiris is pretty good but there are a lot of work that would need to be done to make it more powerful.

There are a few thing that I am missing from the Osiris:

1) From all entries those will match the initial query: pick a random entry and forward it
2) From all entries those will match the initial query: pick the first entry and forward it
3) ELSE Statement !!!!!!!!!

For an example:

PROC DisplayRandomComment((CHARACTER)_Char)
AND RANDOM(DB_MyNPC_RandomComments(_Comment))
THEN
CharacterDisplayText(_Char, _Comment)

// ----------------------------------------------------

IF CharacterEnteredTrigger(_Char, TRIGGER_MyTrigger)
AND _Char.isPlayer()
AND FIRST(DB_MyNPC_QueuedComments(_Comment))
THEN
NOT DB_MyNPC_QueuedComments(_Comment)
CharacterDisplayText(CHARACTER_My_NPC, _Comment)
ELSE
DisplayRandomComment(CHARACTER_My_NPC)


Also it would be a nice feature to allow a use of databases in a dialogs

CONDITION DB_MyGlobalFlags("QuestCompleted")
CHECK c

// ----------------------------------------------------

ACTION DB_MyGlobalFlags("QuestCompleted")
ACTION DB_MyNPC_QueuedComments("Talk_About_This")
ACTION DB_MyNPC_RandomComments("Talk_About_This")


EDIT: I managed to do all that is described above by indexing the entries but with a current Osiris a simple things can become pretty complicated.



Last edited by BioSpirit; 22/08/14 12:56 PM.
Re: Story Editor Functions [Re: Rhidian] #547082
22/08/14 01:32 PM
22/08/14 01:32 PM
Joined: Jul 2014
Posts: 204
Noaloha Offline
enthusiast
Noaloha  Offline
enthusiast

Joined: Jul 2014
Posts: 204
Please take what I'm about to post with the usual disclaimer covering *all* my posts about scripting -- I don't know what the hell I'm talking about, this is all new and weird for me, I'm making stuff up as I go along! -- and what you just posted BioSpirit reminded me of some odd code I found in the Greevers.txt.

You've very, very likely already seen it, or are simply smart enough to know this already, but on the off chance that it's relevant to your interest and new to you, it's some stuff about a First-In-Last-Out 'stacking' structure. It specifically came to mind when I read your (2) request.

Click to reveal..
Code:
//REGION Stacks

//Stacks are a useful tool to mimic a FILO stack structure.
//Add items using the Stack((STRING)_ID,_Value) command.
//At any time you can query for TopOfStackCharacter((STRING)_ID,_Value), TopOfStackItem((STRING)_ID,_Value) or TopOfStackTrigger((STRING)_ID,_Value)
//If you wish to pop the top member of the stack, just call PopStack((STRING)_ID);
PROC
Stack_Internal((STRING)_ID,(STRING)_Value)
AND
NOT DB_StackInternalCounter(_,_ID)
THEN
DB_StackInternalCounter(0,_ID);
TopOfStack(_ID,_Value);

PROC
Stack_Internal((STRING)_ID,(STRING)_Value)
AND
DB_StackInternalCounter(_Amount,_ID)
AND
IntegerSum(_Amount,1,_NewAmount)
AND
TopOfStack(_ID,_TopValue)
THEN
NOT DB_StackInternalCounter(_Amount,_ID);
DB_StackInternalCounter(_NewAmount,_ID);
DB_StackInternalMember(_NewAmount,_ID,_Value);
NOT TopOfStack(_ID,_TopValue);
TopOfStack(_ID,_Value);

PROC
PopStack((STRING)_ID)
AND
DB_StackInternalCounter(1,_ID)
AND
TopOfStack(_ID,_Value)
THEN
NOT TopOfStack(_ID,_Value);
NOT DB_StackInternalCounter(1,_ID);
NOT DB_StackInternalMember(1,_ID,_Value);
ProcClearOldTopOfStackCharacter(_ID);
ProcClearOldTopOfStackItem(_ID);
ProcClearOldTopOfStackTrigger(_ID);

PROC
PopStack((STRING)_ID)
AND
DB_StackInternalCounter(_Amount,_ID)
AND
IntegerSubtract(_Amount,1,_NewAmount)
AND
DB_StackInternalMember(_Amount,_ID,_OldTopValue)
AND
DB_StackInternalMember(_NewAmount,_ID,_NewTopValue)
THEN
NOT DB_StackInternalCounter(_Amount,_ID);
DB_StackInternalCounter(_NewAmount,_ID);
NOT DB_StackInternalMember(_Amount,_ID,_OldTopValue);
NOT TopOfStack(_ID,_OldTopValue);
TopOfStack(_ID,_NewTopValue);

PROC
StackCharacter((STRING)_ID,(CHARACTER)_Value)
AND
CharacterGetUUID(_Value,_UUID)
THEN
StackType(_ID,"Character");
Stack_CharacterUUID(_Value,_UUID);
Stack_Internal(_ID,_UUID);

PROC
StackItem((STRING)_ID,(ITEM)_Value)
AND
ItemGetUUID(_Value,_UUID)
THEN
StackType(_ID,"Item");
Stack_ItemUUID(_Value,_UUID);
Stack_Internal(_ID,_UUID);

PROC
StackTrigger((STRING)_ID,(TRIGGER)_Value)
AND
TriggerGetUUID(_Value,_UUID)
THEN
StackType(_ID,"Trigger");
Stack_TriggerUUID(_Value,_UUID);
Stack_Internal(_ID,_UUID);

IF
TopOfStack(_ID,_UUID)
AND
StackType(_ID,"Character")
AND
Stack_CharacterUUID(_Value,_UUID)
THEN
ProcClearOldTopOfStackCharacter(_ID);
TopOfStackCharacter(_ID,_Value);

IF
TopOfStack(_ID,_UUID)
AND
StackType(_ID,"Item")
AND
Stack_ItemUUID(_Value,_UUID)
THEN
ProcClearOldTopOfStackItem(_ID);
TopOfStackItem(_ID,_Value);

IF
TopOfStack(_ID,_UUID)
AND
StackType(_ID,"Trigger")
AND
Stack_TriggerUUID(_Value,_UUID)
THEN
ProcClearOldTopOfStackTrigger(_ID);
TopOfStackTrigger(_ID,_Value);

PROC
ProcClearOldTopOfStackCharacter((STRING)_ID)
AND
TopOfStackCharacter(_ID,_Value)
THEN
NOT TopOfStackCharacter(_ID,_Value);

PROC
ProcClearOldTopOfStackItem((STRING)_ID)
AND
TopOfStackItem(_ID,_Value)
THEN
NOT TopOfStackItem(_ID,_Value);

PROC
ProcClearOldTopOfStackTrigger((STRING)_ID)
AND
TopOfStackTrigger(_ID,_Value)
THEN
NOT TopOfStackTrigger(_ID,_Value);

//END_REGION


Again, sorry if this is old news, or super obvious or whatever.


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