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CAOS-Programmierung: komplett

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Dieses Buch steht im Regal Programmierung.


Hinweis: Auf dieser Seite erhalten Sie eine komplette Übersicht

Zusammenfassung des Projekts

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  • Zielgruppe: Alle die Creatures / Dockingstation spielen
  • Lernziele: Das Wissen um die Programmiersprache Caos bewahren
  • Buchpatenschaft / Ansprechperson: Zur Zeit niemand, das Buch darf gerne übernommen werden.
  • Sind Co-Autoren gegenwärtig erwünscht?jeder ist willkommen
  • Aufbau des Buches:

Vorwort

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In diesem Buch versuche ich, alle wichtigen Aspekte rund um CAOS zusammen zu fassen.
Im Internet sind schon sehr viele Ansätze und Tutorials vorhanden, aber der Vorteil des WWW ist auch der Nachteil.
Oft wird die Website gelöscht und meist ist der Inhalt verloren; neue Interessenten stehen vor dem Problem, daß die gewünschte Information erst gesucht oder in Foren erfragt werden muß.
Es wird um rege Beteiligung gebeten, denn alleine so ein großes Projekt zu bewältigen ist sehr zeitaufwändig.

Für Win , Linux und Mac

Ausblick

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Es sind einige Jahre vergangen seit dem Creatures 1 erschienen ist. Ist es also sinnvoll, sich mit einer Programmiersprache zu beschäftigen, die erstens sehr speziell und nicht objektorientiert strukturiert usw." ist?
Dies muss natürlich jeder für sich entscheiden. Programme für DC/C3 benötigen CAOS. Als Spiel, das nichts mit DS zu tun hat, aber als Agent eingefügt werden kann, ist mir nur Asteroids bekannt. Vom Sprachumfang ist es natürlich möglich, vieles andere auch zu programmieren...
Ein neuer Ansatz ist ein Compiler, welcher zur Zeit entwickelt wird (pre alpha), welcher einen an C angelehnten Sprachsyntax hat.


Zu dem gibt es mit Openc2e eine hoffnungsvollen OpenSource Projekt, welches dann für das Lifandi Projekt, als neue Engine, Verwendung finden soll. Die Projekte leben natürlich nur vom Mitmachen. Also werden auch CAOS-Programmierer noch ein Betätigungsfeld finden. Und ich hoffe, dass CAOS auch für andere Projekte (Spiele) genutzt wird.
Ebenso wird auch ein Nachschlagewerk benötigt, für alle die neu hinzu kommen.

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Ich möchte so wenige Links wie möglich verwenden. Dies soll vor allem für neue Nutzer sein, die einen ersten Anlaufpunkt benötigen.

Hinweise zum Markenrecht

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Gameware Development, Creature Labs, CyberLife, Creatures, Creatures Adventures and Creatures Playground are registered trademarks of Gameware Development Ltd.. The Gameware Development, Creatures, Creatures 2, Creatures 3, Creatures Adventures, Creatures Playground, and Docking Station logos are trademarks of Gameware Development Ltd. in the United Kingdom and other countries


Die Abkürzung bedeutet Creatures Agent/Object Scripting. Dies ist die Scriptsprache, auf welcher die Spieleserie Creatures, Creatures 2, Creatures 3 und Dockingstation basieren. Zeitlich aufeinanderfolgend wurden viele Ergänzungen hinzugefügt und einiges wurde geändert. So ist Caos aus C3 nicht abwärtskompatibel zu C2.

CAOS wird verwendet, um die Umgebung, den Hintergrund und die Spielsteuerung zu programmieren. Das komplette Spiel DS (Dockingstation) ist in CAOS geschrieben.

Die verwendete Engine ist für Windows XP, Linux und Mac vorhanden, eine Open-Source-Variante ist openc2e. Basierend auf der DS-Engine wurde Edynn als Open-Source-Spiel in CAOS programmiert. Leider wurde die Entwicklung von Edynn eingestellt.

Rund um C3 und DS gibt es viele Möglichkeiten, sich kreativ zu betätigen. Sehr beliebt sind Agenten, Zusatz-Scripts mit eigenen Bilder-, Sound- und Helpdateien, gepackt als Agentfiles. Als Voraussetzung bzw. Ergänzung muß ich momentan noch auf die Links verweisen.

Ich werde versuchen, CAOS unabhängig vom Spiel C3/DS zu erklären; oft ist es aber sinnvoll, dies im Spielkontext zu sehen.


Abkürzungen:

C1, C2 C3 damit sind die Spielversionen Creatures 1 bis 3 gemeint
DS ist Dockingstation, die kostenlose und netzfähige Version von Creatures
Engine ist das Herzstück, der Scriptinterpreter in den verschiedenen Varianten (zB.engine.exe oder lc2e : Linux Creatures Evolution Engine)


Als Voraussetzung ist es notwendig, dass Dockingstation auf dem PC installiert ist. Des weiteren wird ein Texteditor benötigt.


Warnung : Jeder ist für sein tun verantwortlich, darum bitte BACKUP.

Legen Sie bitte einen neuen Ordner zum Testen an; siehe unten

Hinweis: Dieses Buch ist gerade in einem ersten Aufbau. Bei Interesse schreibe dein Wissen gern ohne große Formatierungen hier hinein...

Vorbereitung

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Linux

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Download von entsprechender Website. Installation z.B. nach folgendem Muster:

  • im Ordner /usr/local/ : chmod -R a+wr games ausführen
  • neuen Ordner "ds" erstellen im Desktop-Verzeichnis des Users
  • entpacken des Archivs nach ds
  • wechseln nach ds
  • einfügen mit Texteditor Zeile 3 : "REALLY_RUN_AS_ROOT=true"
  • im Terminal eingeben "sudo ./dstation-install "
  • Sprache auswählen;Fertig
  • nach erfolgter Installation
  • im Ordner /usr/local/games : chmod -R a+wr dockingstation ausführen
  • erstellen einer Kopie vom Ordner /usr/local/games/dockingstation als Ordner "test"
  • öffnen von dstation-install (im Ordner /usr/local/games/test) mit texteditor und ändern folgender Zeilen
 einfügen in Zeile 3 : "NO_CHECK=true"
 ändern Zeile 23     : DEFAULT_INSTALL_DEST=/usr/local/games/dockingstation in "DEFAULT_INSTALL_DEST=/usr/local/games/test"
 ändern Zeile 760    : DS_HOME=$HOME/.dockingstation in "DS_HOME=$HOME/.test"
 speichern !!
  • nochmaliges "./dstation-install " (nocheck ist schon gesetzt)
  • Starter auf dem Desktop anlegen, Ausführung im terminal und mit /usr/local/games/test/dstation-install als Befehl!
  • nun haben Sie eine Kopie der Dockingstation im Ordner /usr/local/games/test und im /home/USER/test stehen

Es wäre von Vorteil wenn jemand eine einfacheres Script schreibt (ohne Update-Check, da die Website nicht mehr existiert)

Für Puristen (kein Spiel sondern nur CAOS)
Nun kann man die "überflüssigen" Dateien im Bootstrap-Verzeichnis löschen. Doch Vorsicht! Auf alle Fälle sollten der Ordner 000 Switcher unverändertbleiben.
Im Ordner 010 Dockingstation sollten folgende Dateien noch vorhanden sein (MINIMAL):

  • !map.cos
  • !DS_game variables.cos
  • !kill duplicate Creatures 3 agents.cos
  • !meso enviroment.cos
  • !world_tints.cos
  • DS CAOS comandline.cos
  • dev tool.cos
  • ds gui-options.cos
  • DS keyboard handler.cos

Legen Sie einen neuen Ordner test an. Hier kommen die neuen cos Files. Nun klick auf den Desktop-starter, Dockingstation startet und falls der World-switcher-dialog nicht erscheint bitte auf "schließen" klicken; dann sollte er da sein.

Nachdem eine neue "Welt" erzeugt ist kann man "normal" auf Beenden klicken und Speichern dann ist man wieder im World-switcher-dialog.

Dieser Absatz ist stark an Creatures Wiki angelehnt.

  • Installiere von DS normal
  • Kopiere den Ordner dockingstation an eine beliebige Stelle
  • Umbenennen vom Ordner in z.B "test"
  • In dem neuen Ordner muß die Datei "machine.cfg" mit einem simplen Texteditor geöffnet werden
  • an der Stelle "Game Name" "Docking Station", soll Docking Station in z.B. "test" umbenannt werden
  • nun kann mit Doppelklick auf engine.exe das Spiel gestartet werden
  • Im Bootstrap Verzeichnis der Kopie gilt das gleich wie unter Linux

Dies sollte jemand schreiben der sich mit MAC auskennt

Begriffe

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Was ist Was

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Die Engine verarbeitet Scripte die im Bootstrap Ordner gespeichert sind.Ich möchte ein paar Begriffe erklären die DS spezifisch sind.

MAP
gemeint ist eine art Weltkarte , genauer gesagt ein Koordinatensystem X,Y mit einer größe von ca 10000 x 10000 Pixeln
(In manchen Addons wird die erweitert bis 100000 x 100000 Pixeln )
Anfandspunkt 0,0 ist Oben , Links wenn der Betrachter auf den Bildschirm schaut
Auf diese Ebene beziehen sich alle darauf folgenden Ebenen
dies muß am Anfang definiert werden siehe Befehl mapk löschen der MAP und brmi sezt Neuen Metaroom Index
Metaroom
eine Untermenge der Weltkarte , bekommt eine Metaroomnr. zugewiesen .Ist der eigentliche momentan sichtbare Bereich der
MAP die Koordinaten der einzelnen Bildelemente (zb.Agenten) sind relativ zum MAPursprung.
Benötigt ein Bild im 'blk' Format im Ordner Backgrounds
Room
ein Metaroom (siehe oben) ist in mehrere Räume unterteilt, die alle
verschiedene Eigenschaften erhalten können (z.B. Atembarkeit der Luft)
script
Agenten beinhalten mehrere scripts. Jedes script ist für ein bestimmtes Ereignis zuständig (z.B. "wurde fallen gelassen") und sorgt für die Ausführung von CAOS-Anweisungen, wenn das Ereignis eintritt. (Zulässige Ereignisse werden später aufgelistet)
Agent
ein Objekt in der Welt von Creatures 3 bzw. Docking Station. Alles, was eine Interaktion ermöglicht, ist als Agent zu verstehen. Dazu gehören auch die Hand (der Mauszeiger) und die Wesen selbst. Ein Agent wird klassifiziert durch 3 Zahlen (Family, Genus, Species). Die Hand wird mit 2 1 1 bezeichnet.
Door
Eine Tür kann einerseits eine Absperrung zwischen Rooms darstellen, die Bewegungen innerhalb von Metarooms einschränken oder zulassen kann. Andererseits kann man sie auch als Verbindungen zwischen Metarooms nutzen, die eine Reise in der ganzen Map ermöglichen.
NORN
Ein kleines putziges Wesen, ist A-Life. Künstliches Lebewesen welches mit der Umgebung interagiert, kommuniziert und manchmal auch beleidigt ist. Hat eine variable Lebensspanne und kann sich Fortpflanzen. Zum Anzeigen werden Sprites im *.c16 Format benötigt, welche die Anzeigeposition in der *.att-Datei gespeichert hat.In der *.gen und *.gno Datei sind die einzigartigen Gene gespeichert. Ein Norn besitzt ca. 800 Gene.

Speicherorte

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In der Datei machine.cfg werden die relativen Verzeichnisse definiert , aus welchen die Engine alle benötigten Daten holt
"Backgrounds Directory" "Backgrounds" Hintergrundbilder der Metarooms im blk format
"Body Data Directory" "Body Data" Koordinaten für das "zusammensetzen" der Norn im att Format
"Bootstrap Directory" "Bootstrap" Alle benötigten cos Dateien mit CAOS Scripten
"Catalogue Directory" "Catalogue" Hilfs-Text Dateien catalouge-Datei ;einfach Text Datei
"Creature Database Directory" "Creature Galleries"
"Exported Creatures Directory" "My Creatures" Import /Export von Creatures
"Game Name" "Docking Station" Name des Spiels
"Genetics Directory" "Genetics" Genetik infos für Creatures (ein großes Kapitel für sich)
"Images Directory" "Images" Bilder Dateien verwendet von CAOS-Scripten und Norn
"Journal Directory" "Journal" Temporärer Speicher Ort der interne Infos
"Main Directory" "."
"Overlay Data Directory" "Overlay Data"
"Resource Files Directory" "My Agents" Agenten
"Sounds Directory" "Sounds" Musik
"Users Directory" "Users"
"Worlds Directory" "My Worlds" Welten
"Win32 Auxiliary Game Name 1" "Creatures 3" Hilfsdatei

Dateiformate

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*.wav
Sounddateien werden im üblichen unkomprimierten wav-Format abgelegt.
*.mng
Dieses Format bezeichnet die Hintergrundmusik der verschiedenen Metarooms.
*.gen
In solchen Dateien werden die Gene der Wesen abgelegt. Im Gegensatz zu C2 wird nicht mehr für jedes Wesen eine eigene Genom-Datei erzeugt, sondern es existiert eine Datei für alle Wesen die von diesem Genom abstammen.
*.gno
*.catalogue
Diese Dateien beinhalten die Agenten-Hilfe (mit F1 aufrufen)
*.cos
Dateien mit diesem Format bilden sozusagen das Herzstück von C3/DS. Darin stehen die Agenten mit allen zugehörigen scripts.
Cos-Dateien im Ordner "Bootstrap" werden beim Erzeugen einer Welt einmalig aufgerufen. Wenn man sie mehrmals nutzen möchte, benötigt man den "ject"-Befehl oder muss einen Agenten daraus erstellen.
*.agent
Dies ist eine zum Agenten kompilierte cos-Datei. Sie kann - vorausgesetzt sie befindet sich im richtigen Ordner - per Erzeuger in die Welt eingefügt werden. Sprites und Sounds müssen gesondert in Ordner eingefügt werden.
*.agents
Eine Agents-Datei beinhaltet nicht nur den Code des Agenten, sondern auch noch Informationen zu Bildern und Sound etc. Sie stellt also eine Art Gesamtpaket des Agenten dar. Es sind keine zusätzlichen Dateien nötig.
*.creature
*.blk
Die Hintergrund-Dateien sind im Ordner Backgrounds als *.blk gespeichert.Ein ähnliches Format wie c16.*.blk und *.c16 können mit Spriteeditor oder Gimpplug-in editiert werden
*.att
Text-Datei , in der festgehalten ist an welcher Stelle die einzelnen Sprites des Norns angezeigt werden.

c16 Datei

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*.c16
Bilddateien in C3/DS werden im Format c16 abgelegt. Dateien in diesem Format können mehrere Bilder beinhalten, auf die einzeln zugegriffen werden kann.

c16 Datei welche ich für einige Beispiele verwende

Minimum

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Diese Dateien sind das absolute Minimum, welches für den Einsatz der Engine erforderlich ist .KEIN CREATURES SPIEL nur reines CAOS

 *.c16  Bilddateien in C3/DS werden im Format c16 abgelegt. Dateien in diesem Format können mehrere Bilder beinhalten, auf die einzeln
      zugegriffen werden kann.
     für weiter gehende Erklärungen bitte in CreaturesWiki nachlesen (wenn gewünscht kann ich es auch hier erklären)  

Beschreibung

Für meine Beispiele verwende ich rech.c16,hier der Inhalt der Datei rech.c16. Es ist nichts besonderes, nur ein paar Quadrate mit 50x50 Pixel und als Hintergrund ein Rahmen mit 350x350 Pixel und Anzeigehintergrund 250x60 Pixel alles natürlich abgespeichert in dem Ordner Images.
Innerhalb der Datei werden die Bilder fortlaufend Nummeriert, beginnend mit links oben Sprite 0(wichtig), Sprite 1 ... Endet mit Sprite 36 rechts unten) Z.B. Befehl:

new: comp X XX XXXXX "rech"  36     0    XXXX
/\ /\
Spriteanzahl Anfangsbild

Sprite 2 ist etwas heller als Sprite 3 ,wird bei Agent mit Buttons, benötigt wenn Maus über dem Sprite ist.



Beschreibung


Screenshot der Inhalte
weitere Spritedateien :
medm.c16 ( Bild 0 bis 22) und hpot.c16 (Bild 23 und 24)
sind nur abgebildet und nicht bei mir als download erhältlich anzeige2.c16(Bild 25 bis 30)

anzeige3.c16, (Bild 31 bis 36)

PS.Diese Anzeige ist nicht maßstabsgetreu .Z.B sind die ersten Beiden Sprites viel Kleiner.


Für Win

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Eine kurze Beschreibung hilfreicher Tools, die ein schnelleres Programmieren ermöglichen.

  • Auf der Website von gamewaredevelopment:
    • CAOS Editor -Texteditor mit Hervorhebung der CAOS-Befehle, einfügen in das Spiel
    • Spritebuilder -Grafikeditor für das c16- und blk-Format
    • MAP Editor -Editor für Kartengestaltung, direktes Einfügen in laufendes Spiel möglich
    • Praybuilder -Packer für fertige Agenten, fasst alle Sprites, Musik und CAOS-Befehle in ein installierbares Format zusammen
    • c3/DS Genetic Kit -Editor für das Bearbeiten der Gene von NORNs
    • Biochemistry Set for Creatures 3 and Docking Station
    • Catalogue checker tool -Hilfstool zum Überprüfen der *.catlouge-Dateien
    • CAOS Debugger -Hilfreich bei Fehlersuche
    • Brain in a Vat Tool
  • von Anderen Quellen
    • Zeus - kann sehr vieles z.B. Editor, decompress für prayfiles oder c16-Dateien anzeigen
    • Easypray -Grafischer praybuilder
    • REVELATION - PRAY file decompressor and extractor
    • GIMP plugin sprite editor and Sprite file conversion libs
    • Nornposer -Darstellung verschiedener Posen der Norns
    • Genetik?
    • Jagent in Java programmiert.Zum erstellen, compilieren und anzeigen diverser Dateien
    • LiveGMS -Online Genetik

Für Linux

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  • praybuilder - bei gamewaredevelopment
  • linuxconsole tools - bei gamewaredevelopment
  • easyPRAY - s.o.
  • easyATT - wie Nornposer noch nicht fertig
  • maxiCAOS
  • libC16
  • libCreatures
  • gtkScriptorium - Agenten debugging
  • C16 Converting Tools -Umwandlung der verschiedenen Formate (Konsoletool)
  • GIMP Plugin for C16 files
  • Jagent in Java programmiert. Zum erstellen, compilieren und anzeigen diverser Dateien
  • LiveGMS -Online Genetik

Für MAC

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  • Jagent in Java programmiert. Zum erstellen, compilieren und anzeigen diverser Dateien
  • LiveGMS -Online Genetik


Ich verzichte absichtlich auf Links, da die Möglichkeit zum Download nicht immer dauerhaft besteht, wenn z.B. Websites nicht mehr verfügbar sind.


Liste unvollständig ? dann bitte ergänzen

Syntax

Bin noch am formulieren

Kommentare werden mit einem " * " eingeleitet und gelten bis zum nächsten Enter

CAOS ist eine registerbasierte Sprache, mit einem festgelegten Befehlssatz, welcher nicht erweitert werden kann. Lokalesierung von Variablen wird nicht unterstützt.(d.h. in einem Script-Unterprogramm können auch nur die gültigen Variablen VA00 bis VA99 angesprochen werden )

Jede Script-Datei kann Subroutinen enthalten.Doch diese sind nur in dieser Datei und für die angegebene Scriptnummer gültig, können also nicht von "Außen" aufgerufen werden.

Der CAOS-Code kann als einzelner Befehl, in ein laufendes Programm (Spiel) eingegeben werden. Dies geschieht entweder durch die CAOS-Befehlszeile in DS (muß als Script schon laufen) oder von einem Terminal. Jedoch wird CAOS meistens als Script verwendet. Ein typisches Beispiel

 Code  ....
 	attr 192
       accg 0
       perm 0
       aero 0
       fric 0
       elas 0
       .....

Dies ist nur die Darstellung lesbar für den Programmierer, intern verarbeitet DS dies so:

 Code  .... attr 192 accg 0 perm 0 aero 0 fric 0 elas 0 .....
 

Die Befehle des Codes, immer vier Buchstaben, sind Abkürzungen des Englischen.

 z.B. fric : friction (Reibung) , new:  :  new (Neu bitte den Doppelpunkt beachten, ist Teil des Befehls!)

Es gibt nur zwei Ausnahmen der "Vier-Buchstaben-Regel":

1. Parameter, sie tragen namen wie _IT_, _P1_ oder _P2_ (auch hier vier Buchstaben, allerdings ein _ statt einem richtigen Buchstaben)
2. Operatoren, beispielsweise eq (equals), ge (greater or equal), lt (less than) etc. besitzen nur zwei Buchstaben.


Die Zahlen vor oder nach dem Befehl haben immer spezielle Bedeutungen, z.B Reibung(wert) 0. Die Bedeutung und welche Angaben benötigt werden ist in den einzelnen Befehlsgruppen erläutert.

Hauptaufgabe von CAOS ist das Beschreiben von Objekten(Agents), deren Eigenschaften und die Interaktion untereinander, mit Norns und mit dem User(per Mouse(Hand) oder Tastatur) Kursiv weil es nicht objektorientiert verstanden werden soll, nur in etwas so ähnlich. Vieles ist zugeschnitten auf das Spiel, einige Sachen fehlen (für OOP) und einiges wird anders ausgeführt.

Die Code der Agenten setzen sich aus verschiedenen Dingen zusammen.

 1. Installation Script  dort wird definiert
    * Eigenschaften , z.B. attr 192
    * Name des Bildes z.B "hoverdoc.c16" 
    * Position  des Agenten
 2. Script-Ereignissen, sie definieren das Verhalten bei einem eintreffenden Ereignis, z.B. Karotte (Agent) wird von Hand fallen gelassen scrp 2 32 23 9
 3. Deinstallations-Scripts (z.B. scrx 2 32 23 9)

Es gibt eine Reihe von vordefinierten Ereignissen : Script Numbers

Zur Steuerung de Programmablaufs gibt es unter Flow die entsprechenden Befehle.

Speziell für das Entwickeln von CAOS-Programmen gibt es die Debug Befehle, mit der Ausgabe über einen Terminal.

Weiterhin sind Befehle für das Zugreifen auf "Files" , den "Sound" und das "Net".Einige Befehlsgruppen sind nur für Norn- Brain oder -History zuständig.

Noch im Aufbau

CAOS Scripts haben 100 Register der Form VAxx , um temporäre Variablen zu speichern.z.B

 *** place in part of ship
     setv va01 rand 1 100

VAxx ermöglicht es Integer- , Dezimal- oder Stringinhalte zu speichern.Dies wird durch setv Zahl oder sets string erreicht z.B.

eingabe in CAOS Befehlszeile bei DS 
 SETV va00 5
 OUTV va00
   5  AUSGABE
 ADDV va00 10.5
 OUTV va00 
   15.500000   AUSGABE
 SETS va01 "Hello, world!"
 OUTS va01
   Hello, world!   AUSGABE

Zusätzlich kann ein Objekt in ein spezielle Register TARG vorgewählt werden.Dann können 100 Attribute des Gegenstandes mit Registern der Form OVxx erreicht werden. In den meisten Fällen muss ein Objekt mit TARG angesprochen werden, bevor die richtigen OVxx ausgewählt sind.z.B. new: simp 2 32 23 "bacteria" 2 0 6999 Hinweis ist automatisch aktueller targ

       attr 144
       accg 0
      * status vars
       seta ov00 null
       seta ov01 null

Hinweis In DS/C3 sind OVxx mit vorgegebenen Bedeutungen belegt !! Siehe http://www.gamewaredevelopment.co.uk/cdn/cdn_more.php?CDN_article_id=7

Mit AVAR kann man einfache Felder erzeugen.folgt noch


Globale Variablen sind von jedem Script ansprechbar.In DS sind folgende Game Variables verwendet . z.B.

SETV GAME "pi" 3.142
ab jetzt kann pi in Programm verwendet werden 


Achtung  : Zur Zeit ist nur ein Teil übersetzt und mit Beispielen ausgestattet.
Erzeugt mit Befehlfolge : file oope 1 "CAOS categorical.html" 0 dbg: html 1 file oclo
Ergibt: "CAOS Documentation - Creatures Engine 2.296"
Hinweis

Bei einigen Befehlen ist das Verhalten verschieden, abhängig von der Anzahl der Parameter z.B
ATTR (Befehl) attributes (integer) attr 199 übergibt einen Wert
ATTR (integer)  nur attr liefert einen Wert des targ

Beispiel:

Befehl Zahl Zahl Zahl Spritename Zahl Zahl Zahl
NEW: COMP (command) family(integer) genus (integer) species (integer) sprite_file (string) image_count (integer) first_image (integer) plane (integer)
mehere Befehle bestehen
aus zwei Teilen z.B.
new: simp oder new: comp
1 bis 4 1 bis .. 1 bis 4 z.B"rech" 0 .. 0.. 0..


Diese Befehle können auch ohne Bezug auf Norns in unabhängig von DS geschriebenen Programmen verwendet werden

Diese Befehle betreffen NORN´s

  • Brain damit Funktioniert das Gehirn (aber nur von Norn´s)
  • Creatures das Norn selber und was es macht
  • History Geschichte des Wesens darstellen
  • Genetics Erbmasse


Folgende ergänzende Vereinbarungen sind für das Programmieren kompatibler Dockingstation-Programme unerlässlich.
Sollen die Caos Programme unabhängig laufen, dann kann man eigene Definitionen treffen ,oder Variablen ganz weglassen


Diese Vereinbarungen gelten immer

sollte etwas falsch sein bitte ändern

Dies Befehle sind den Agents zuzuordnen:


Agents

ABBA (integer)

Returns the absolute base for the current agent/part. Returns -1 if an invalid part. The absolute base is the value passed into NEW: SIMP and so on,  
it is different from the BASE.

ALPH (command) alpha_value (integer) yesOrNo (integer)

The agent will be drawn alpha blended against the background by the given value - from 256 for invisible to 0 for completely solid. For compound  
agents set the PART to affect a particular part or to -1 to affect all parts. The second parameter switches alpha blending on (1) or off (0). Alpha  
graphics are drawn much slower, so use sparingly and turn it off completely rather than using an intensity value of 0 or 256. At the moment alpha  
channels only work on compressed, non-mirrored, non-zoomed sprites.

ANIM (command) pose_list (byte-string)

Specify a list of POSEs such as [1 2 3] to animate the current agent/part. Put 255 at the end to continually loop. The first number after the 255 is  
an index into the animation string where the looping restarts from - this defaults to 0 if not specified. e.g. [0 1 2 10 11 12 255 3] would loop just  
the 10, 11, 12 section.

ANMS (command) anim_string (string)

This is like ANIM, only it reads the poses from a string such as "3 4 5 255". Use this when you need to dynamically construct animations. Use ANIM in  
general as it is quicker to execute, although they are the same speed once the animation is underway.

ATTR (command) attributes (integer)

Set attributes of target. Sum the values in the Attribute Flags table to get the attribute value to pass into this command.

ATTR (integer)

Return attributes of target.

BASE (command) index (integer)

Set the base image for this agent or part. The index is relative to the first_image specified in the NEW: command. Future POSE/ANIM commands and any  
ANIM in progress are relative to this new base.

BASE (integer)

Returns the BASE image for the current agent/part. Returns -1 if an invalid part.

BHVR (command) permissions (integer)

Sets the creature permissions for target. Sum the entries in the Creature Permissions table to get the value to use.

BHVR (integer)

Returns the creature permissions for the target agent.

CALL (command) event_no (integer) param_1 (anything) param_2 (anything)

Calls a subroutine script on the owner with the specified event number. When that script finishes the current script is resumed. No variables are  
shared between the two scripts so any return values must go through OVs. The called script starts in the same INST state as the calling script,  
however, it may use SLOW or INST to override this initial state. In addition, when the script returns to the calling script, the INST state is reset  
to what it was before the CALL command, so CALL preserves INSTness in the calling script. So if the caller script is in an INST then the called  
script will inherit that, any change in the called script to cancel this (such as OVER, WAIT, SLOW etc) will only affect the called script... when  
execution returns to the caller script it will still be in whatever state it was in before.

CARR (agent)

Returns the the agent currently holding the target, or NULL if there is none.

CATA (integer)

Returns the target's category. This either depends on its classifier as described in CATI, or is its own individual override set with CATO.

CATI (integer) family (integer) genus (integer) species (integer)

Return the category id for the given classifier. The catalogue tag "Agent Classifiers" specifies these, and you can have more than 40. They are  
tested in order until the first match is found. -1 is always returned if none match. Agents can override their classifier category with CATO.

CATO (command) category (integer)

Change the target's category to the one specified. The default is -1 which means the category is based on classifier and the catalogue as described  
in CATI. See also CATX and CATA.

CATX (string) category_id (integer)

Returns the name of the given category. For example, "toy" or "bad bug". The catalogue tag "Agent Categories" stores these. If the id is out of   
range,  CATX returns an empty string.

CLAC (integer)

This returns the CLAC action of the TARG object. If the TARG is in CLIK mode, then the return value is -2. Otherwise it is the CLAC action.

CLIK (integer) which_value (integer)

This returns the CLIK action of the TARG object. If the object is in CLAC mode, then it returns -2, else the return values are as follows:
0 -> Current click action number (1,2,3)
1 -> First CLIK action.
2 -> Second CLIK action.
3 -> Third CLIK action

CORE (command) topY (float) bottomY (float) leftX (float) rightX (float)

Sets the bounding box of the physical core of the object TARG. May be set to smaller (or larger) than the sprite's rectangle.

DCOR (command) core_on (integer)

Debug command to show the physical core of the TARG agent graphically.

DISQ (float) other (agent)

Returns the square of the distance between the centre points of the target agent, and the other agent. It is quicker to compare this square against  
a squared constant directly, or if you need the actual distance use SQRT.


DROP (command)

Force the TARG to drop what it is carrying. this will try to find a safe place for the agent to fall.

DSEE (command) can_see_on (integer)

Debug command to show all the agents which can be seen by any creature.

ENUM (command) family (integer) genus (integer) species (integer)

Iterate through each agent which conforms to the given classification, setting TARG to point to each valid agent in turn. family, genus and/or  
species can be zero to act as wildcards. NEXT terminates the block of code which is executed with each TARG. After an ENUM, TARG is set to OWNR.
Beispiele:

ENUM 2 14 0
 KILL TARG
NEXT
Limit ELAS eines Spielzeugs:
 ENUM 2 21 0
 DOIF ELAS gt 50
   ELAS 50
 ENDI
NEXT
Alle Norns sollen erwachsen werden:
ENUM 4 0 0
 SETV va00 4
 SUBV va00 CAGE
 DOIF va00 gt 0
   AGES va00
 ENDI
NEXT
 ENUM 0 0 0
 DCOR 1
NEXT



ESEE (command) family (integer) genus (integer) species (integer)

As ENUM, except only enumerates through agents which OWNR can see. An agent can see another if it is within RNGE, its PERM allows it to see through  
all intervening walls, and for creatures ATTR Invisible isn't set. See also STAR and SEEE. In install scripts, when there is no OWNR, TARG is used  
instead.

ETCH (command) family (integer) genus (integer) species (integer)

As ENUM, except only enumerates through agents which OWNR is touching. Agents are said to be touching if their bounding rectangles overlap. See also  
TTAR. In install scripts, when there is no OWNR, TARG is used instead.

FLTX (float)

This returns the X position of the TARG object's floating vector.

FLTY (float)

This returns the Y position of the TARG object's floating vector.

FMLY (integer)

Returns family of target. See also GNUS, SPCS.

FRAT (command) FrameRate (integer)

This command sets the frame rate on the TARG agent. If it is a compound agent, then the part affected can be set with the PART command. Valid rates  
are from 1 to 255. 1 is Normal rate, 2 is half speed etc...

FROM (variable)

If we're processing a message, this is the OWNR who sent the message. NULL if the message was sent from an injected script or an install script. If  
the message was sent over the network using NET: WRIT, then this contains the user id of the sender, as a string.

GAIT (command) gait_number (integer)

Specifies the current gait for a creature. The gaits are genetically defined. It sets the gait of the creature agent stored in TARG.

GALL (command) sprite_file (string) first_image (integer)

Changes the gallery (sprite file) used by an agent. This works for simple and compound agents (using the current PART). The current POSE is kept the  
same in both galleries.

GALL (string)

Returns the gallery (sprite file) used by an agent. This works for simple and compound agents (using the current PART).

GNUS (integer)

Returns genus of target. See also FMLY, SPCS.

HAND (command) name_for_the_hand (string)

Sets the name of the hand. Bt default this is 'hand'.

HAND (string)

This returns the name of the hand.

HELD (agent)

Returns the item currently held by the target. For vehicles this returns a random carried agent if carrying more than one. Consider using EPAS instead.

HGHT (integer)

Returns the height of target.

IITT (agent)

Returns the target creature's current agent of attention. Compare _IT_.

IMSK (integer)

Returns the input event mask.

KILL (command) agent (agent)

Destroys an agent. The pointer won't be destroyed. For creatures, you probably want to use DEAD first.

MESG WRIT (command) agent (agent) message_id (integer)

Send a message to another agent. The message_id is from the table of Message Numbers; remember that early Message Numbers differ slightly from Script  
Numbers. If used from an install script, then FROM for the message to NULL rather than OWNR.

MESG WRT+ (command) agent (agent) message_id (integer) param_1 (anything) param_2 (anything) delay (integer)

Send a message with parameters to another agent. Waits delay ticks before sending the message. The message_id is from the table of Message Numbers.

MIRA (command) on_off (integer)

Tell the agent to draw the current sprite mirrored (send 1 as a parameter) or normally (send 0 as a parameter)

MIRA (integer)

Is the current sprite for this agent mirrored (returns 1) or not (returns 0)

MOWS (integer)

Returns whether the lawn was cut last Sunday or not.

MTHX (float)

This returns the X position of the TARG creature's mouth attachment point in absolute (map) coordinates.

MTHY (float)

This returns the Y position of the TARG creature's mouth attachment point in absolute (map) coordinates.

NCLS (agent) previous (agent) family (integer) genus (integer) species (integer)

Finds the next agent in the agent list which also matches the given classifier. If the previous agent doesn't exist or doesn't match the classifier   
then the first agent matching it is returned. If none match the classifier, then NULL is returned.

NEW: SIMP (command) family (integer) genus (integer) species (integer) sprite_file (string) image_count (integer) first_image (integer) plane (integer)

Create a new simple agent, using the specified sprite file. The agent will have image_count sprites available, starting at first_image in the file.  
The plane is the screen depth to show the agent at - the higher the number, the nearer the camera.

NEXT (command)

Closes an enumeration loop. The loop can begin with ENUM, ESEE, ETCH or EPAS.

NOHH (command)

Tell the creature to immediately stop holding hands with the pointer. Useful when you are about to teleport a norn, it prevents the pointer from  
continuosly changing his position back to where it was.

NULL (agent)

Returns a null agent pointer.

OVER (command)

Wait until the current agent/part's ANIMation is over before continuing. Looping anims stop this command terminating until the animation is changed  
to a non-looping one.

OWNR (agent)

Returns the agent who's virtual machine the script is running on. Returns NULL for injected or install scripts.

PAUS (command) paused (integer)

Stops the target agent from running - it'll freeze completely, scripts and physics. Set to 1 to pause, 0 to run. You might want to use WPAU with 
this  to implement a pause game option.

PAUS (integer)

Returns 1 if the target agent is paused, or 0 otherwise.

PCLS (agent) next (agent) family (integer) genus (integer) species (integer)

Same as NCLS, only cycles the other way.

PLNE (command) plane (integer)

Sets the target agent's principal drawing plane. The higher the value, the nearer the camera. For compound agents, the principal plane is the one  
for the automatically made first part. The plane of other parts is relative to this one.

PLNE (integer)

Returns the screen depth plane of the principal part.

PNTR (agent)

Returns the mouse pointer, which is also known as the hand.

POSB (float)

Returns bottom position of target's bounding box.

POSE (command) pose (integer)

Specify a frame in the sprite file for the target agent/part. Relative to any index specified by BASE.

POSE (integer)

Return the current POSE of the target agent/part, or -1 if invalid part.

POSL (float)

Returns left position of target's bounding box.

POSR (float)

Returns right position of target's bounding box.

POST (float)

Returns top position of target's bounding box.

POSX (float)

Returns X position of centre of target.

POSY (float)

Returns Y position of centre of target.

PUHL (command) pose (integer) x (integer) y (integer)

Set the relative x and y coordinate of the handle that target is picked up by, for the given pose. This pose is measured from the absolute base  
specified in the NEW: command, rather than the relative base specified by the BASE command. Pose -1 sets the same point for all poses.

PUHL (integer) pose (integer) x_or_y (integer)

Returns the x or y coordinate of the handle that target is picked up by for the given pose. x_or_y is 1 for x, 2 for y. The pose is measured from the  
absolute base specified in the NEW: command, rather than the relative base specified by the BASE command.

PUPT (command) pose (integer) x (integer) y (integer)

Set the relative x and y coordinate of the place where target picks agents up, for the given pose. This pose is measured from the absolute base 
specified in the NEW: command, rather than the relative base specified by the BASE command. Pose -1 sets the same point for all poses. For vehicles  
use the CABN command.

PUPT (integer) pose (integer) x_or_y (integer)

Returns the x or y coordinate of the place where target picks agents up for the given pose. x_or_y is 1 for x, 2 for y. The pose is measured from the  
absolute base specified in the NEW: command, rather than the relative base specified by the BASE command.

RNGE (command) distance (float)

Sets the distance that the target can see and hear, and the distance used to test for potential collisions. See also ESEE, OBST.

RNGE (float)

Returns the target's range. See ESEE, OBST.

RTAR (command) family (integer) genus (integer) species (integer)

Randomly chooses an agent which matches the given classifier, and targets it.

SEEE (integer) first (agent) second (agent)

Returns 1 if the first agent can see the second, or 0 if it can't. See ESEE.

SHOW (command) visibility (integer)

Set the parameter to 0 to hide the agent and to 1 to show the agent on camera. This removes or adds the agent to the main camera and any remote  
cameras. A non-shown agent can still be visible to creatures, and can still be clicked on or picked up. It just doesn't appear on the cameras.

SPCS (integer)

Returns species of target. See also FMLY, GNUS.

STAR (command) family (integer) genus (integer) species (integer)

Randomly chooses an agent which matches the given classifier and can be seen by the owner of the script. It then sets TARG to that agent. See ESEE for 
an explanation of seeing.

TARG (agent)

Returns current target, on whom many commands act.

TCOR (integer) topY (float) bottomY (float) leftX (float) rightX (float)

Tests setting the bounding box of the physical core of the object TARG. May be set to smaller (or larger) than the sprite's rectangle. Returns 1 if   
OK to set (using CORE), 0 if not.

TICK (command) tick_rate (integer)

Start agent timer, calling Timer script every tick_rate ticks. Set to 0 to turn off the timer.

TICK (integer)

Returns the current timer rate set by the command TICK.

TINO (command) red_tint (integer) green_tint (integer) blue_tint (integer) rotation (integer) swap (integer)

Like TINT but only tints the current frame. The other frames are no longer available in the gallery, it becomes a one frame sprite file. Original  
display engine only.

TINT (command) red_tint (integer) green_tint (integer) blue_tint (integer) rotation (integer) swap (integer)

This tints the TARG agent with the r,g,b tint and applies the colour rotation and swap as per pigment bleed genes. Specify the PART first for  
compound agents. The tinted agent or part now uses a cloned gallery, which means it takes up more memory, and the save world files are larger.  
However it also no longer needs the sprite file. Also, tinting resets camera shy and other properties of the gallery. See TINO for a quicker version  
that tints only one frame.

TINT (integer) attribute (integer)

Returns a tint value for an agent - currently it works only on Skeletal Creatures. Attribute can be:
1 - Red
2 - Green
3 - Blue
4 - Rotation
5 - Swap

TOTL (integer) family (integer) genus (integer) species (integer)

Counts the number of agents in the world matching the classifier.

TOUC (integer) first (agent) second (agent)

Returns 1 if the two specified agents are touching, or 0 if they are not. Agents are said to be touching if their bounding rectangles overlap.

TRAN (integer) xpos (integer) ypos (integer)

Test for a transparent pixel, returns 1 if the given x y position coincides with a transparent pixel on the TARG agent, otherwise it will return 0.  
This does not work for creatures.

TTAR (command) family (integer) genus (integer) species (integer)

Randomly chooses an agent which matches the given classifier and is touching the owner of the script. It then sets TARG to that agent. See ETCH.

TWIN (agent) original (agent) agent_null (integer)

Clones an agent, and returns the replica. If agent_null is set to 1 the agents that this agent points to (in OVxx, or VAxx in its running script) are  
set to NULL in the clone. If agent_null is 0, then the clone points to the same agents as the original. When using agent_null 1, you might want to  
call STPT first so variables being used mid-script aren't cleared under the agent's nose.

UCLN (command)

Make sure that an agent isn't cloned anymore, this releases the memory taken up by TINTing it. Agents are usually cloned for purposes such as  
tinting. Don't forget to set the relevant PART number for compound agents.

VISI (integer) checkAllCameras (integer)

Checks if the agent, or any of its parts, is on screen and returns 1 if it is or 0 if it is not. Set to 0 to check if the agent is on the main  
camera. Set to 1 to check if the agent is on the main camera or any remote cameras

WDTH (integer)

Returns the width of target.

WILD (string) family (integer) genus (integer) species (integer) tag_stub (string) offset (integer)

Searches for a catalogue tag based on the given classifier, and returns the string at the given offset. See also READ. As an example, with a tag_stub  
of "Agent Help" and a classifier 3 7 11 it would first look for the tag "Agent Help 3 7 11". If that wasn't present, it would go through the  
wildcards, eventually trying "Agent Help 0 0 0", and throwing an error if even that isn't there.

_IT_ (agent)

Returns the agent OWNR's attention was on when the current script was entered. This is only valid if OWNR is a creature. Compare IITT.

Camera

BKGD (command) metaroom_id (integer) background (string) transition (integer)

Change the current background displayed for the selected camera (with SCAM). Transition is as for META. The background must have been specified with  
the ADDM or ADDB command first.

BKGD (string) metaroom_id (integer)

Returns the name of the background file currently shown by the given camera.

BRMI (command) metaroom_base, (integer) room_base (integer)

Sets the Map's Metaroom and Room index bases for adding new rooms/metarooms.

CMRA (command) x (integer) y (integer) pan (integer)

Move current camera so top left corner of view is at world coordinate x y. Set pan 0 to jump straight to location, pan 1 to smoothly scroll there 
(unless in a different meta room).

CMRP (command) x (integer) y (integer) pan (integer)

Centre current camera on world coordinate x y. Set pan 0 to jump straight to location, pan 1 to smoothly scroll there (unless in different meta room), 
and pan 2 to smoothly scroll only if the destination is already visible.

CMRT (command) pan (integer)

Centre current camera on target. Set pan 0 to jump straight to location, pan 1 to smoothly scroll there (unless in different meta room), and pan 2 to  
smoothly scroll only if the destination is already visible.

CMRX (integer)

Returns the x coordinate of the centre of the current camera.

CMRY (integer)

Returns the y coordinate of the centre of the current camera.

FRSH (command)

Refreshes the main view port.

LINE (command) x1 (integer) y1 (integer) x2 (integer) y2 (integer) r (integer) g (integer) b (integer) stipple_on (integer) stipple_off (integer)

Adds a line to target's drawing list. The line goes between the start and end points (world coordinates) in the specified colour. Set stipple_on and 
stipple_off to 0 to draw a solid line, or to the number of pixels to alternate for a stippled line. To clear all the lines for an agent, call LINE  
with the start and end points the same.

LOFT (integer) filename (string)

Declares that you have finished with a photograph image file taken by SNAP. If the file is in use in a gallery, this function fails and returns 1. 
Otherwise it returns 0. The file will be marked for the attic, and moved there later.

META (command) metaroom_id (integer) camera_x (integer) camera_y (integer) transition (integer)

Change the current camera (set with SCAM) to a new meta room. Moves the top left coordinate of the camera to the given coordinates.
Transition can be:
0 - no transition effect
1 - flip horizontally
2 - burst

META (integer)

Returns the metaroom id that the current camera is looking at.

SCAM (command) compoundagent (agent) partNumber (integer)

Sets the current camera to be used in subsequent camera macro commands. This uses the given TARG and the given PART number. If you set this to NULL 
then the Main Camera will be used. This is the default setting

SNAP (command) filename (string) x_centre (integer) y_centre (integer) width (integer) height (integer) zoom_factor (integer)

This takes a photograph of the world at a particular place. The zoom parameter should be between 0 and 100. 100 means at original size, 50 means half 
size etc. It makes a new image file in the world images directory - you can use it to make agents and parts as with any image file. Call SNAX first to 
check your filename isn't already in use in any images directory. When you have finished with the file, call LOFT.

SNAX (integer) filename (string)

Returns 1 if the specified image file exists, or 0 if it doesn't. Use with SNAP to find a unique filename to use.

TRCK (command) agent (agent) x% (integer) y% (integer) style (integer) transition (integer)

Camera follows the given agent. Set to NULL to stop tracking. x% and y% are percentages (0-100) of the screen size. They describe a rectangle centred 
on the screen which the target stays within.
Style 0 is brittle - if you move the camera so the target is out of the rectangle, then the tracking is broken.
Style 1 is flexible - you can move the camera away from the target. If you move it back, then tracking resumes.
Style 2 is hard - you can't move the camera so the target is out of the rectangle.
The transition is the sort of fade to use if the tracking causes a change in meta room. The values are the same as for the transition in the META  
command.

TRCK (agent)

Returns the agent being tracked by the camera, if any.

WDOW (command)

Toggle full screen mode.

WDOW (integer)

Returns 1 if in full screen mode, or 0 if in windowed mode.

WNDB (integer)

Returns world coordinates of bottom of current camera window.

WNDH (integer)

Returns height of current camera window.

WNDL (integer)

Returns world coordinates of left of current camera window.

WNDR (integer)

Returns world coordinates of right of current camera window.

WNDT (integer)

Returns world coordinates of top of current camera window.

WNDW (integer)

Returns width of current camera window.

ZOOM (command) pixels (integer) x (integer) y (integer)

Zoom in on the specified position by a negative amount of pixels or out by positive amount of pixels. If you send -1 as the x and y coordinates then 
the camera zooms in on the exising view port centre. This only applies to remote cameras.

CD Player

_CD_ EJCT (Befehl)

Öffnet den CD Schub.

_CD_ FRQH (integer)

Liefert den Durchschnittswert der höchsten Frequenzen des aktuellen TICK´s.

_CD_ FRQL (integer)

Liefert den Durchschnittswert der tiefsten Frequenzen des aktuellen TICK´s.

_CD_ FRQM (integer)

Liefert den Durchschnittswert der mittleren Frequenzen des aktuellen TICK´s.

_CD_ INIT (Befehl)

Teilt dem Programm mit , daß der CD-Spieler genutzt wird. Beendet alle Musik- und Geräuschausgaben.

_CD_ PAWS (Befehl) on_off (integer)

Ist der Parameter größer Null , stopt der CD player. Um den Titel weiter zu spielen, Parameter 0  .

_CD_ PLAY (Befehl) first_track (integer) last_track (integer)

 CD Player  den angegebenen Titel wieder.

_CD_ SHUT (Befehl)

Beendet den CD Player. Musik und Geräusche werden wieder normal ausgegeben.

_CD_ STOP (Befehl)

Stopt den CD Player.

Beispiel

Compounds

FCUS (command)

Set keyboard focus to the current PART of the targetted agent. The part should be a PAT: TEXT. If you TARG NULL first, then no part will have the  
focus.

FRMT (command) left_margin (integer) top_margin (integer) right_margin (integer) bottom_margin (integer) line_spacing (integer) character_spacing (integer) justification (integer)

Use this command to alter the appearance of the current text part. The line and character spacing values are expressed in number of extra pixels to 
insert between characters. Values for justification are 0 - Left, 1 - Right, 2 - Center, 4 - Bottom, 8 - Middle, 16 - Last Page Scroll (if you add  
extra text to the part and show the last page, it will scroll upwards). You may add mutually compatible numbers. The default format values are 8 8 8 8 0 0 0.

GRPL (command) red (integer) green (integer) blue (integer) min_y (float) max_y (float)

Add a line to a graph (previously created with PAT: GRPH). The first line you add will be line 0.

GRPV (command) line_index (integer) value (float)

Add a value to a line on a graph. after you have added a value to each line on the graph, it will be updated by scrolling the current values to the 
left

NEW: COMP (command) family (integer) genus (integer) species (integer) sprite_file (string) image_count (integer) first_image (integer) plane (integer)

Create a new compound agent. The sprite file is for the first part, which is made automatically. Similarly, image_count and first_image are for that  
first part. The plane is the absolute plane of part 1 - the planes of other parts are relative to the first part.

NPGS (integer)

Returns the number of available pages for current text part.

PAGE (command) page (integer)

Sets current page for text part. The page number should be equal or greater than zero and less than the number returned by NPGS. Use PAT: TEXT or 
PAT: FIXD to make a text part, and PART to set the current part.

PAGE (integer)

Returns the current page for current text part. See the PAGE command for more information.

PART (command) part_id (integer)

Sets the working part number. Future command such as POSE and ANIM, amongst others, act on that part of a compound agent. To find what parts there are 
on an agent use PNXT.

PART (integer) part_id (integer)

Returns 1 if the given part number exists on the TARG agent and 0 if it does not.

PAT: BUTT (command) part_id (integer) sprite_file (string) first_image (integer) image_count (integer) rel_x (decimal) rel_y (decimal) rel_plane (integer) anim_hover (byte-string) message_id (integer) option (integer)

Create a button on a compound agent. anim_hover is an animation, as in the ANIM command, to use when the mouse is over the button - when the mouse is  
moved off, it returns to any previous animation that was going. message_id is sent when the button is clicked. option is 0 for the mouse to hit  
anywhere in the bounding box, 1 to hit only non-transparent pixels.
_P1_ of the message is set to the part number of the buttons allowing you to overload your messages by button group and then switch on input value in  
the script.

PAT: CMRA (command) part_id (integer) overlay_sprite (string) baseimage (integer) relx (decimal) rely (decimal) relplane (integer) viewWidth (integer) viewHeight (integer) cameraWidth (integer) cameraHeight (integer)

Create a camera with possible overlay sprite whose name may be blank. Use SCAM to change the camera's view.

PAT: DULL (command) part_id (integer) sprite_file (string) first_image (integer) rel_x (decimal) rel_y (decimal) rel_plane (integer)

Create a dull part for a compound agent. A dull part does nothing except show an image from the given sprite file. You should number part ids  
starting at 1, as part 0 is automatically made when the agent is made. The dull part's position is relative to part 0, as is its plane. Use PART to   
select it before you change POSE or ANIM, or use various other commands.

PAT: FIXD (command) part_id (integer) sprite_file (string) first_image (integer) rel_x (decimal) rel_y (decimal) rel_plane (integer) font_sprite (string)

Create a fixed text part. The text is wrapped on top of the supplied gallery image. new-line characters may be used. Use PTXT to set the text.

PAT: GRPH (command) part_id (integer) overlay_sprite (string) baseimage (integer) relx (decimal) rely (decimal) relplane (integer) numValues (integer)

Creates a graph part on a compound agent. Use GRPL to add a line to the graph and GRPV to add a value to a graph line.

PAT: KILL (command) part_id (integer)

Destroys the specified part of a compound agent. You can't destroy part 0.

PAT: MOVE (command) part_id (integer) rel_x (decimal) rely (decimal)

Moves a compound part to the new relative position specified.

PAT: TEXT (command) part_id (integer) sprite_file (string) first_image (integer) rel_x (decimal) rel_y (decimal) rel_plane (integer) message_id (integer) font_sprite (string)

Creates a text entry part. Gains the focus when you click on it, or with the FCUS command. Sends the message_id when return is pressed - a good place  
to use PTXT to get the text out, and to set the focus elsewhere. Set message_id to 0 to not call any script, or to -1 to not send any message and  
instead insert a carriage return.

PNXT (integer) previous_part (integer)

Returns the next compound PART on an agent. Start by calling it with -1 to get the first part, and it finishes by returning -1 when it reaches the end.

PTXT (command) text (string)

Set string of current text part. Use PAT: TEXT or PAT: FIXD to make a text part, and PART to set the current part.
In the original display engine, you can use special tags to set TINT colours for characters. Use something like <tint 255 255 0> to begin colouring,  
and <tint> to end. The tint tag takes up to five parameters as the TINT command, they all default to 128 if not specified. Less than and greater than  
symbols are still printed if not within a tint tag. The tags also apply to text entry parts, but only when the text is initially set with PTXT; they  
are obeyed in a character count fashion during editing, but not updated.

PTXT (string)

Returns the string of the current text part. See the PTXT command for more information.

Debug

AGNT (agent) unique_id (integer)

Given a unique identifier, returns the corresponding agent. Returns NULL if the agent no longer exists. UNID extracts the unique id. NOTE: This  
should  only be used for external programs to persistently refer to an agent during a session. Variables can use SETA to store agent r-values directly 
for internal use. Unique identifiers can change across saved sessions.

APRO (command) search_text (string)

Lists all command names whose help contains the text.

BANG (command)

Causes a division by zero exception in the processor, to test the engine's error handling routines.

CODE (integer)

Returns event script number currently being run by target. Returns -1 if not running anything.

CODF (integer)

Returns family of script currently being run by target. Returns -1 if not running anything.

CODG (integer)

Returns genus of script currently being run by target. Returns -1 if not running anything.

CODP (integer)

Returns the offset into the source code of the next instruction to be executed by the target. Use SORC to get the source code. Returns -1 if not  
running anything.

CODS (integer)

Returns species of script currently being run by target. Returns -1 if not running anything.

DBG# (string) variable (integer)

Dumps debug information for the virtual machine of target. Whatever the type of the variable, a string is output.
Variable can be:
-1 : Whether in INST or not
-2 : Whether in LOCK or not
-3 : Current TARG of virtual machine
-4 : OWNR - should be the same as our outer TARG
-5 : FROM - who sent the message which is being run
-6 : IT - if a Creature, where their attention was
-7 : PART - part number being worked on for compound agents
-8 : _P1_ - first parameter of message, if in a message
-9 : _P2_ - second parameter of message, if in a mesesage
0 to 99 : Local variables VA00 to VA99

DBG: ASRT (command) condition (condition)

Confirms that a condition is true. If it isn't, it displays a runtime error dialog.

DBG: CPRO (command)

Clears agent profiling information. Measurements output with DBG: PROF start here.

DBG: FLSH (command)

This flushes the system's input buffers - usually only useful if DBG: PAWSed.

DBG: HTML (command) sort_order (integer)

Sends CAOS documentation to the output stream. Sort order is 0 for alphabetical, 1 for categorical.

DBG: OUTS (command) value (string)

Send a string to the debug log - use DBG: POLL to retrieve.

DBG: OUTV (command) value (decimal)

Send a number to the debug log - use DBG: POLL to retrieve.

DBG: PAWS (command)

This pauses everything in the game. No game driven ticks will occur until a DBG: PLAY command is issued, so this command is only useful for  
debugging.Use PAUS for pausing of specific agents, which you can use to implement a pause button.

DBG: PLAY (command)

This command undoes a previously given DBG: PAWS and allows game time to flow as normal.

DBG: POLL (command)

This takes all of the DBG: OUTV and DBG: OUTS output to date and writes it to the output stream.

DBG: PROF (command)

Sends agent profile information to the output stream. This gives you data about the time the engine spends running the update and message handling  
code for each classifier. The data is measured from engine startup, or the point marked with DBG: CPRO. It's output in comma separated value (CSV)  
format, so you can load it into a spreadsheet (e.g. Gnumeric or Excel) for sorting and summing.

DBG: TACK (command) follow (agent)

Pauses the game when the given agent next executes a single line of CAOS code. This pause is mid-tick, and awaits incoming requests, or the pause  
key. Either another DBG: TACK or a DBG: PLAY command will make the engine carry on. Any other incoming requests will be processed as normal. However,  
the virtual machine of the tacking agent is effectively in mid-processing, so some CAOS commands may cause unpredictable results, and even crash the  
engine. In particular, you shouldn't KILL the tacking agent. You can see which agent is being tracked with TACK.

DBG: TOCK (command)

This command forces a tick to occur. It is useful in external apps to drive the game according to a different clock instead of the game clock.

DBG: WTIK (command) new_world_tick (integer)

Changes the world tick WTIK to the given value. This should only be used for debugging, as it will potentially leave confusing information in the  
creature history, and change the time when delayed messages are processed. Its main use is to jump to different seasons and times of day.

DBGA (string) variable (integer)

Dumps debug information for target. Whatever the type of the variable, a string is output.
Variable can be:
0 to 99 : agent variables OV00 to OV99
-1 : Counter for timer tick

HEAP (integer) index (integer)

Returns heap and garbage collection information.
0 - current allocated heap memory (development builds only)
1 - total agents, including ones waiting to be garbage collected
2 - similar, but just for creatures

HELP (command)

Lists all command names to the output stream.

MANN (command) command (string)

Outputs help on the given command to the output stream.

MEMX (command)

Windows only. Sends information about the memory allocated to the output stream. In order, these are the Memory Load (unknown), Total Physical (size   
in bytes of physical memory), Available Physical (free physical space), Total Page File (maximum possible size of page file), Available Page File (size
in bytes of space available in paging file), Total Virtual (size of user mode portion of the virtual address space of the engine), Available Virtual  
(size of unreserved and uncommitted memory in the user mode portion of the virtual address space of the engine).

PAWS (integer)

Returns 1 for debug pawsed, 0 for playing. See DBG: PAWS.

TACK (agent)

Returns the agent currently being DBG: TACKed.

UNID (integer)

Returns unique identifier for target agent. AGNT goes the opposite way. NOTE: This should only be used for external programs to persistently refer to  
an agent for a session. Variables can use SETA to store agent r-values directly for internal use. The unique identifier of an agent can change if you  
save a world and load it in again.

Files

FILE GLOB (command) directory (integer) filespec (string)

Das globale Verzeichnis ist "Journal", dort können Dateien zwischengespeichert werden.file glob 0 "*" wechselt zum Basisverzeichnis und stellt 
alle Dateien die "filespec"  erfüllen als Eingabestrom zur Verfügung z.B "*" =>alle. Zum Auslesen stehen  INOK, INNI und  INNL zur Verfügung. Wenn der 
Eingabestrom nicht mehr benötigt wird, muss mit  FILE ICLO alles geschlossen werden. Mit file glob 1 wird der aktuelle Welt-Ordner ausgewählt, z. B. 
../My Worlds/test/Journal. 

FILE ICLO (command)

 Der  Eingabestrom wird getrennt. Wenn dieses eine Datei ist, dann wird die Datei geschlossen. 

FILE IOPE (command) directory (integer) filename (string)

Stellt einen Eingabestrom bereit, z.B. eine Datei. Directory kann dabei:
* 0 Basisverzeichnis, Journal  oder
* 1 Weltverzeichnis  oder
* 2 oder anderes Weltverzeichnis angegeben in z.B. sets game "engine_other_world" "testa"  sein.
Mit  INNL, INNI und  INNF werden die Daten vom Eingabestrom gelesen. INOK prüft die Gültigkeit des Stroms. Der Dateiname muss mit Dateiendung 
angegeben werden. Mit FILE ICLO bitte schließen, geschlossen wird der Eingabestrom aber auch wenn ein neuer Kanal geöffnet wird.

FILE JDEL (command) directory (integer) filename (string)

Löschen der Datei mit  filename in dem Verzeichnis , welches mit directory bezeichnet wird. Siehe oben.

FILE OCLO (command)

Trennt alles vom Ausgabestrom. Ist dieser eine Datei, so wird diese geschlossen.

FILE OFLU (command)

Flush output stream. Bei einer Datei wird z.B. schreiben des Inhalts ausgelöst.

FILE OOPE (command) directory (integer) filename (string) append (integer)

Öffnen eines Ausgabestromes .Ausgabe mit  OUTV oder  OUTS oder anderen verschiedenen Befehlen. Siehe Oben.

FVWM (string) name (string)

This returns a guaranteed-safe filename for use in world names, journal file names, etc.

INNF (float)

Liest ein Dezimalzahl ein, gefolgt von 'white space'. Vorgabe ist  0.0 bei ungültigen Daten.

INNI (integer)

Liest eine Ganzzahl vom Eingabestrom, gefolgt von 'white space'. Vorgabe ist  0 bei ungültigen Daten.

INNL (string)

Liest Text vom Eingabestrom.

INOK (integer)

Gibt 1 als Ergebnis zurück, wenn alles in Ordnung ist. Ein Fehler ist z.B. eine nicht vorhandene Datei.

OUTS (command) text (string)

Sendet eine Zeichenfolge an den Ausgabestrom. Bei der Ausführung eines Skripts ist der Ausgabestrom leer und dieser Befehl macht nichts. 
Für die caos-Befehl, wird der Text als String zurückgekehrt. Mit  FILE OOPE kann der Strom in eine Datei geleitet werden.  
stream to a journal file.

OUTV (command) value (decimal)

Ausgabe von Ganzzahl oder Dezimalzahl.

OUTX (command) text (string)

Sendet einen Text als String an den Strom. Text wird dabei in Hochkomma eingeschlossen und mit "Esc-Sequenzen" gesendet.   
z.B.:
outx "Moooose\n"
liefert:
"Moooose\n"
anstatt mit outs:
Moooose

WEBB (command) http_url (string)

Sendet ein URL in den Browser. Das Spiel fügt noch  http://  am Beginn ein.

Beispiele aus creatures wiki von Alexwatson

[Bearbeiten]

Ist die Welt an C3 angedockt? Verwendet INNL.

FILE IOPE 0 "wtype"
DOIF INOK eq 0
DBG: OUTS "huh?"
FILE ICLO
STOP
ELIF INNL eq "docked"
OUTS "yes"
ELSE
OUTS "no"
ENDI
FILE ICLO

Testet ob z.B. eine bestimmte Version von der Engine installiert ist.

FILE IOPE 0 "build"
DOIF INOK eq 0 or INNI lt 190
DBG: OUTS "uh oh!"
FILE ICLO
STOP
ENDI

Alle Dateien im Verzeichnis ausgeben:

FILE GLOB 0 "*"
SETV va00 INNI
SETS va99 INNL * discard rest of line
LOOP
ADDV va01 1
OUTS INNL
OUTS "\n"
UNTL va01 eq va00
FILE ICLO
Ergebnis:
   /home/alex/.dockingstation/My Worlds/hh/Journal/build
   /home/alex/.dockingstation/My Worlds/hh/Journal/wtype




Vergleiche

[Bearbeiten]

DOIF (Befehl) Bedingung (Bedingung)

Führt einen Block aus, wenn die getestete  Bedingung wahr ist. Der Block endet mit ELSE, ELIF or ENDI. Es können zwei oder mehrere Bedingungen 
mittels  AND oder OR verglichen werden. Der Vergleich zwischen Variable und Wert geschieht mit EQ, NE, GT,GE,  
LT, LE, oder mit =, <>, >, >=, <, <=.Beispiel 

DOIF ov00 GE 5 AND ov00 LT 10
--- code block 1 ---
ELIF ov00 GE 10 OR ov00 LT 100
--- code block 2 ---
ELSE
--- code block 3 ---
ENDI Bedingungen werden von rechts nach links ausgewertet , also ist "a AND b OR c" das selbe wie "(a AND b) OR c", aber NICHT wie "a AND ( b OR c )".
DOIF sollte nicht überladen werde d.h. nicht zu viele Bedingungen mit AND und OR verknüpfen.Dies erleichtert das Fehler suchen

ELIF (Befehl) Bedingung (Bedingung) mehrfaches else

ELseIF Befehl folgt auf  DOIF. Wenn die  Bedingung des DOIF-Blocks  falsche ist , wird jeder folgende ELIF Befehl  
auf einmal ausgeführt  .Nur die erste wahre Bedingung wird als Block ausgeführt.

ELSE (Befehl)

ELSE schließt  DOIF und  ELIF(s). Ist keine Bedingung wahr , so wird der ELSE block ausgeführt.

ENDI (Befehl)

Schließt alle  DOIF...ELIF...ELSE... .


Schleifen

[Bearbeiten]

LOOP (Befehl)}

Start einer Schleife LOOP..UNTL order LOOP..EVER.

EVER (Befehl)

Ende der  LOOP..EVER Schleife,welche für immer durchlaufen wird .

UNTL (Befehl) Bedingung (Bedingung)

Ende der  LOOP..UNTL Schleife. Diese Schleife wird solange ausgeführt bis die Abbruchbedingung erfüllt ist. Siehe DOIF weiter Informationen.Beispiel
* LOOP .. UNTL SETV VA00 0 LOOP ADDV VA00 1 UNTL VA00 eq 3 DOIF VA00 eq 3 DBG: OUTS "LOOP .. UNTL" ELSE DBG: OUTS "LOOP .. UNTL Fehler" ENDI

REPE (Befehl)

Schließt die  REPS Schleife.

REPS (Befehl) Anzahl (integer)

Durchläuft eine Schleife Anzahl mal.Beispiel 
* REPS .. REPE SETV VA00 0 REPS 4 SETV VA01 0 ADDV VA00 1 REPE DOIF VA00 eq 4 DBG: OUTS "REPS .. REPE" ELSE DBG: OUTS "REPS .. REPE Fehler" ENDI


Unterprogramme

[Bearbeiten]

GOTO (Befehl) Bestimmungsort (Marke)

Sollte man nie alleine  verwenden. Springt direkt zu einer von  SUBR definierten Marke. Der Befehl wird nur in   
DOIF Blocks verwendet.  See SUBR.

GSUB (Befehl) Bestimmungsort (Marke)

Springt in ein Unterprogramm definiert von  SUBR..

RETN (Befehl)

Ende des Unterprogramms. Darf nicht innerhalb von Schleifen stehen (z.B.  LOOP#..EVER oder ENUM...NEXT etc...)! .

SUBR (Befehl)

Definiert ein Unterprogramm . Nach den Befehl steht die Einsprungmarke. Marke muß mit einem Buchstaben beginnen und Groß- Kleinschreibung beachten .  
Unterprogramme sollen am Ende eines Scriptes stehen..
Beispiel * TEST GSUB SETV VA00 0 GSUB test DOIF VA00 eq 1 DBG: OUTS " GSUB" ELSE DBG: OUTS "not GSUB" ENDI ... SUBR test SETV VA00 1 RETN

Input

CLAC (command) message (integer)

Set the click action, which is the identifier of the message sent to the agent when it is clicked on, provided attribute Activateable is set. Default  
is activate 1. Use -1 to prevent it sending a message. Also overriden by CLIK. Remember that the early Message Numbers differ slightly from Script 
Numbers.

CLIK (command) message_1 (integer) message_2 (integer) message_3 (integer)

Sets a chain of three message ids to cycle through as the agent is clicked on. Entries of -1 are ignored. Overriden by CLAC.

HOTP (integer)

Returns the number of the compound part under the pointer. Returns -1 if no agent is under the pointer, and 0 if the agent is simple or a skeletal  
creature. Transparency of the parts is ignored, so each part is a rectangle. Transparency of the agent as a whole is, however, obeyed. Planes are   
also ignored, except later part numbers are treated as above earlier ones. See also HOTS to find the agent under the pointer.

HOTS (agent)

Returns the agent nearest the screen under the hotspot of the pointer. For each agent, TRAN decides whether this allows for transparent pixels. See  
also HOTP, which does the same for compound parts.

IMSK (command) mask (integer)

Set the input event mask. Indicates which types of global input events the agent is interested in, if any. For example, if the flag for "key up"  
events is set here, the agents "key up" script will be run every time a key is released.
Input event bit flags are
1 Raw Key Down
2 Raw Key Up
4 Raw Mouse Move
8 Raw Mouse Down
16 Raw Mouse Up
32 Raw Mouse Wheel
64 Raw Translated Char
You can find the script numbers executed by following the links above.
KEYD (integer) keycode (integer)
Returns 1 if the specified key is currently pressed down, 0 if not.

MOPX (integer)

Returns x position of mouse in world coordinates.

MOPY (integer)

Returns y position of mouse in world coordinates.

MOUS (command) behaviour (integer)

Defines the behaviour of the mouse button for the default pointer behaviour - see PURE.
0 is normal
1 means the right button does what the left button does
2 means the left button does what the right button does

MOVX (float)

Returns horizontal mouse velocity.

MOVY (float)

Returns vertical mouse velocity.

PURE (command) value (integer)

Enables or disables the default clicking and moving behaviour of the pointer. This default behaviour is to implement CLAC and CLIK, and to operate  
ports. Set to 1 to enable, 0 to disable. When disabled, use IMSK to hook mouse events.

PURE (integer)

Returns whether default pointer behaviour is disabled or enabled. 1 if enabled, 0 if disabled.

TRAN (command) transparency (integer) part_no (integer)

Sets pixel transparency awareness. 1 for pixel perfect, so transparent parts of the agent can't be clicked. 0 to allow anywhere on the agent  
rectangle to be clicked. See also the option parameter on PAT: BUTT which overrides this.


Map

ADDB (command) metaroom_id (integer) background_file (string)

Add a new background to the given metaroom. Use BKGD to change the current displayed background.

ADDM (integer) x (integer) y (integer) width (integer) height (integer) background (string)

Creates a new metaroom with the given coordinates. Specifies the starting background file. Returns the id of the new metaroom.

ADDR (integer) metaroom_id (integer) x_left (integer) x_right (integer) y_left_ceiling (integer) y_right_ceiling (integer) y_left_floor (integer) y_right_floor (integer)

Creates a new room within a metaroom. Rooms have vertical left and right walls, but potentially sloped floors and ceilings. The coordinates specify 
the exact shape. Returns the id of the new room.

ALTR (command) room_id (integer) ca_index (integer) ca_delta (float)

Directly adjusts the level of a CA in a room. Specify an identifier of -1 to use the room of the midpoint of the target agent.

BKDS (string) metaroom_id (integer)

Returns a string containing all the background names for the specified metaroom in a comma seperated list.

CACL (command) family (integer) genus (integer) species (integer) ca_index (integer)

This associates the classification specified with the CA specified. This allows the linking of CA's to classifiers within creatures' brains.

CALC (command)

Recalculates all the navigational CAs (warning: slow).

DELM (command) metaroom_id (integer)

Deletes the specified metaroom from the map.

DELR (command) room_id (integer)

Deletes the specified room from the map.

DMAP (command) debug_map (integer)

Set to 1 to turn the debug map image on, 0 to turn it off. The debug map includes vehicle cabin lines.

DOCA (command) no_of_updates (integer)

Updates all CAs the specified number of times.

DOOR (command) room_id1 (integer) room_id2 (integer) permiability (integer)

Sets the permiability of the door between two rooms. This is used for both CAs and physical motion. See also PERM.

DOOR (integer) room_id1 (integer) room_id2 (integer)

Returns the door permiability between two rooms.

DOWN (integer)

Returns the value of the down constant.

EMID (string)

Returns a string containing all the metaroom ids in the world seperated by spaces.

EMIT (command) ca_index (integer) amount (float)

Target now constantly emits an amount of a CA into the room it is in.

ERID (string) metaroom_id (integer)

Returns a string containing all the room ids in the specified metaroom separated by spaces. Returns all rooms in the world if metaroom_id is -1.

GMAP (integer) x (float) y (float)

Returns the metaroom id at point x,y on the map. If the point is outside the room system, it returns -1.

GRAP (integer) x (float) y (float)

Returns the room id at point x,y on the map. If the point is outside the room system, it returns -1.

GRID (integer) agent (agent) direction (integer)

Returns the ID of a room adjacent to the agent in the given direction. A straight line is drawn from the centre of the agent until it hits a room.  
Directions are LEFT, RGHT, _UP_, or DOWN. A value of -1 is returned if no room can be found.

HIRP (integer) room_id (integer) ca_index (integer) directions (integer)

Returns id of the room adjacent to this one with the highest concentration of the given CA. direction is 0 for left/right, 1 for any direction.

LEFT (integer)

Returns the value of the left constant.

LINK (command) room1 (integer) room2 (integer) permiability (integer)

Sets the permiability of the link between the rooms specified, creating the link if none exists before. Set to 0 to close (destroy) the link. This is 
used for CAs. See also DOOR.

LINK (integer) room1 (integer) room2 (integer)

Returns the permiability of the link between the rooms specified or 0 if no link exists.

LORP (integer) room_id (integer) ca_index (integer) directions (integer)

Returns id of the room adjacent to this one with the lowest concentration of the given CA. direction is 0 for left/right, 1 for any direction.

MAPD (command) width (integer) height (integer)

Sets the dimensions of the map. These are the maximum world coordinates. Metarooms are rectangles within this area.

MAPH (integer)

Returns the total height of the map.

MAPK (command)

Resets the map to be empty.

MAPW (integer)

Returns the total width of the map.

MLOC (string) metaroom_id (integer)

Returns the location of the specified metaroom as a string formated as follows: x y width height.

PERM (command) permiability (integer)

Value from 1 to 100. Sets which room boundaries the agent can pass through. The smaller the PERM the more it can go through. DOOR sets the   
corresponding room boundary permiability. Also used for ESEE, to decide what it can see through.

PERM (integer)

Returns the target's map permiability.

PROP (command) room_id (integer) ca_index (integer) ca_value (float)

Sets the level of a CA (cellular automata) in a particular room. There are 16 CAs, and their meaning depends on the game. The level is between 0 and 1.

PROP (float) room_id (integer) ca_index (integer)

Returns the value of a CA in a room.

RATE (command) room_type (integer) ca_index (integer) gain (float) loss (float) diffusion (float)

Sets various rates for a CA (cellular automata) in a particular type of room. The values can be from 0 to 1. Gain is the susceptibility to absorb from 
agents in the room, and loss is the amount lost to the atmosphere. The diffusion is the amount it spreads to adjacent rooms.

RATE (string) room_type (integer) ca_index (integer)

Returns a string containing gain, loss and diffusion rates for that combination of room type and CA.

RGHT (integer)

Returns the value of the right constant.

RLOC (string) room_id (integer)

Returns the location of the specified room as a string formated as follows: xLeft xRight yLeftCeiling yRightCeiling yLeftFloor yRightFloor.

ROOM (integer) agent (agent)

Returns the id of the room containing the midpoint of the specified agent.

RTYP (command) room_id (integer) room_type (integer)

Sets the type of a room. The meaning of the types depends on the game. RATE also uses the room type.

RTYP (integer) room_id (integer)

Returns the type of a room, or -1 if not a valid room id.

TORX (float) room_id (integer)

Returns relative X position of the centre of the given room from target's top left corner.

TORY (float) room_id (integer)

Returns relative Y position of the centre of the given room from target's top left corner.

_UP_ (integer)

Returns the value of the up constant.


Motion

ACCG (command) acceleration (float)

Set acceleration due to gravity in pixels per tick squared.

ACCG (float)

Returns target's acceleration due to gravity in pixels per tick squared.

ADMP (command) damping_factor (float)

Damp angular velocity by this much each tick. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

ADMP (float)

Get current angular damping. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

AERO (command) aerodynamics (integer)

Set aerodynamic factor as a percentage. The velocity is reduced by this factor each tick.

AERO (integer)

Returns aerodynamic factor as a percentage.

ANGL (float) x (float) y (float)

Gets the angle (as a fraction of a circle) from TARG's position to the position specified.

AVEL (command) amount_in_fraction_of_whole_circle (float)

Set angular velocity.

AVEL (float)

Get current angular velocity.

ELAS (command) elasticity (integer)

Set the elasticity percentage. An agent with elasticity 100 will bounce perfectly, one with elasticity 0 won't bounce at all.

ELAS (integer)

Return the elasticity percentage.

FALL (integer)

Returns 1 if target is moving under the influence of gravity, or 0 if it is at rest.

FDMP (command) damping_factor (float)

Damp forward velocity by this much each tick. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

FDMP (float)

Get current forwards damping. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

FLTO (command) screen_x (float) screen_y (float)

Move the top left corner of target to either the given screen coordinates, or the given coordinates relative to the agent it is FREL to. Useful for 
floating agents.

FREL (command) relative (agent)

Sets an agent for target to float relative to. To make target actually float, you need to set attribute Floatable as well. Set FREL to NULL to make 
the target float relative to the main camera - this is the default. Use FLTO to set the relative position of the top left corner of the floating agent 
to the top left corner of the agent it is floating relative to.

FRIC (command) friction (integer)

Set physics friction percentage, normally from 0 to 100. Speed is lost by this amount when an agent slides along the floor.

FRIC (integer)

Return physics friction percentage.

FVEL (command) amount_in_pixels (float)

Set forwards velocity.

FVEL (float)

Get current forwards velocity.

MOVS (integer)

Returns the movement status of the target.
0 Autonomous
1 Mouse driven
2 Floating
3 In vehicle
4 Carried

MVBY (command) delta_x (float) delta_y (float)

Move the target agent by relative distances, which can be negative or positive.

MVSF (command) x (float) y (float)

Move the target agent into a safe map location somewhere in the vicinity of x, y. Only works on autonomous agents - see MOVS. Works like a safe MVFT 
for creatures.

MVTO (command) x (float) y (float)

Move the top left corner of the target agent to the given world coordinates. Use MVFT instead to move creatures.

OBST (float) direction (integer)

Returns the distance from the agent to the nearest wall that it might collide with in the given direction. Directions are LEFT, RGHT, _UP_, or DOWN. 
If the distance to the collsion is greater than RNGE then a very large number is returned.

RELX (float) first (agent) second (agent)

Returns the relative X distance of the centre point of the second agent from the centre point of the first.

RELY (float) first (agent) second (agent)

Returns the relative Y distance of the centre point of the second agent from the centre point of the first.

ROTN (command) no_of_sprites_for_each_rotation (float) no_of_rotations (float)

For automatic change of sprite when the agent rotates the engine assumes that the sprite file is stored with all the sprites for one rotation together 
starting with pointing north.

SDMP (command) damping_factor (float)

Damp sideways velocity by this much each tick. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

SDMP (float)

Get current sideways damping. The value is from 0.0 to 1.0 where 0.0 means no damping, 1.0 maximum.

SPIN (command) amount_in_fraction_of_whole_circle (float)

Rotate to a particular facing.

SPIN (float)

Get current facing angle.

SVEL (command) amount_in_pixels (float)

Set sideways velocity.

SVEL (float)

Get current sideways velocity.

TMVB (integer) delta_x (float) delta_y (float)

Similar to TMVT only tests a MVBY.

TMVF (integer) x (float) y (float)

Test if a creature could move it's down foot to position x,y.

TMVT (integer) x (float) y (float)

Test if target can move to the given location and still lie validly within the room system. Returns 1 if it can, 0 if it can't.

VARC (command) view_arc_size (float)

[not implemented yet]

VARC (float)

[not implemented yet]

VECX (float) angle (float)

Returns a normalised vector for the given angle (X coordinate).

VECY (float) angle (float)

Returns a normalised vector for the given angle (Y coordinate).

VELO (command) x_velocity (float) y_velocity (float)

Set velocity, measured in pixels per tick.

VELX (variable)

Horizontal velocity in pixels per tick - floating point.

VELY (variable)

Vertical velocity in pixels per tick - floating point.

WALL (integer)

Returns the direction of the last wall the agent collided with. Directions are LEFT, RGHT, _UP_, or DOWN.


Net

NET: ERRA (integer)

Returns an error code from the last command. Currently NET: LINE is the only command to set it.
Error codes are:
0 - Unknown
1 - Connection OK
2 - Connection failed, you or the server are offline
3 - Connection failed, invalid user name/password
4 - Connection failed, you are already logged in elsewhere
5 - Connection failed, too many users for server
6 - Connection failed, internal error
7 - Connection failed, new client version required.
Try NET: RAWE for more detailed diagnostic codes.

NET: EXPO (integer) chunk_type (string) dest_user_id (string)

Transwarp the target creature to the given user. The Creature is exported to the warp out directory; this command is very similar to PRAY EXPO. 
Return  value is one of the following:
0 for success
1 if the creature, or if pregnant any of its offspring, are already on disk in some form. This case won't happen much, if you use a special chunk 
name  like WARP.
2 if the user hasn't been online in this world yet / since the user name changed, so we don't know who they are.
When receiving a creature, use NET: FROM to find out who sent it.

NET: FROM (string) resource_name (string)

The user who sent the PRAY file which contains the specified resource. If the resource did not arrive as a message over the network via NET: MAKE or 
NET: EXPO, then this returns an empty string. The user returned by this command is guaranteed in a way that looking at the content of the PRAY file 
would not be. For example, the "Last Network User" attribute in an exported Creature made with NET: EXPO could be faked.

NET: HEAD (command)

Dump debugging informatino about who is NET: HEARing on what channels.

NET: HEAR (command) channel (string)

The target agent will now accept CAOS messages over the network on the specified channel, and execute their script as appropriate. Use NET: WRIT to 
send the message.

NET: HOST (string)

Returns the hostname, port, id and friendly name on that host that we are currently connected to, or empty string if offline. The fields are space 
separated, although the last field (friendly name) may contain spaces.

NET: LINE (command) state (integer)

Goes on or offline, connecting or disconnecting from the Babel server. Set to 1 to connect, 0 to disconnect. A NET: USER must be set first. NET: ERRA 
is set to any error code. While the connection is being made, this command can block for several ticks. This command never runs in an INST.

NET: LINE (integer)

Returns 1 if you are connected to the Babel server, or 0 if you aren't.

NET: PASS (string)

Returns the currently set username, as selected with PASS.

NET: PASS (command) nick_name (string) password (string)

Set nickname and password - do this before connecting with NET: LINE. If you set GAME "engine_netbabel_save_passwords" to 1 then the password for each 
nickname is saved in user.cfg, so you can specify an empty string for the password after the first time. The nickname is saved with the serialised 
world, so is cleared when you start a new world. You can use NET: PASS to retrieve the user later.

NET: RAWE (integer)

Returns an internal error code from Babel. Only use this for display and diagnostic purpose, use NET: ERRA for documented error codes which you can 
rely on.

NET: RUSO (command) store_result (variable)

Returns (into store_result) a random user who is currently online. Returns an empty string if you're offline, or if you aren't using the Docking 
Station Babel server module. Since you're online, it can return yourself (especially if you're the only person online!). The user is also only likely  
to be online - they could have gone offline since the server replied to you.
This is a command rather than an integer r-value because it is blocking. This means that it might take several ticks before the server returns the 
result. In this sense it is similar to a command like OVER, so it does not run in an INST. You should use LOCK if you don't want your script 
interrupting.

NET: STAT (command) time_online (variable) users_online (variable) bytes_received (variable) bytes_sent (variable)

Returns statistics for the current Babel connection, or -1 if offline. This command can block (doesn't execute in an INST). The statistics are:
time_online - Time online in milliseconds
users_online - Number of users currently connected to the server
bytes_received - Bytes received by the client
bytes_sent - Bytes sent from the client

NET: ULIN (integer) user_id (string)

Returns 1 if the specified user is online, or 0 if they are offline. This is slow (i.e. has to call the server) unless the user is in the whose wanted 
register of any agent. Use NET: WHON to add a user to the register.

NET: UNIK (command) user_id (string) store_result (variable)

Returns the specified user's screen or nick name. Returns empty string if offline, or no such user. This command can take many ticks to execute while 
the server is quizzed, like NET: RUSO.

NET: USER (string)

Returns the user's numeric Babel id, or an empty string if they have never logged in with this world since they last changed user name.

NET: WHAT (string)

For debugging only. Returns a string describing what the upload/query network thread is currently doing. For example, it may be fetching a random  
online user, or uploading some creature history. Returns an emptry string if it is doing nothing.

NET: WHOD (command)

Dump debugging information about the whose wanted register.

NET: WHOF (command) user (string)

Removes a user from the whose wanted list for the target agent. See NET: WHON.

NET: WHON (command) user (string)

Add a user to the whose wanted register for the target agent. Scripts User Online and User Offline are now called on this agent when that user goes  
on  or offline, or indeed when the local user goes offline. Use NET: WHOF to remove them from the register. This command is blocking, it can take  
several ticks to return.

NET: WHOZ (command)

Zap the target agent's whose wanted register, removing all entries.

NET: WRIT (command) user_id (string) channel (string) message_id (integer) param_1 (anything) param_2 (anything)

Send a message to a remote machine, as specified by the user identifier. All agents which are NET: HEARing on the given channel will receive the  
message, and run the appropriate script. If the specified user is offline, then the message is discarded. The FROM variable of the receiving script 
contains the user id of the sender, as a string. See also MESG WRIT.

Ports

ECON (command) agent (agent)

Starts an enumeration across all the agents in a connective system, where agent is any agent within the connective system.

PRT: BANG (command) bang_strength (integer)

Breaks connections randomly with other machines (as if the machine had been 'banged'. Use a bang_strength of 100 to disconnect all ports, 50 to  
disconnect about half etc.

PRT: FRMA (agent) inputport (integer)

Returns the agent from which the input port is fed. Returns NULLHANDLE if that port does not exist, or is not connected.

PRT: FROM (integer) inputport (integer)

Returns the output port index on the source agent, feeding that input port on the TARG agent.
Return values are -ve for error.

PRT: INEW (command) id (integer) name (string) description (string) x (integer) y (integer) message_num (integer)

Create a new input port on target. You should number input port ids starting at 0. The message_num is the message that will be sent to the agent when  
a signal comes in through the input port. _P1_ of that message will contain the data value of the signal. The position of the port, relative to the  
agent, is given by x, y.

PRT: ITOT (integer)

Returns the number of input ports, assuming they are indexed sequentially.

PRT: IZAP (command) id (integer)

Remove the specified input port.

PRT: JOIN (command) source_agent (agent) output_id (integer) dest_agent (agent) input_id (integer)

Connect an output port on the source agent to an input port on the destination. An input may only be connected to one output at at time, but an 
output may feed any number of inputs.

PRT: KRAK (command) agent (agent) in_or_out (integer) port_index (integer)

Breaks a specific connection on a machine. If in_or_out is zero, it is an input port whose connection is broken, if it is an output port, then all 
inputs are disconnected.

PRT: NAME (string) agent (agent) in_or_out (integer) port_index (integer)

Returns the name of the indexed port (input port if in_or_out is zero, output port if non-zero) on the specified agent. Returns "" in error.

PRT: ONEW (command) id (integer) name (string) description (string) x (integer) y (integer)

Create a new output port on target. You should number input port ids starting at 0. The port's relative position is given by x, y.

PRT: OTOT (integer)

Returns the number of output ports, assuming they are indexed sequentially.

PRT: OZAP (command) id (integer)

Remove the specified output port.

PRT: SEND (command) id (integer) data (anything)

Send a signal from the specified output port to all connected inputs. The data can be any integer.

Beispiele

Resources

NET: MAKE (integer) which_journal_spot (integer) journal_name (string) user (string) report_destination (variable)

Like PRAY MAKE, only sends the made pray file to the specified user. This will arrive in their inbox, where it can be read with normal PRAY commands 
and deleted with PRAY KILL.

PRAY AGTI (integer) resource_name (string) integer_tag (string) default_value (integer)

This returns the value of the integer tag associated with the named resource. If the resource does not contain such a tag, then the default value 
specified is returned. This call pairs with PRAY AGTS.

PRAY AGTS (string) resource_name (string) string_tag (string) default_value (string)

This returns the value of the string tag associated with the named resource. If the resource does not contain such a tag, then the default value  
specified is returned. This call pairs with PRAY AGTI.

PRAY BACK (string) resource_type (string) last_known (string)

Like PRAY PREV, only doesn't loop at the end. If you go beyond the first entry then it returns an empty string.

PRAY COUN (integer) resource_type (string)

This returns the number of resource chunks which are tagged with the resource type passed in. Resource types are four characters only. Anything over 
that length will be silently truncated.

PRAY DEPS (integer) resource_name (string) do_install (integer)

This performs a scan of the specified resource, and checks out the dependency data. The primary use for this would be in the preparation for 
injection  of agents. If you pass zero in the do_install parameter, then the dependencies are only checked. If do_install is non-zero, then they are 
installed also. The return values are as follows:
0 = Success
-1 = Agent Type not found
-2 = Dependency Count not found
-3 to -(2 + count) is the dependency string missing
-(3+count) to -(2+2*count) is the dependency type missing
2*count to 3*count is the category ID for that dependency being invalid
1 to count is the dependency failing

PRAY EXPO (integer) chunk_type (string)

This function exports the target creature. If the creature is exported successfully then it has been removed from the world. Returns value is one of  
the following:
0 for success
1 if the creature, or if pregnant any of its offspring, are already on disk in some form.
The chunk type should be used to find the creature again to import it. In Creatures 3, most exported creatures have a chunk type EXPC, and the 
starter  family uses SFAM.
For new games, you should not use SFAM, as its data would get confused with that of an EXPC with the same moniker. This is for backwards compatibility 
with Creatures 3's use of SFAM, which works because the CAOS code guarantees different monikers.
For other chunk names, creatures exported with a different type are kept entirely separately, and will not get confused with each other. The chunk 
type is added to the end of the moniker to form the chunk name.
The exported creature has some fields associated with it, that can be read by PRAY AGTI or PRAY AGTS before importing:
"Exported At World Time" integer
"Creature Age In Ticks" integer
"Exported At Real Time" integer
"Creature Life Stage" integer
"Exported From World Name" string
"Exported From World UID" string
"Native Network User" string
"Last Network User" (could be faked, NET: FROM is safer) string
"Creature Name" string
"Gender" integer
"Genus" integer
"Variant" integer
"Head Gallery" string (this is calculated on the sending computer, so the file may be missing on the receiving one - try LIMB instead)
"Pregnancy Status" integer
In addition you can add custom fields by setting NAME variables on the Creature before export. Any strings or integers whose name begin "Pray Extra "  
are added as entries to the export file.

PRAY FILE (integer) resource_name (string) resource_type (integer) do_install (integer)

This performs the "installation" of one file from the resource files. The resource_type is defined in the agent resource guide. If do_install is zero, 
the command simply checks if the file install should succeed. Return value is 0 for success, 1 for error.

PRAY FORE (string) resource_type (string) last_known (string)

Like PRAY NEXT, only doesn't loop at the end. If you go beyond the last entry then it returns an empty string.

PRAY GARB (command) force (integer)

This command clears the manager's cached resource data. Execute this after a lot of resource accesses (E.g. installing an agent) to clean up the 
memory used during the process. If you don't do this, excess memory can be held for a while, If the parameter is zero (the most usual) then the  
manager will only forget resources which are not in use at the moment. If force is non-zero, then the manager will forget all the previously loaded 
resources. As the resources currently in use go out of scope, they are automatically garbage collected.

PRAY IMPO (integer) moniker_chunk (string) actually_do_it (integer) keep_file (integer)

This function imports the creature with the requested moniker and chunk type. Returns one of the following codes:
0 - success
1 - couldn't reconcile histories so creature was cloned
2 - moniker not found in PRAY system
3 - unused error code
4 - internal / file format error
Set actually_do_it to 1 to try and perform the import, or 0 to perform a query giving just the return value. You can use the query to test if the 
creature is available, and if the creature would have to be cloned upon importing, and warn the user. The new creature is TARGetted after import. If 
you set keep file to 1, then the exported file won't be deleted (moved to the porch). The creature will appear in the same place that it was exported, 
but as with NEW: CREA, it will be in limbo, and won't function until moved to a valid place.

PRAY INJT (integer) resource_name (string) do_install (integer) report_var (variable)

This command injects an agent. The agent must be in the chunk named. If do_install is zero, the command simply checks for the presence of the required 
scripts and dependencies. If non-zero, it attempts to inject the agent. The report var is a string variable, and is set to the name of the offending 
script if the injection/check fails.
Return is 0 for success, -1 for "Script not found" and if injecting, -2 for "Injection failed".
Return value -3 indicates that a dependency evaluation failed, and in this case, the report var is the return code from PRAY DEPS

PRAY KILL (integer) resource_name (string)

Deletes the resource file which contains the specified chunk. This is permanent and irreversible. Returns 1 if there was such a chunk and file, or 0 
if there wasn't.

PRAY MAKE (integer) which_journal_spot (integer) journal_name (string) which_pray_spot (integer) pray_name (string) report_destination (variable)

Please see the documentation accompanying the praybuilder on CDN
Suffice it to say: return value is zero for success, otherwise non-zero, and report is set to the praybuilder output for you
Also, the which_journal_spot is zero for world journal, 1 for global journal. Also the which_pray_spot is zero for "My Agents" and 1 for "My Creatures"

PRAY NEXT (string) resource_type (string) last_known (string)

This returns the name of the resource chunk directly after the named one, given that they are of the same type. It loops when it reaches the end. If 
the named resource cannot be found in the list of resources of the type specified, then the last resource of that type is returned. This call pairs 
with PRAY PREV. Compare PRAY FORE.

PRAY PREV (string) resource_type (string) last_known (string)

This returns the name of the resource chunk directly before the named one, given that they are of the same type. It loops when it reaches the end. If 
the named resource cannot be found in the list of resources of the type specified, then the first resource of that type is returned. This call pairs 
with PRAY NEXT. Compare PRAY BACK.

PRAY REFR (command)

This command refreshes the engine's view of the Resource directory. Execute this if you have reason to believe that the files in the directory may 
have changed. It only detects changes if there is a new file or a deleted file - if a file has only changed it won't notice. This is awkward during 
development, you can use PRAY KILL to kill the old file before copying the new one over. PRAY REFR forces a PRAY GARB to happen automatically.

PRAY TEST (integer) resource_name (string)

This checks for the existence of a chunk, returning zero if it is not found, and a value from 1-3 indicating the cost to load if it is.
Return values are currently defined as:
0 - Chunk not available at this time
1 - Chunk Available, Cached and ready for use
2 - Chunk available, on disk uncompressed and fine for loading
3 - Chunk available, on disk compressed and ready for loading.

Thus the return value could be thought of as the cost of loading, where 1 is no cost, and 3 is high cost.

Scripts

CAOS (string) inline (integer) state_trans (integer) p1 (anything) p2 (anything) commands (string) throws (integer) catches (integer) report (variable)

Executes the specified CAOS commands instantly. The local environment (_IT_ VAxx TARG OWNR etc.) will be promoted to the script's environment if  
inline is non-zero. If state_trans is non-zero, then FROM and OWNR are propogated, if zero, then the script is run orphaned. CAOS returns the output  
of the script. As you can put multiple scripts through in one call, the output is potentially concatenated. Note that all sets of scripts are  
executed  in the same virtual machine if inline is non-zero, otherwise the virtual machine is reset before each script is passed. The params _p0_ and 
_p1_ are passed in as the parameters to the script, even when inline. You can execute "outv 7 endm scrp 3 7 11 6 outv 3 endm outv 9", which will make 
a script 3 7 11 6 and return "79".
If throws is non-zero then the system will throw exceptions, otherwise it will return "***" with report set to the exception sid in the CAOS  
catalogue  TAG. If catches is non-zero then the system will catch any run errors encountered and return them in report, having set the return 
value to "###" first.

GIDS FMLY (command) family (integer)

Output the genus numbers for which there are scripts in the scriptorium for the given family. List is space delimited.

GIDS GNUS (command) family (integer) genus (integer)

Output the species numbers for which there are scripts in the scriptorium for the given family and genus. List is space delimited.

GIDS ROOT (command)

Output the family numbers for which there are scripts in the scriptorium. List is space delimited.

GIDS SPCS (command) family (integer) genus (integer) species (integer)

Output the event numbers of scripts in the scriptorium for the given classifier. List is space delimited.

INST (command)

This command indicates that the following commands should execute in a single tick - ie the script cannot be interrupted by the script 'scheduler'.  
This can be important for certain tasks which might leave an agent in an undefined (and dangerous) state if interrupted. The INST state is broken 
either manually, using a SLOW command, or implictly, if a blocking instruction is encountered (eg WAIT). Blocking instructions force the remainder of 
the script's timeslice to be discarded.

JECT (command) cos_file (string) flags (integer)

Injects a COS file from the bootstrap directory. The file is searched for (case insensitively) in all bootstrap subdirectories. You must specify the 
file extension (it doesn't have to be .cos). Flags is a combination of what you want to inject:
1 - Remove sctipt
2 - Event scripts
4 - Install script
The scripts (if present) are injected in that order. So, setting flags to 7 will fully uninstall and reinstall the cos file. Error messages and output 
are written to the current output stream.

LOCK (command)

Prevent the current script being interrupted until UNLK. Normally, events other than timer scripts interrupt (abort) currently running scripts. You 
can also use INST for similar, stronger protection.

SCRX (command) family (integer) genus (integer) species (integer) event (integer)

Remove specified script from the scriptorium.

SLOW (command)

Turn off INST state.

SORC (string) family (integer) genus (integer) species (integer) event (integer)

Returns the source code for the specified script. Use the GIDS commands to find available scripts.

SORQ (integer) family (integer) genus (integer) species (integer) event (integer)

Returns 1 if the script is in the scriptorium, or if there is a general event script for the entire genus, or family. Returns 0 if there is no 
matching script.

STOP (command)

Stops running the current script. Compare STPT.

STPT (command)

Stops any currently running script in the target agent. See also STOP.

UNLK (command)

End the LOCK section.

WAIT (command) ticks (integer)

Block the script for the specified number of ticks. This command does an implicit SLOW.


Sounds

FADE (command)

Fade out a controlled sound.

MCLR (command) x (integer) y (integer)

Clear the music for the metaroom at the given location.

MIDI (command) midi_file (string)

Plays a MIDI file. Set to an empty string to stop the MIDI player.

MMSC (command) x (integer) y (integer) track_name (string)

Associates a music track with the meta room at the specified coordinates.

MMSC (string) x (integer) y (integer)

Returns the name of the music track played at the metaroom in the given location.

MUTE (integer) andMask (integer) eorMask (integer)

This returns (and potentially sets) the mute values for the sound managers in the game. Sensible settings for the parameters are as follows:
andMask	eorMask	returns
0	3	3 - Mutes both sound and music
3	0	0 for no mute
1 for sound muted
2 for music muted
3 for both muted
Sets nothing
1	2	Returns 2 for music muted, or 3 for both muted
Only sets mute on music, leaves sound alone

RCLR (command) x (integer) y (integer)

Clear the music for the room at the given location.

RMSC (command) x (integer) y (integer) track_name (string)

Associates a music track with the room at the specified coordinates. This overrides any track specified for the metaroom that the room is in.

RMSC (string) x (integer) y (integer)

Returns the name of the music track played at the room in the given location.

SEZZ (command) text (string)

Makes the TARG agent speak the specified text with voice as set by VOIS or VOIC. If TARG is a creature then it will be spoken properly (speech bubble 
et al).

SNDC (command) sound_file (string)

Plays a controlled sound effect emitted from the target. Updates volume and panning as the agent moves.

SNDE (command) sound_file (string)

Play a sound effect audible as if emitted from target's current location.

SNDL (command) sound_file (string)

Play a sound effect as in SNDC, only the sound is looped.

SNDQ (command) sound_file (string) delay (integer)

As SNDE, only with a delay before playing.

STPC (command)

Stops a controlled sound.

STRK (command) latency (integer) track (string)

This triggers the music track specified. The track will play for at least latency seconds before being overridden by room or metaroom music.

VOIC (command) genus (integer) gender (integer) age (integer)

This sets the TARG agent's voice to the specified creature voice, using standard cascade techniques to select the nearest match. On failure,  
"DefaultVoice" will be reloaded. Use SEZZ to actually say something.

VOIS (command) voice_name (string)

Sets the TARG agent's voice to the specified value. The voice name must be valid in the catalogue. If it fails, then "DefaultVoice" will be reloaded. 
Use SEZZ to actually say something.

VOIS (string)

This returns the voice name for the TARG agent. (Unless it has been serialised in :( In which case it returns "Lozenged" if the agent had a voice  
before the save, or "" as normal if the agent can't speak.)

VOLM (command) channel (integer) volume (integer)

Set overall the volume of the sound effects (channel 0), the MIDI (channel 1) or the generated music (channel 2). Values range from -10000 (silent) to 
0 (loudest).

VOLM (integer) channel (integer)

Returns the overall the volume of the sound effects (channel 0), the MIDI (channel 1) or the generated music (channel 2). Values range from -10000 
(silent) to 0 (loudest).

Time

BUZZ (command) interval (integer)

Sets the ideal interval in milliseconds between each tick. However fast the machine, it won't tick quicker than this, but it might tick slower. You 
can find the actual time taken with RACE. Changing this from the default value of 50 midgame will damage profiling and seasons. Things such as  
creature brains are designed for the default 50 millisecond update interval. Change this with caution!

BUZZ (integer)

Returns the ideal interval in milliseconds between each tick. You can find the actual interval with RACE.

DATE (integer)

Returns the day within the current season, from 0 to GAME "engine_LengthOfSeasonInDays" - 1. See also HIST DATE.

DAYT (integer)

Returns the current day of the month

ETIK (integer)

Returns the number of ticks since the engine was loaded in.

HIST DATE (integer) world_tick (integer)

Returns the day within the current season. This is the same as DATE. See also WTIK and HIST WTIK.

HIST SEAN (integer) world_tick (integer)

Returns the current season for a given world tick. This is the same as SEAN. See also WTIK and HIST WTIK.

HIST TIME (integer) world_tick (integer)

Returns the time of day for a given world tick. This is the same as TIME. See also WTIK and HIST WTIK.

HIST YEAR (integer) world_tick (integer)

Returns the number of game years elapsed for a given world tick. This is the same as YEAR. See also WTIK and HIST WTIK.

MONT (integer)

Returns the month of the year

MSEC (integer)

Returns a time stamp measured in milliseconds. It is not specified when the time is measured from; the stamp is only guaranteed to be consistent  
during one session.

PACE (float)

Returns the tick rate satisfaction factor.
Factor 1 - ticks are taking the time we would expect them to, which is set by BUZZ.
Factor more than 1 - the engine is running too slowly.
Factor less than 1 - the engine is leaving spare processing time.
This is averaged over the last 10 ticks. 
Agents can look at this to adjust the resources they use according to current spare processing time. For example, if you have a random snowflake  
generator in winter, you could increase the chance of generation if PACE is low, and decrease the chance if PACE is high. When you do this remember 
that computers will be arbitarily faster in the future, so you should place an extra upper limit on the number of snowflakes to stop them filling the 
whole screen.
Note that PACE only measures the time the engine takes for tick processing, not for handling requests from external applications, or adding Windows 
events to its internal queue. Because of this, you should aim for a value which is a bit less than 1.
Compare RACE.

RACE (integer)

Returns the time in milliseconds which the last tick took overall. This differs from PACE in that on fast machines it will have a minimum of 50 
milliseconds, or the value set by BUZZ. It accounts for all the time in the tick, including event handling and window processing.

RTIF (string) real_time (integer) format (string)

Takes a real world time, as returned by RTIM or HIST RTIM and converts it to a localised string for display. The format string is made up of any text, 
with the following special codes:
%a - Abbreviated weekday name
%A - Full weekday name
%b - Abbreviated month name
%B - Full month name
%c - Date and time representation appropriate for locale
%d - Day of month as decimal number (01 - 31)
%H - Hour in 24-hour format (00 - 23)
%I - Hour in 12-hour format (01 - 12)
%j - Day of year as decimal number (001 - 366)
%m - Month as decimal number (01 - 12)
%M - Minute as decimal number (00 - 59)
%p - Current locale’s AM/PM indicator for 12-hour clock
%S - Second as decimal number (00 - 59)
%U - Week of year as decimal number, with Sunday as first day of week (00 - 53)
%w - Weekday as decimal number (0 - 6; Sunday is 0)
%W - Week of year as decimal number, with Monday as first day of week (00 - 53)
%x - Date representation for current locale
%X - Time representation for current locale
%y - Year without century, as decimal number (00 - 99)
%Y - Year with century, as decimal number
%z, %Z - Time-zone name or abbreviation; no characters if time zone is unknown
%% - Percent sign
The # flag may prefix any formatting code, having the following meanings:
%#a, %#A, %#b, %#B, %#p, %#X, %#z, %#Z, %#% # flag is ignored.
%#c Long date and time representation, appropriate for current locale. For example: Tuesday, March 14, 1995, 12:41:29.
%#x Long date representation, appropriate to current locale. For example: Tuesday, March 14, 1995.
%#d, %#H, %#I, %#j, %#m, %#M, %#S, %#U, %#w, %#W, %#y, %#Y Remove leading zeros (if any). 
You probably want to READ any formatted string you use from a catalogue file.

RTIM (integer)

Returns the current real world time. This is measured in seconds since midnight, 1 January 1970 in UTC. To display, use RTIF.

SCOL (integer) and_mask (integer) eor_mask (integer) up_speeds (byte-string) down_speeds (byte-string)

Set an AND and an EOR mask, to control the following scrolling functions:
1 - Screen edge nudgy scrolling
2 - Keyboard scrolling
4 - Middle mouse button screen dragging
8 - Mouse wheel screen scrolling
The byte strings is used for nudgy and keyboard scrolling. The defaults are [1 2 4 8 16 32 64] and [0 1 2 4 8 16 32]. They represent the number of 
pixels scrolled each consecutive tick, as the scrolling gets slower and faster.
If you use [] for a byte string, then the string won't be changed at all. See also the EAME variables engine_nudge_border_t etc.

SEAN (integer)

Returns the current season. This can be
0 - spring
1 - summer
2 - autumn
3 - winter
The GAME variable engine_LengthOfSeasonInDays sets the season length. See also HIST SEAN.

TIME (integer)

Returns the time of day. This can be
0 - dawn
1 - morning
2 - afternoon
3 - evening
4 - night
The GAME variable engine_LengthOfDayInMinutes sets the day length. See also HIST TIME.

WOLF (integer) kanga_mask (integer) eeyore_mask (integer)

Provides various functions to distort space-time and otherwise help with wolfing runs. Set an AND and an EOR mask, to control the following bits:
1 - Display rendering. Turning it off speeds the game up.
2 - Fastest ticks. The game usually runs at a maximum of 20 frames per second. If this is set, it instead runs as fast as it can.
4 - Refresh display at end of tick. If set, then the display is updated at the end of the tick, and the flag is cleared.
8 - Autokill. If set, agents which generate run errors are automatically killed, as the command line option.

WPAU (command) paused (integer)

Stops world ticks from running. Days, seasons and years won't change and any delayed messages are paused, as are CAs and some sound effects. Set to 1 
to pause, 0 to run. Use along with PAUS.

WPAU (integer)

Returns 1 if world ticks are paused, or 0 otherwise.

WTIK (integer)

Returns the number of ticks since the world was first made. For debugging purposes only you can change this value with DBG: WTIK.

YEAR (integer)

Returns the number of game years elapsed. The GAME variable engine_NumberOfSeasons sets the year length. See also HIST YEAR.

Variables

ABSV (command) var (variable)

Makes a variable positive (its absolute value), so if var is negative var = 0 - var, otherwise var is left alone.

ACOS (float) x (float)

Returns arccosine of x in degrees.

ADDS (command) var (variable) append (string)

Concatenates two strings, so var = var + append.

ADDV (command) var (variable) sum (decimal)

Adds two integers or floats, so var = var + sum.

ANDV (command) var (variable) value (integer)

Peform a bitwise AND on an integer variable, so var = var & value.

ASIN (float) x (float)

Returns arcsine of x in degrees.

ATAN (float) x (float)

Returns arctangent of x in degrees.

AVAR (variable) agent (agent) index (integer)

This is the OVnn variable of the agent passed in. It is equivalent to target agent, OVnn, but means that you don't need to target it first :) You can 
also use them to implement primitive arrays.

CHAR (command) string (variable) index (integer) character (integer)

Sets a character in a string. String indices begin at 1.

CHAR (integer) string (string) index (integer)

Returns a character from a string. String indicies begin at 1.

COS_ (float) theta (float)

Returns cosine of theta. Theta should be in degrees.

DELE (command) variable_name (string)

Deletes the specified EAME variable.

DELG (command) variable_name (string)

Deletes the specified GAME variable.

DELN (command) variable_name (anything)

Deletes the specified NAME variable on TARG.

DIVV (command) var (variable) div (decimal)

Divides a variable by an integer or float, so var = var / div. Uses integer division if both numbers are integers, or floating point division  
otherwise.

EAME (variable) variable_name (string)

Very similar to GAME variables only they aren't saved or loaded with the world; they keep their value between worlds for one session of the engine. 
The E in EAME stands for for Engine. See the table of engine Eame Variables.

EAMN (string) previous (string)

Enumerates through EAME variable names, roughly as GAMN does through GAME variables. Start and end with an empty string.

FTOI (integer) number_to_convert (float)

Converts a floating-point value into its integer equivalent.

GAME (variable) variable_name (string)

A game variable is a global variable which can be referenced by name.
   eg: SETV GAME "pi" 3.142
Game variables are stored as part of the world and so will be saved out in the world file. If a script uses a non-existant game variable, that 
variable will be created automatically (with value integer zero). Agents, integers, floats and strings can be stored in game variables. Variable names 
are case sensitive. When a new world is loaded, all the game variables are cleared.
There are some conventions for the variable names:
engine_ for Creatures Engine
cav_ for Creatures Adventures
c3_ for Creatures 3
It's important to follow these, as 3rd party developers will just use whatever names they fancy. DELG deletes a game variable. See also the table of 
engine Game Variables.

GAMN (string) previous (string)

Enumerates through game variable names. Pass in an empty string to find the first one, and then the previous one to find the next. Empty string is 
returned at the end.

GNAM (string)

Returns the game name. For example "Creatures 3".

ITOF (float) number_to_convert (integer)

Converts an integer value into its floating-point equivalent.

LOWA (string) any_old (string)

Converts the given string into all lower case letters.

MAME (variable) variable_name (anything)

Machine variable version of NAME. Accesses the same variables, only via OWNR rather than TARG. This is the same difference as between MVxx and OVxx.

MODU (string)

Returns a string listed the loaded modules, and the display engine type. You can use SINS to parse this for particular values.

MODV (command) var (variable) mod (integer)

Gives the remainder (or modulus) when a variable is divided by an integer, so var = var % mod. Both values should to be integers.

MULV (command) var (variable) mul (decimal)

Multiplies a variable by an integer or float, so var = var * mul.

MVxx (variable)

MV00 to MV99 are variables specific to an agent. They are read from OWNR, the owner agent of the current script. These are the exact same variables as 
OVxx, except read from owner not targ. If owner and targ are the same, then OV23 is MV23, for example.

NAME (variable) variable_name (anything)

This is a named variable, similar to a GAME variable, only local to the target agent. See also MAME. The "name" of the variable is not limited to 
strings, but can be anything stored in a variable. i.e. integer, float, string, even an agent.

NAMN (command) previous (variable)

Enumerates through NAME variable names, roughly as GAMN does through GAME variables. Start and end with an empty string.

NEGV (command) var (variable)

Reverse the sign of the given integer or float variable, so var = 0 - var.

NOTV (command) var (variable)

Peform a bitwise NOT on an integer variable.

ORRV (command) var (variable) value (integer)

Peform a bitwise OR on an integer variable, so var = var | value.

OVxx (variable)

OV00 to OV99 are variables specific to an agent. They are read from TARG, the target agent. You can also access these same variables via owner using 
MVxx.

RAND (integer) value1 (integer) value2 (integer)

Returns a random integer between value1 and value2 inclusive of both values. You can use negative values, and have them either way round.

READ (string) catalogue_tag (string) offset (integer)

Returns a string from the catalogue. This is used for localisation. offset 0 is the first string after the TAG command in the catalogue file. See  
also  REAN and WILD.

REAF (command)

Refreshes the catalogue from files on disk, from the main catalogue directory and the world catalogue directory. These are normally read in at 
startup, when a new world is read in, or when the PRAY resources system installs a catalogue file. Use while developing CAOS programs to refresh the 
catalogue as you add entries.

REAN (integer) catalogue_tag (string)

Returns the number of entries in the catalogue for the given tag. For the same tag, you can READ values from 0 to one less than REAN returns.

REAQ (integer) catalogue_tag (string)

Returns 1 if the catalogue tag is present, 0 if not.

SETA (command) var (variable) value (agent)

Stores a reference to an agent in a variable.

SETS (command) var (variable) value (string)

Sets a variable to a string value.

SETV (command) var (variable) value (decimal)

Stores an integer or float in a variable.

SINS (integer) main (string) index_to_search_from (integer) search (string)

Looks for the search string as an exact substring of the main string (string in string). Starts searching at the given index into the main string - 
to  find the first occurence, set this to 1. String indices begin at 1. Returns the index of the position of the substring, if found, or -1 otherwise. 
The search is case sensitive - use UPPA and LOWA to convert all strings first, for a case insensitive search.

SIN_ (float) theta (float)

Returns sine of theta. Theta should be in degrees.

SQRT (float) value (float)

Calculates a square root.

STOF (float) value (string)

Converts a string in decimal to a floating point number. Characters in the string after an initial number are quietly ignored. If there is no obvious 
number then zero is returned.

STOI (integer) value (string)

Converts a string in decimal to an integer. Characters in the string after an initial number are quietly ignored. If there is no obvious number then  
zero is returned.

STRL (integer) string (string)

Returns the length of a string.

SUBS (string) value (string) start (integer) count (integer)

Slices up a string, returning the substring starting at position start, with length count. String indices begin at 1.

SUBV (command) var (variable) sub (decimal)

Subtracts an integer or float from a variable, so var = var - sub.

TAN_ (float) theta (float)

Returns tangent of theta. Theta should be in degrees. Watch out for those nasty discontinuities at 90 and 270.

TARG (command) agent (agent)

This sets the TARG variable to the agent specified.

TYPE (integer) something (anything)

Determines the type of a variable. The type is one of the following:
0 - integer
1 - floating-point
2 - string
3 - simple agent
4 - pointer agent
5 - compound agent
6 - vehicle
7 - creature
ERROR codes for agents:
-1 - NULL agent handle
-2 - Unknown agent - you should never get this

UFOS (string)

This returns the equivalent of "uname -a" on compatible systems, or a description of your operating system on others. This is a descriptive string and 
should not be taken as fixed format, or parseable.

UPPA (string) any_old (string)

Converts the given string into all upper case letters.

VAxx (variable)

VA00 to VA99 are local variables, whose values are lost when the current script ends.

VMJR (integer)

Returns the major version number of the engine.

VMNR (integer)

Returns the minor version number of the engine.

VTOS (string) value (decimal)

Converts an integer or float into a string in decimal.

_P1_ (variable)

Returns the first parameter sent to a script.

_P2_ (variable)

Returns the second parameter sent to a script.

Vehicles

CABB (integer)

Returns relative position of bottom side of cabin.

CABL (integer)

Returns relative position of left side of cabin.

CABN (command) left (integer) top (integer) right (integer) bottom (integer)

Set a vehicles cabin rectangle. The cabin is the area in which agents inside the vehicle are kept. The rectangle is relative to the position of the 
vehicle. Default cabin is the bounding rectangle of part 0. You might want to use ATTR to set attribute Greedy Cabin, on the vehicle. This will make 
it automatically pick up items which are dropped in the cabin.

CABP (command) plane (integer)

Set the plane that vehicle passengers are at. This is relative to the vehicle's plane.

CABP (integer)

Returns the plane that passengers of the vehicle are at.

CABR (integer)

Returns relative position of right side of cabin.

CABT (integer)

Returns relative position of topside of cabin.

CABV (command) cabin_room_id (integer)

Sets the room number which things in the cabin think they are in. By default, the value is -1, and the room is the one underneath wherever the agent 
happens to be. Make sure you set this if the vehicle ever remotely leaves the room system. This command effects values returned from ROOM and GRID. It 
won't apply to some aspects of Creatures in the vehicle.

CABV (integer)

Returns the cabin room number.

CABW (command) cabin_capacity (integer)

Set the capacity or width of the cabin. This will determine how many passengers the cabin can hold, each passenger will be on a separate plane within 
the cabin. Use CABP to set the plane of the first agent relative to the cabin. The default width is zero, this means that the cabin will accept any 
number of passengers and will place them all on the same plane.

DPAS (command) family (integer) genus (integer) species (integer)

Drop all passengers matching classifier.

EPAS (command) family (integer) genus (integer) species (integer)

Enumerate over owner vehicle's passengers which match the given classifier. Similar to ENUM.

GPAS (command) family (integer) genus (integer) species (integer) rect_to_use (integer)

Collect all nearby agents matching the classifier as passengers.
rect_to_use 0 : Nearby means touching bounding rectangle of agent
rect_to_use 1 : Nearby means touching cabin rectangle

NEW: VHCL (command) family (integer) genus (integer) species (integer) sprite_file (string) image_count (integer) first_image (integer) plane (integer)

Create a new vehicle. Parameters are the same as NEW: COMP.

RPAS (command) vehicle (agent) passenger (agent)

Specified vehicle drops the specified passenger.

SPAS (command) vehicle (agent) new_passenger (agent)

Specified vehicle picks up the specified passenger.

World

DELW (command) world_name (string)

Löscht das spezifizierte Weltverzeichnis. 

LOAD (command) world_name (string)

Lädt die spezifizierte Welt, beim Anfang des folgenden tick´s. Sehen Sie auch BEENDIGT zu wichtiger Information über die Anwendung von INST. 
Siehe auch BOOT und  engine_no_auxiliary_bootstrap_nnn für zusätzliche Informationen

NWLD (integer)

Gibt die Zahl Weltverzeichnisse zurück.

PSWD (command) password (string)

Stellt das Kennwort, für die folgende Welt die geladen wird, ein. Die Welt muss geladen werden (und gespeichert werden), bevor es wirklich  
eingestellt  ist.

PSWD (string) worldIndex (integer)

Gibt das Kennwort für die spezifizierte Welt zurück.Gibt es kein Password , wird ein Leerstring zurück gegeben.

QUIT (command)

Verlässt das Spiel beim Anfang des folgenden ticks, ohne irgendwelche Änderungen zu speichern. Um zu speichern,  muß save zu erst aufgerufen 
werden. Wenn save quit oder save load menu aufgerufen wird , dann bitte nur in einer inst' Sequenz

RGAM (command)

Erneuern Sie alle Einstellungen, welche am Spielstart gelesen werden z.B. Länge des Tages.. Dieses erlaubt Ihnen, solche Einstellung schnell zu  
ändern. 

SAVE (command)

Speichert die Welt am Anfang des nächsten tick´s.Siehe auch  QUIT.

TNTW (command) index (integer)

This tints the TARG agent with the global tint manager at index. Specify the PART first for compound agents. See also TINT.

WNAM (string)

Gibt den Namen der momentan geladenen Welt zurück.

WNTI (integer) world (string)

This returns the index of the world. If you pass in a world name which is not within the system, -1 is returned.
Gibt den Index der Welt zurück.Wenn die Welt nicht existent ist wird -1 zurück gegeben.

WRLD (command) world_name (string)

Richtet ein neues Weltverzeichniss ein..

WRLD (string) world_index (integer)

Returns the name of the world specified by world_index which must be in the range 0 to (NWLD-1).

WTNT (command) index (integer) red_tint (integer) green_tint (integer) blue_tint (integer) rotation (integer) swap (integer)

This sets up the world (global) tint table. The index is the number associated with the tint table - (keep it small please) and the r,g,b is the tint  
level. Rotation and Swap work as for pigment bleed genes.

WUID (string)

Gibt den einzigartigen Bezeichner der z.Z. geladenen Welt zurück.

Beispiele

...
** set the EAME and then load
setv eame "engine_no_auxiliary_bootstrap_1" 0
load wrld ov04
kill ownr
...
*		The first thing to do is to decide the number of world entries to make
*		We make a maximum of 6
setv va00 nwld
doif va00 > 6
setv va00 6
endi
...
addv va53 ov03
sets va52 wrld va53
addv va50 15
...





Brain

ADIN (command) verb (integer) noun (integer) qualifier (float) drive (integer)

Add an instinct to the creature's brain queue. (The instinct is not processed immediately). Example: ADIN 3 4 0.5 7 encourages (by a factor of 0.5)  
the creature to do action 3 on category 4 when drive 7 is high.

BRN: DMPB (command)

Dumps the sizes of the binary data dumps for current lobes and tracts.

BRN: DMPD (command) tract_number (integer) dendrite_number (integer)

Dumps a dendrite as binary data.

BRN: DMPL (command) lobe_number (integer)

Dumps a lobe as binary data.

BRN: DMPN (command) lobe_number (integer) neuron_number (integer)

Dumps a neuron as binary data.

BRN: DMPT (command) tract_number (integer)

Dumps a tract as binary data.

BRN: SETD (command) tract_number (integer) dendrite_number (integer) weight_number (integer) new_value (float)

Sets a dendrite weight.

BRN: SETL (command) lobe_number (integer) line_number (integer) new_value (float)

Sets a lobe's SV rule float value.

BRN: SETN (command) lobe_number (integer) neuron_number (integer) state_number (integer) new_value (float)

Sets a neuron weight.

BRN: SETT (command) tract_number (integer) line_number (integer) new_value (float)

Sets a tract's SV rule float value.

DOIN (command) no_of_instincts_to_process (integer)

Make the creature TARG process N instincts.


Beispiel

Creatures

AGES (command) times (integer)

Forces a creature to age the given number of times. See also CAGE.

APPR (command)

Creature approaches the IT agent. If there is no IT agent, the creature follows the CA smell to find an agent of that category. The script resumes 
when it gets there, or if it can't get any further.

ASLP (command) asleep (integer)

Make the creature asleep or awake. 1 for asleep, 0 for awake.

ASLP (integer)

Returns 1 if the creature is asleep, 0 otherwise.

ATTN (integer)

Returns the current focus of attention id.

BODY (command) set_number (integer) layer (integer)

Similar to WEAR, only puts the given set of clothes on every body part.

BODY (integer) bodyPart (integer)

Return the set number of the outfit the norn is wearing on the outer most layer or -1 if it is not wearing anything

BOOT (command) subboot_number (integer) folder_number_sum (integer) clear_world (integer)

Loads in a list of numbered bootstrap folders contained within a folder called subboot. Bootstraps folders numbers are powers of 2, sum the folder  
numbers to load those folders. There is provision for more than one subboot folder, these should be uniquely numbered.

BORN (command)

Signals the target creature as having been born - this sends a birth event, and sets the TAGE ticking.

BVAR (integer)

Returns the variant number for target creature.

BYIT (integer)

Returns 1 if the creature is within reach of the IT agent, or 0 if it isn't.

CAGE (integer)

Returns life stage of target creature. See also AGES.

CALG (command) category_id (integer) category_representative_algorithm_id (integer)

Choose how a creature (TARG) decides which particular object in a category to look at. PICK_NEAREST_IN_X_DIRECTION=0, PICK_A_RANDOM_ONE=1,  
PICK_NEAREST_IN_CURRENT_ROOM=2, PICK_NEAREST_TO_GROUND=3, PICK_RANDOM_NEAREST_IN_X_DIRECTION=4.

CALG (integer) category_id (integer)

Find out which algorithm is currently being used for the creature TARG to decide which particular object in a category to look at.

CHEM (command) chemical (integer) adjustment (float)

Adjusts chemical (0 to 255) by concentration -1.0 to +1.0 in the target creature's bloodstream.

CHEM (float) chemical (integer)

Returns concentration (0.0 to 1.0) of chemical (1 to 255) in the target creature's bloodstream.

CREA (integer) agent (agent)

Returns 1 if the agent is a creature, 0 if not.

DEAD (command)

Makes the target creature die, triggering Die script and history events, closing its eyes, and stopping brain and biochemistry updates. Not to be 
confused with KILL, which you will have to use later to remove the actual body.

DEAD (integer)

Returns 1 if target creature is dead, or 0 if alive.

DECN (integer)

Returns the current focus of decision id.

DFTX (float)

Returns X coordinate of creature's down foot.

DFTY (float)

Returns Y coordinate of creature's down foot.

DIRN (command) direction (integer)

Change creature to face a different direction. North 0, South 1, East 2, West 3.

DIRN (integer)

Returns the direction that target creature is facing. North 0, South 1, East 2, West 3.

DONE (command)

Stops the targetted creature doing any involuntary actions.

DREA (command) dream (integer)

Set to 1 to make the creature fall asleep and dream, 0 to stop the creature dreaming. When dreaming, a creature's instincts are processed. See also 
ASLP.

DREA (integer)

Returns 1 if the creature is asleep and dreaming, 0 otherwise.

DRIV (command) drive (integer) adjustment (float)

Adjusts the level of the given drive by the specified amount - can be positive or negative.

DRIV (float) drive (integer)

Returns the value (0.0 to 1.0) of the specified drive.

DRV! (integer)

Returns the id of the highest drive for the target creature.

EXPR (integer)

Returns the current facial expression index for the creature.

FACE (command) set_number (integer)

Sets a facial expression on target creature.

FACE (integer)

Returns the front facing pose for the current facial expression. See the FACE string rvalue.

FACE (string)

Returns the name of the sprite file for the target creature's face. Currently automatically gives you the youngest age version of the gallery but soon 
will work in the following way: If you set the parameter to -1 you will get the name of the file the creature is currently using. Note that when the 
creature ages, this file name will change (the GALL command could be useful here). If you set the parameter to a particular age then the filename 
returned will be the gallery that best matches that age. Use the FACE integer rvalue to get the pose number for facing forwards. See also LIMB.

FORF (command) creature_to_learn_about (agent)

Set the friends or foe lobe to learn from the creature.

HAIR (command) stage (integer)

Tidies or ruffles hair. Positive means tidy, negative untidy. There can be multiple stages of tidiness or untidiness; the more extreme the value the 
tidier or untidier.

HHLD (agent)

Returns the creature currently holding hands with the pointer agent. NULL if no agent is holding hands.

INJR (command) organ (integer) amount (integer)

Injures an organ, -1 to randomly choose the organ, 0 for the body organ.

INS# (integer)

Number of instincts still queued to be processed.

LIKE (command) creature_state_opinion_about (agent)

State a personal opinion about a creature.

LIMB (string) body_part (integer) genus (integer) gender (integer) age (integer) variant (integer)

Returns the filename for the specified part of a creature. If the exact part isn't present, a 'nearby' file which is on the disk is returned.

LOCI (command) type (integer) organ (integer) tissue (integer) id (integer) new_value (float)

Sets a biochemical locus value. See Receptor Locus Numbers and Emitter Locus Numbers

LOCI (float) type (integer) organ (integer) tissue (integer) id (integer)

Reads a biochemical locus value.

LTCY (command) action (integer) min (integer) max (integer)

Sets latency time on involuntary actions to a random value between min and max. After an involuntary action occurs, the same action will not be able 
to kick in again until after that many ticks. Min and max must range between 0 and 255.

MATE (command)

Male creature mates with the IT agent - if IT is a female of the same genus! The female doesn't need to be in reach. If successful, the sperm is  
transmitted to the female and there is a chance of conception. If pregnancy occurs, gene slot 1 of the mother contains the genome of the child.

MIND (command) state (integer)

Enable (1) or disable (0) the creature's brain (unlike ZOMB# in that the brain actually stops processing and it's output is frozen onto the one noun 
and verb).

MIND (integer)

Returns whether the creature TARG's brain is being processed or not.

MOTR (command) state (integer)

Enable (1) or disable (0) the creature's motor faculty, i.e. whether it sets the IT object and fires off scripts.

MOTR (integer)

Returns whether the creature TARG's motor faculty is being processed or not.

MVFT (command) x (float) y (float)

Move creature's down foot to position x,y. Use this instead of MVTO for creatures.

NEW: CRAG (command) family (integer) gene_agent (agent) gene_slot (integer) sex (integer) variant (integer) sprite_file (string) image_count (integer) first_image (integer) plane (integer)

Makes a non-skeletal creature. The first five arguments are the same as NEW: CREA. The last four, starting from the sprite file, are exactly as in 
NEW: COMP.

NEW: CREA (command) family (integer) gene_agent (agent) gene_slot (integer) sex (integer) variant (integer)

Makes a creature using the genome from the given gene slot in another agent. You'll want to use GENE CROS or GENE LOAD to fill that slot in first. 
The gene slot is cleared, as control of that genome is moved to the special slot 0 of the new creature, where it is expressed. Sex is 1 for male, 2  
for female or 0 for random. The variant can also be 0 for a random value between 1 and 8. See also NEWC.

NEWC (command) family (integer) gene_agent (agent) gene_slot (integer) sex (integer) variant (integer)

This version of NEW: CREA executes over a series of ticks, helping to prevent the pause caused by the creation of a creature with the NEW: CREA 
command. However, it cannot be used in install scripts (e.g. the bootstrap) and so NEW: CREA should be used for that.

NORN (command) creature (agent)

Chooses the active creature. Script 120 (Selected Creature Changed) is then executed on all agents which have it.

NORN (agent)

Returns the creature currently selected by the user.

NUDE (command)

Removes all clothes from a creature. Any changed layer 0 will revert to drawing the body part again. See WEAR.

ORDR SHOU (command) speech (string)

Sends a spoken command from target to all creatures that can hear it. As well as the usual speech that Creatures can understand, there is a special 
syntax that can be used for learning machines. This is as follows:
learn|perfect verb|noun|drive|qualifier|special|personal|nice_drive [number] [word]
Here the | means "or", the [number] is the id slot to learn, and [word] is the new text to fill that word in with. "perfect" makes the Creature learn 
it perfectly straight away, whereas "learn" does a gradually learning. See the Creatures 3 learning machine cos file for an example use.

ORDR SIGN (command) speech (string)

Sends a spoken command from target to all creatures that can see it.

ORDR TACT (command) speech (string)

Sends a spoken command from target to all creatures that are touching it.

ORDR WRIT (command) creature (agent) speech (string)

Sends a spoken command from target to the specified creature.

ORGF (float) organ_number (integer) data (integer)

Returns floating point data about the specified organ. The organ number is from 0 to ORGN - 1. The data parameter specifies what information is  
returned:
0 - Clock rate in updates per tick (as locus)
1 - Short term life force as a proportion of intial (as locus)
2 - Factor to modulate rate of repair (as locus)
3 - Injury to apply (as locus)
4 - Initial life force, a million is the largest initial value
5 - Short term life force, temporary damage
6 - Long term life force, permanent damage
7 - Long term rate damage during repair
8 - Energy cost to run this organ, calculated from the number of receptors, emitters and reactions
9 - Damage done to the organ if no energy is available

ORGI (integer) organ_number (integer) data (integer)

Returns integer data about the specified organ. The organ number is from 0 to ORGN - 1. The data parameter specifies what information is returned:
0 - receptor count
1 - emitter count
2 - reaction count.

ORGN (integer)

Returns the number of organs in target creature.

PLMD (command) tract_index, (integer) filename (string)

Dumps out all the dendrite learned information of the specified tract to a file (will be changed to sync with Palm).

PLMU (command) tract_index, (integer) filename (string)

Configures the dendrites in the specified tract with the data in the file (will be changed to sync with Palm).

SAYN (command)

Creature expresses need, by speaking.

SEEN (agent) category (integer)

Returns the agent which the creature TARG has currently in mind for the category specified.

SOUL (command) facultyId (integer) on (integer)

Enable (1) or disable (0) the update on the creature's faculty as given by type id as follows: Sensory Faculty (0), Brain (1), Motor Faculty (2), 
Linguistic Faculty (3), Biochemistry (4), Reproductive Faculty (5), Expressive Faculty (6), Music Faculty (7), Life Faculty (8)

SOUL (integer) facultyId (integer)

Returns whether the creature faculty of the type specified is being processed or not.

SPNL (command) lobe_moniker (string) neuron_id (integer) value (float)

This sets the input of the neuron in the lobe specified to be the value given.

STEP (command) facultyId (integer)

Does one update of the specified faculty (for faculty id see SOUL#).

STIM SHOU (command) stimulus (integer) strength (float)

Shout a stimulus to all creatures who can hear OWNR. The strength is a multiplier for the stimulus. Set to 1 for a default stimulation, 2 for a  
stronger stimulation and so on. It is important you use this, rather than send several stims, as it affects learning. Set strength to 0 to prevent
learning altogether, and send a strength 1 chemical change. See the table of Stimulus Numbers.

STIM SIGN (command) stimulus (integer) strength (float)

Send a stimulus to all creatures who can see OWNR.

STIM TACT (command) stimulus (integer) strength (float)

Send a stimulus to all creatures who are touching OWNR.

STIM WRIT (command) creature (agent) stimulus (integer) strength (float)

Send stimulus to a specific creature. Can be used from an install script, but the stimulus will be from NULL, so the creature will react but not learn.

SWAY SHOU (command) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float)

Stimulate all creatures that can hear OWNR to adjust four drives by the given amounts.

SWAY SIGN (command) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float)

Stimulate all creatures that can see OWNR to adjust four drives by the given amounts.

SWAY TACT (command) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float)

Stimulate all creatures that are touching OWNR to adjust four drives by the given amounts.

SWAY WRIT (command) creature (agent) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float) drive (integer) adjust (float)

Stimulate a specific creature to adjust four drives by the given amounts.

TAGE (integer)

Returns the age in ticks since the target creature was BORN. Ticking stops when the creature dies - see DEAD.

TOUC (command)

Make creature reach out to touch the IT agent. Blocks the script until the creature either reaches the agent, or it's fully stretched and still can't.

UFTX (float)

Returns X coordinate of creature's up foot.

UFTY (float)

Returns Y coordinate of creature's up foot.

UNCS (command) unconscious (integer)

Make the creature conscious or unconscious. 0 for conscious, 1 for unconscious.

UNCS (integer)

Returns 1 if the creature is unconscious, 0 otherwise.

URGE SHOU (command) noun_stim (float) verb_id (integer) verb_stim (float)

Urge all creatures who can hear OWNR to perform the verb_id action on OWNR. Stimuli can range from -1 to 1, ranging from discourage to encourage.

URGE SIGN (command) noun_stim (float) verb_id (integer) verb_stim (float)

Urge all creatures who can see OWNR to perform an action on OWNR.

URGE TACT (command) noun_stim (float) verb_id (integer) verb_stim (float)

Urge all creatures who are touching OWNR to perform an action on OWNR.

URGE WRIT (command) creature (agent) noun_id (integer) noun_stim (float) verb_id (integer) verb_stim (float)

Urge a specific creature to perform a specific action on a specific noun. A stimulus greater than 1 will force the Creature to perform an action, or 
to set its attention (mind control!). Use an id -1 and stim greater than 1 to unforce it.

VOCB (command)

Learn all vocabulary instantly.

WALK (command)

Sets creature walking indefinitely. Chooses a walking gait according to chemo-receptors. Always means ignore IT and walk in the current direction set 
by DIRN.

WEAR (command) body_id (integer) set_number (integer) layer (integer)

Sets a layer of clothing on part of the creature. The set_number is the type of clothing to put on from the overlay file - think of it as an outfit 
number. layer 0 is the actual body of the creature, so unless you want to replace the body part itself use a higher layer. Higher layers are on top of 
lower ones. e.g. 0 for a face, 1 for measels spots, 2 for a fencing mask. See also BODY and NUDE.

ZOMB (command) zombie (integer)

Make or undo the creature's zombification factor. 1 makes creatures zombies: in a zombie state creatures won't process any decision scripts but they 
will respond to ANIMs and POSEs. 0 umzombifies.

ZOMB (integer)

Returns 1 if the creature is zombified (has its brain to motor link severed), 0 otherwise.

History

HIST CAGE (integer) moniker (string) event_no (integer)

Returns the life stage of the creature when the given life event happened.

HIST COUN (integer) moniker (string)

Returns the number of life events that there are for the given moniker. Returns 0 of there are no events, or the moniker doesn't exist.

HIST CROS (integer) moniker (string)

Returns the number of crossover points when the genome was made by splicing its parents genomes.

HIST EVNT (command) moniker (string) event_type (integer) related_moniker_1 (string) related_moniker_2 (string)

Triggers a life event of the given type. Some events are triggered automatically by the engine, some events need triggering from CAOS, others are  
custom events that you can use for your own purposes. See HIST TYPE for details of the event numbers. All new events made call the Life Event script.

HIST FIND (integer) moniker (string) event_type (integer) from_index (integer)

Searches for a life event of a certain HIST TYPE for the given moniker. The search begins at the life event after the from index. Specify -1 to find  
the first event. Returns the event number, or -1 if there is no matching event.

HIST FINR (integer) moniker (string) event_type (integer) from_index (integer)

Reverse searches for a life event of a certain HIST TYPE for the given moniker. The search begins at the life event before the from index. Specify -1 
to find the last event. Returns the event number, or -1 if there is no matching event.

HIST FOTO (string) moniker (string) event_no (integer)

For the given life event, returns the filename of the associated photograph, or an empty string if there is no photo.

HIST FOTO (command) moniker (string) event_no (integer) new_value (string)

For the given life event, sets the associated photograph. Use SNAP to take the photograph first.
If there was already a photograph for the event, then it is automatically marked for the attic as in LOFT, and overwritten with the new photo. Hence  
you can use an empty string to clear a photo. If HIST WIPE is used to clear the event, the photo is similarly stored in the attic.
It is considered an error to send a photograph that is in use (unless cloned with TINT) to the attic. If this happens, you will get a runtime error.  
You should either be confident that no agents are using the photo, or call LOFT first to test if they are.

HIST GEND (integer) moniker (string)

Returns the sex that the creature with the given moniker has or had. 1 for male, 2 for female. If the creature hasn't been born yet, returns -1.

HIST GNUS (integer) moniker (string)

Returns the genus of the moniker. This is 1 for Norn, 2 for Grendel, 3 for Ettin by convention.

HIST MON1 (string) moniker (string) event_no (integer)

For the given life event, returns the first associated moniker.

HIST MON2 (string) moniker (string) event_no (integer)

For the given life event, returns the second associated moniker.

HIST MUTE (integer) moniker (string)

Returns the number of point mutations the genome received during crossover from its parents.

HIST NAME (string) moniker (string) Returns the name of the creature with the given moniker.

HIST NAME (command) moniker (string) new_name (string)

Renames the creature with the given moniker.

HIST NETU (string) moniker (string) event_no (integer)

Returns the network identifier of the user when the given life event happened.

HIST NEXT (string) moniker (string)

Returns the next moniker which has a history, or an empty string if we're at the end already. If the specified moniker is an empty string or doesn't 
have a history, then the first moniker with a history entry is returned, or an empty string if there isn't one.

HIST PREV (string) moniker (string)

Returns the previous moniker which has a history. If the specified moniker is an empty string or doesn't have a history, then the last moniker with a 
history entry is returned, or an empty string if there isn't one.

HIST RTIM (integer) moniker (string) event_no (integer)

Returns the real world time when the given life event happened. This is measured in seconds since midnight, 1 January 1970 in UTC. To display, use 
RTIF.

HIST TAGE (integer) moniker (string) event_no (integer)

Returns the age in ticks of the creature when the given life event happened to it. If the creature was not in the world, wasn't born yet, or was fully 
dead, then -1 is returned. If the creature was dead, but its body still in the world, then its age on death is returned. See also TAGE.

HIST TYPE (integer) moniker (string) event_no (integer)

For the given life event, returns its type.
All histories begin with one of the following four events. You can read the associated monikers with HIST MON1 and HIST MON2.
0 Conceived - a natural start to life, associated monikers are the mother's and father's
1 Spliced - created using GENE CROS to crossover the two associated monikers
2 Engineered - from a human made genome with GENE LOAD, the first associated moniker is blank, and the second is the filename
14 Cloned - such as when importing a creature that already exists in the world and reallocating the new moniker, when TWINing or GENE CLONing;  
associated moniker is who we were cloned from
The following events happen during a creature's life:
3 Born - triggered by the BORN command, associated monikers are the parents.
4 Aged - reached the next life stage, either naturally from the ageing loci or with AGES
5 Exported - emmigrated to another world
6 Imported - immigrated back again
7 Died - triggered naturally with the death trigger locus, or by the DEAD command
8 Became pregnant - the first associated moniker is the child, and the second the father
9 Impregnated - first associated moniker is the child, second the mother
10 Child born - first moniker is the child, second the other parent
15 Clone source - someone was cloned from you, first moniker is whom
16 Warped out - exported through a worm hole with NET: EXPO
17 Warped in - imported through a worm hole
These events aren't triggered by the engine, but reserved for CAOS to use with these numbers:
11 Laid by mother
12 Laid an egg
13 Photographed
Other numbers can also be used for custom life events. Start with numbers 100 and above, as events below that are reserved for the engine. You send 
your own events using HIST EVNT.

HIST UTXT (command) moniker (string) event_no (integer) new_value (string)

For the given life event, sets the user text.

HIST UTXT (string) moniker (string) event_no (integer)

For the given life event, returns the user text.

HIST VARI (integer) moniker (string)

Returns the variant that the creature with the given moniker has or had. If the creature hasn't been born yet, returns -1.

HIST WIPE (command) moniker (string)

Purge the creature history for the given moniker. Only applies if the genome isn't referenced by any slot, and the creature is fully dead or exported. 
Use OOWW to test this first.

HIST WNAM (string) moniker (string) event_no (integer)

Returns the name of the world the given life event happened in.

HIST WTIK (integer) moniker (string) event_no (integer)

Returns the world tick when the life event happened, for the world that the event happened in.

HIST WUID (string) moniker (string) event_no (integer)

Returns the unique identifier of the world the given life event happened in.

HIST WVET (integer) moniker (string)

Returns 1 if the Creature is a warp hole veteran, 0 otherwise. The creature is a veteran if they have ever been exported with NET: EXPO. They must 
have been the main exported creature - warping as an embryo doesn't make you a veteran.

OOWW (integer) moniker (string)

Returns the status of the moniker.
0 - never existed, or history purged
1 - genome referenced by a slot, for example an egg
2 - creature made with NEW: CREA
3 - creature properly BORN
4 - out of world, exported
5 - dead, body still exists
6 - dead, body KILLed
7 - unreferenced genome

Muß noch bearbeitet werden
Genetics

GENE CLON (command) dest_agent (agent) dest_slot (integer) source_agent (agent) source_slot (integer)

Clones a genome, creating a new moniker and copying the genetics file.

GENE CROS (command) child_agent (agent) child_slot (integer) mum_agent (agent) mum_slot (integer) dad_agent (agent) dad_slot (integer) mum_chance_of_mutation (integer) mum_degree_of_mutation (integer) dad_chance_of_mutation (integer) dad_degree_of_mutation. (integer)

Crosses two genomes with mutation, and fills in a child geneme slot. Mutation variables may be in the range of 0 to 255.

GENE KILL (command) agent (agent) slot (integer)

Clears a genome slot.

GENE LOAD (command) agent (agent) slot (integer) gene_file (string)

Loads an engineered gene file into a slot. Slot 0 is a special slot used only for creatures, and contains the moniker they express. Only the NEW:  
CREA command fills it in. Other slot numbers are used in pregnant creatures, in eggs, or to temporarily store a genome before expressing it with NEW: CREA. You can use them as general purpose genome stores.
The gene file can have any name, and is loaded from the main genetics file. A new moniker is generated, and a copy of the gene file put in the world directory. You can use * and ? wildcards in the name, and a random matching file will be used. You can also load monikered files from the world genetics directory with this command. If so, the file is copied and a new moniker generated. Wildcards are matched first in the main genetics directory, and only if none match is the world genetics directory searched.

GENE MOVE (command) dest_agent (agent) dest_slot (integer) source_agent (agent) source_slot (integer)

Moves a genome from one slot to another.

GTOS (string) slot (integer)

Returns the target's moniker in the given gene variable slot. This universally unique identifier is the name of a genetics file. Slot 0 is a 
creature's actual genome. Other slots are used in pregnant creatures, eggs and other places.

MTOA (agent) moniker (string)

Returns the agent which references the given moniker. The moniker could be stored in any of the gene slots for that agent, including the special  
slot 0 for a creature. If the moniker is not currently used in the game, then returns NULL. This command can be slow - use MTOC if possible.

MTOC (agent) moniker (string)

Returns the creature with the given moniker. If there is no agent alive with that moniker, then returns NULL. See also MTOA.


Eame Variables

Variable (für EAME) erwarteter Type Vorgabe Beschreibung
engine_no_auxiliary_bootstrap_nnn Integer 0 Set to non-zero to prevent LOAD using that auxiliary Bootstrap directory for new worlds. nnn can be 0 for the main Bootstrap directory, or the number of an auxiliary one. The setting is stored for each world in files in the world's directory.
engine_clone_upon_import Integer 0 Set to 1 to force PRAY IMPO to clone all creatures.
engine_screensaver Integer 0 oder 1 Returns 1 if the engine is in screen saver mode, 0 otherwise. This should treated as a read only game variable
engine_scrpreview Integer 0 oder 1 Returns 1 if the engine is in screen saver preview mode, 0 otherwise. This should treated as a read only game variable
engine_scrconfig Integer 0 oder 1 Returns 1 if the engine is in screen saver configuration mode, 0 otherwise. This should treated as a read only game variable
engine_decouple_mouse Integer 0 Set to 1 to disconnect the physical mouse from the PNTR agent. You can then MVTO the pointer agent without the user getting in the way.
engine_nudge_border_t Integer 2 Alters the top border for screen-edge nudge scrolling in full screen mode. There are also engine_nudge_border_b, engine_nudge_border_l, engine_nudge_border_r for the bottom, left and right borders. You can use negative values, and should do particularly if you have a pointer hotspot not at the top left corner of the pointer sprite. See SCOL for related features.

Emitter Locus Numbers

'Organ' Tissue Locus ID Name Beschreibung
0 Brain Lobe tissue ID defined in genome 0-3 Neuron 0 states 0 to 3.
4-7 Neuron 1 states 0 to 3.
252-255 Neuron 63 states 0 to 3.
1 Creature 0 Somatic 0 Muscles How much energy has been expended on movement this tick.
1 Circulatory 0-31 Floating
2 Reproductive 0 Fertile If male has a sperm or female has an egg available
1 Pregnant If female has both egg and sperm & so is pregnant
2 Ovulate If low, remove any egg/sperm from .Gamete; if high, add one
3 Receptive If >0, female is receptive to incoming sperm & will conceive
4 Chance of Mutation
5 Degree of Mutation
3 Immune 0 Dead >0 if creature is dead (allows post-mortem chemistry)
4 Sensorimotor 0 Constant Always 1.0 (for regular emitters).
1 Asleep 1.0 if asleep, 0.0 otherwise.
2 Coldness (DEPRECATED)
3 Hotness (DEPRECATED)
4 Lightlevel (DEPRECATED)
5 Crowdedness How many and how close others of your kind are
6 Radiation (DEPRECATED)
7 Timeofday (DEPRECATED)
8 Season (DEPRECATED)
9 Air Quality How breathable is the air (0.0 for air, 1.0 for water).
10 Upslope How steep is the slope I'm facing
11 Downslope How steep is the slope I'm facing
12 Headwind (DEPRECATED)
13 Tailwind (DEPRECATED)
5 Drives 0 Drive 0
1 Drive 1
2 Drive 2
3 Drive 3
4 Drive 4
5 Drive 5
6 Drive 6
7 Drive 7
8 Drive 8
9 Drive 9
10 Drive 10
11 Drive 11
12 Drive 12
13 Drive 13
14 Drive 14
15 Drive 15
16 Drive 16
17 Drive 17
18 Drive 18
19 Drive 19


Globale Variablen in Dockingstation
Variable Typ Wert Beschreibung
engine_debug_keys Integer 1 This determines if the debug keys are operative. If the value is 1 then the keys described in the Debug Keys table are functional. For non-numeric keypad keys, you must hold Shift down with the key.
engine_full_screen_toggle Integer 1 Alt+Enter usually toggles full screen mode. Set to 0 to disable this.
engine_SkeletonUpdateDoubleSpeed Integer 0 If non-zero, skeleton updates happen each tick. If Zero, they happen every other tick
(default)
engine_creature_pickup_status Integer 0 If zero, right click on a creature is pickup. If one, right click is holding hands. If two,
hold shift to pickup, don't hold shift to hold hands. If three, as two but creature must be a selectable one as according to the Grettin game variable.
engine_dumb_creatures Integer 0 If non-zero, creatures do not burble.
engine_pointerCanCarryObjectsBetweenMetaRooms Integer 0 If zero, the pointer drops objects when a metaroom change occurs. If non-zero, then it continues to carry them allowing objects to be moved between metarooms by the pointer.
engine_password String none If set, this allows the determining of the password for the world. This does not set anything other than the pswd returned - enabling world-switchers to correctly deal with the passwords.
engine_creature_template_size_in_mb Integer 1 This is the amount of data space allocated to the creature gallery sprite files. If a single life stage image set exceeds this value - problems will ensue
.
engine_near_death_track_name String none This sets the track (and optionally MNG file) for the track which the engine will play when a creature gets near death within the game.
engine_plane_for_lines Integer 9998 This sets the plane for lines drawn on entity images. This includes Connective agent lines and the debug cabins
engine_synchronous_learning Integer 0 By default learning is asynchronous, so the creature learns from all STIMs. Set to 1 to make the creatures learn only from STIMs caused by the action they are thinking about carried out by the agent their attention is on.
engine_zlib_compression Integer 6 Saved worlds and other archives are compressed using zlib. This sets the compression level. The value ranges between: 0 - No compression, 1 - Best speed, 9 - Best compression.
engine_other_world String none Used by FILE OOPE to allow saving to other world's journal directories.
engine_netbabel_save_passwords Integer 0 Set to 1 to tell the netbabel module to save passwords in user.cfg, 0 for it to forget them.
engine_multiple_birth_first_chance Float 0.0 This sets the chance (from 0 to 1) that a mate event will result in multiple pregnancies
engine_multiple_birth_subsequent_chance Float 0.0 This sets the subsequent chance (from 0 to 1) that more than two children are conceived
engine_multiple_birth_maximum Integer 0 This sets the maximum number of births allowed by the engine
engine_multiple_birth_identical_chance Float 0.5 This sets the chance that the children will be genetically identical
engine_LengthOfDayInMinutes Integer 0 This sets the number of minutes in a day. (Game time)
engine_LengthOfSeasonInDays Integer 0 This sets the number of days in a season. (Game time)
engine_NumberOfSeasons Integer 0 This sets the number of seasons in a year. (Game Time)
engine_mute Integer 0 This sets whether (non zero) or not (zero) to mute the MIDI player
engine_playAllSoundsAtMaximumLevel Integer 0 If non-zero, all sounds played by agents are set to full volume and center pan.
engine_usemidimusicsystem Integer 0 If non-zero, this tells the engine to use MIDI music instead of the MUNGED data usually used.
cav_birthdate String none If set, the engine uses this to inform the birthday agent when it is the player's birthday.
cav_quittime String none If set, the engine uses this to inform the countdown clock agent to show its countdown, and also to quit the game at the specified time.
cav_gamelengthIsPerDay String none If set, the engine uses this to inform the countdown clock agent when the maximum play time for the day is up.
cav_useparentmenu Integer 0 If non-zero, this causes the engine to deal with extra information such as the countdown clock and birthday agents. These are activated by registry settings..
cav_CountdownClockAgent agent null If not null, countdown messages are sent to this agent.
cav_BirthdayBannerAgent agent null If not null, birthday messages are sent to this agent.
engine_distance_before_port_line_warns Float 600 At this distance, port lines will pulse red not blue to indicate that they are nearning their maximum length before they snap
engine_distance_before_port_line_snaps Float 800 At this distance, port lines will simply snap.
Nur benötigt wenn für Dockingstation programmiert wird, bei reinem CAOS nicht nötig

Receptor Locus Numbers

'Organ' Tissue Locus ID Name Beschreibung
0 Brain Lobe tissue ID defined in genome 0-3 Neuron 0 states 0 to 3.
4-7 Neuron 1 states 0 to 3.
252-255 Neuron 63 states 0 to 3.
1 Creature 0 Somatic 0 Age 0 If on and currently BABY, become CHILD.
1 Age 1 If on and currently CHILD, become ADOLESCENT.
2 Age 2 If on and currently ADOLESCENT, become YOUTH.
3 Age 3 If on and currently YOUTH, become ADULT.
4 Age 4 If on and currently ADULT, become OLD.
5 Age 5 If on and currently OLD, become SENILE.
6 Age 6 If on DIE IMMEDIATELY of old age
1 Circulatory 0 Floating
2 Reproductive 0 Ovulate If low, remove any egg/sperm from .Gamete; if high, add one
1 Receptive If >0, female is receptive to incoming sperm & will conceive
2 Chanceofmutation
3 Degreeofmutation
3 Immune 0 Die If on, creature dies (ill health, poison, starvation...)
4 Sensorimotor 0 Involuntary 0 Trigger flinching.
1 Involuntary 1 Lay egg.
2 Involuntary 2 Sneeze.
3 Involuntary 3 Cough.
4 Involuntary 4 Shiver.
5 Involuntary 5 Sleep
6 Involuntary 6 Fainting
7 Involuntary 7 Drowning
8 Gait 0 Trigger various walking gaits (0=default).
9 Gait 1
10 Gait 2
11 Gait 3
12 Gait 4
13 Gait 5
14 Gait 6
15 Gait 7
16 Gait 8
17 Gait 9
18 Gait 10
19 Gait 11
20 Gait 12
21 Gait 13
22 Gait 14
23 Gait 15
24 Gait 16
5 Drives 0 Drive 0
1 Drive 1
2 Drive 2
3 Drive 3
4 Drive 4
5 Drive 5
6 Drive 6
7 Drive 7
8 Drive 8
9 Drive 9
10 Drive 10
11 Drive 11
12 Drive 12
13 Drive 13
14 Drive 14
15 Drive 15
16 Drive 16
17 Drive 17
18 Drive 18
19 Drive 19


Attribute Flags

Number Name Beschreibung
1 tragbar Agent kann durch Norn,Fahrzeuge und Maus aufgenommen werden.
2 Mit Maus tragbar Kann von Maus aufgenommen werden.
4 kann aktiviert werden Kann mit Maus aktiviert werden .Sonst wird mit CLAC and CLIK nichts gesendet , wenn der Agent angeklickt wird.
8 Greedy Cabin Ist dies bei einem Fahrzeug gesetzt , werden die Agenten,welche in seine Kabine fallen gelassen werden, automatisch aufgehoben .
16 unsichtbar Wird von Norn´s nicht gesehen , betrifft die Befehle ESEE und STAR , sowie interne Verarbeitung.
32 schhwimmbar Agent schwimmt im Verhältnis zum ROOM. Verschieben erfolgt mit FLTO. FREL bewirkt relatives schwimmen zum anderen Agenten .
64 Zusammenstöße erlauben Stößt mit ROOM-Begrenzungen zusammen, entsprechend in PERM definiert.
128 Physik befolgen Befolgt alle physikalischen Gesetze, sonst bewegt er sich mit konstanter Geschwindigkeit.
256 unsichtbar für Kamera Agent can't be seen on a remote camera (PAT: CMRA) or photograph (SNAP). For vehicles, the contents is shy as well.
512 Open Air Cabin When set on a vehicle, it allows creatures to see and activate its passengers. The default behaviour is that they can't.
1024 drehbar When set on an agent the various rotation commands (SPIN, ROTN, AVEL etc.) can be used.
2048 Presence An agent with this attribute set has a circular physical presence in the world and receives Impact script callbacks.

Beispiele

Script Numbers

Number Name Description
0 Deactivate Called when the agent receives a deactivate message.
1 Activate 1 Called when the agent receives an activate 1 message.
2 Activate 2 Called when the agent receives an activate 2 message.
3 Hit Called when the agent receives a hit message.
4 Pickup Called when the agent has been picked up by something other than a vehicle.
5 Drop Called when the agent has been dropped by something other than a vehicle.
6 Collision Called when the agent collides with an obstacle. _P1_ and _P2_ are the x and y components of the collision velocity.
7 Bump Called when a creature walks into a wall.
8 Impact Called when an agent's presence impacts with another agent's presence (this is assuming both agents have their presence switched on).
9 Timer Called at a regular time interval, as set by TICK.
10 Constructor Called on creation.
12 Eat Called when the creature eats something.
13 Start Hold Hands Called when a creature starts holding hands with the pointer.
14 Stop Hold Hands Called when a creature stops holding hands with the pointer.
16 Quiescent on Agents Scripts 16 - 30 are executed on a creature when it decides to do something with its attention on an ordinary agent (rather than a creature). The script should perform this action. Quiescent means stand and watch it. The catalogue entry "Action Script To Neuron Mappings" maps the brain to these scripts, although which scripts require an it object are hard-wired.
17 Activate 1 on Agents Activate 1 it.
18 Activate 2 on Agents Activate 2 it.
19 Deactivate on Agents Deactivate it.
20 Approach on Agents Go up and look at it.
21 Retreat on Agents Walk or run away from it.
22 Pickup on Agents Pick it up.
23 Drop on Agents Drop anything you're carrying.
24 Need on Agents Say what's bothering you.
25 Rest on Agents Becoming sleepy.
26 West on Agents Walk idly to west.
27 East on Agents Walk idly to east.
28 Eat on Agents Eat it.
29 Hit on Agents Hit it.
30 Undefined on Agents For future expansion.
31 Undefined on Agents For future expansion.
32 Quiescent on Creatures Scripts 32 - 47 are executed on a creature when it decides to do something with its attention on another creature. Quiescent means stand and twiddle your thumbs.
33 Activate 1 on Creatures Mating script.
34 Activate 2 on Creatures Mating script.
35 Deactivate on Creatures Deactivate it.
36 Approach on Creatures Go up and look at it.
37 Retreat on Creatures Walk or run away from it.
38 Pickup on Creatures Pick it up.
39 Drop on Creatures Drop anything you're carrying.
40 Need on Creatures Say what's bothering you.
41 Rest on Creatures Rest or sleep.
42 West on Creatures Walk idly to west.
43 East on Creatures Walk idly to east.
44 Eat on Creatures Eat it.
45 Hit on Creatures Hit it.
46 Undefined on Creatures For future expansion.
47 Undefined on Creatures For future expansion.
64 Flinch Involuntary action called when the creature flinches.
65 Lay Egg Involuntary action called when the creature lays an egg.
66 Sneeze Involuntary action called when the creature sneezes.
67 Cough Involuntary action called when the creature coughs.
68 Shiver Involuntary action called when the creature shivers.
69 Sleep Involuntary action called when the creature sleeps.
70 Fainting Involuntary action called when the creature faints.
71 Unassigned Involuntary action for future expansion.
72 Die Special involuntary action called when a creature dies. Any death animations go here.
73 Raw Key Down Called when a key is pressed and IMSK is set. The key code is sent in _P1_.
74 Raw Key Up Called when a key is released and IMSK is set. The key code is sent in _P1_.
75 Raw Mouse Move Called when the mouse moves and IMSK is set. The new x and y position is sent in _P1_ and _P2_
76 Raw Mouse Down Called when a mouse button is pressed and IMSK is set. The button is sent in _P1_ - 1 left, 2 right, 4 middle.
77 Raw Mouse Up Called when a mouse button is released and IMSK is set. The button is sent in _P1_ - 1 left, 2 right, 4 middle.
78 Raw Mouse Wheel Called when the mouse wheel is moved and IMSK is set. The delta value is sent in _P1_ - 120 units per 'click'.
79 Raw Translated Char Called when a translated character is received and IMSK is set. For example, on Japanese systems the raw key down and up codes can be in Roman characters, but the Input Method Editor converts them to Japanese characters, which are sent to the game with this message. The translated key code is sent in _P1_. You can use this for character input, but it is easier to use PAT: TEXT.
92 UI Mouse Down Called when the mouse clicks on an agent.
101 Pointer Activate 1 Called on the pointer when an agent is activated 1. The script has the same classifier as the agent being activated.
102 Pointer Activate 2 Called on the pointer when an agent is activated 2. The script has the same classifier as the agent being activated.
103 Pointer Deactivate Called on the pointer when an agent is deactivated. The script has the same classifier as the agent being deactivated.
104 Pointer Pickup Called on the pointer when an agent is activated 1. The script has the same classifier as the agent being activated.
105 Pointer Drop Called on the pointer when an agent is dropped. The script has the same classifier as the agent being dropped.
110 Pointer Port Select Called on the pointer when you manipulate a port.
111 Pointer Port Connect Called on the pointer when you complete the connection between two ports.
112 Pointer Port Disconnect Called on the pointer when you complete the disconnection of two previously connected ports.
113 Pointer Port Cancel Called on the pointer if you cancel a port change part way through.
114 Pointer Port Error Called on the pointer if there is some error with the configuration of ports the user is trying to make.
116 Pointer Clicked Background Called when the pointer is clicked but there aren't any agents under it.
117 Pointer Action Dispatch Called on the pointer to tell it what action clicking would take on the creature under it. _P1_ says what will happen: 0 means no action or not above a creature, 1 means deactivate (slap), 2 means activate 1 (tickle).
118 Connection Break Called on an agent when any of its ports are broken as a result of exceeding the maximum connection distance.
120 Selected Creature Changed Called on all agents with this script when the selected creature is changed by NORN. _P1_ is the new creature, _P2_ is the previously selected creature.
121 Vehicle Pickup Called when an agent has been picked up by a vehicle.
122 Vehicle Drop Called when an agent has been dropped by a vehicle.
123 Window Resized Called on all agents with this script whenever the main view is resized.
124 Got Carried Agent Tells an agent that they have just picked something up.
125 Lost Carried Agent Tells an agent that they have just dropped something.
126 Make Speech Bubble Called when a creature speaks, so scripts can display a speech bubble. Every agent which has this script is called. _P1_ is the text being spoken, _P2_ is the creature who is speaking.
127 Life Event Called whenever there is a new life event, whether an event built into the engine, or a custom event sent with HIST EVNT. _P1_ is the moniker that the event happened to, _P2_ is the event number as an index into the events for that moniker.
128 World Loaded Called when the world had just been loaded, whether from bootstrap or from a saved file.

Number Name Description

135 Net Online Connection to the Babel server has been made.
136 Net Offline Connection to the Babel server is broken.
137 User Online User chosen with NET: WHON has gone online. _P1_ contains the user's id.
138 User Offline User chosen with NET: WHON has gone offline. _P1_ contains the user's id.
150 Creature Navigation Callback Valid It Called by the approach command with _P1_ and _P2_ set to the IT object's X and Y coordinates respectively.
151 Creature Navigation Callback Outside Room System Called by the approach command when you are unable to use the CA because you're outside the room system.
152 Creature Navigation Callback Neighbour Called by the approach command if there is no IT object. _P1_ and _P2_ are set to the X and Y coordinates of the room's centre with the highest (or lowest if retreating) smell of IT nearby.
153 Creature Navigation Callback Link As for 152 but called when the best room is a link.
154 Creature Navigation Callback Current Room Best As for 152 but called when the room you're in is already the best one.
160 Creature Ageing Callback Called when the creature is about to age. _P1_ contains the value of the next age stage.
200 Mate Reserved for use in the mating scripts, but not directly used by the engine. Tells a male to mate.
255 Agent Exception This script specifies the behaviour when an agent tries to do something to an invalid agent. For example, if you try and access an OVxx with a NULL target. If this script isn't present for OWNR, you get a run time error. If it is present, that script is called and you can reset variables as necessary.

Creature Permissions

Nummer für (BHVR) Name Beschreibung
1 Aktievierung 1 Creature kann Agenten aktivieren '1'.
2 Aktievierung 2 Creature kann Agenten aktivieren '2' .
4 Deaktievierung Creature kann Agenten deaktivieren .
8 Hit Creature kann Agenten drücken.
16 Essen Creature kann Agenten essen.
32 Aufnehmen Creature kann Agenten aufnehmen.

Debug Keys

Taste Wirkung
Pause Performs a DEBUG pause on the game (no more ticking messages are sent)
Space Even when debug paused, this causes a tick to execute - allowing single stepping of the world
Insert Turns the mapline display on or off
Page Up Moves to the previous Metaroom
Page Down Moves to the next Metaroom
Home Cycles through the resolutions available to the display engine
Delete Toggles the highlight box around agents which a creature is paying attention to
End Toggles the skeleton update speed between normal and double speed
Numpad 0 Sets creature permission highlights to CanActivate1
Numpad 1 Sets creature permission highlights to CanActivate2
Numpad 2 Sets creature permission highlights to CanDeactivate
Numpad 3 Sets creature permission highlights to CanHit
Numpad 4 Sets creature permission highlights to CanEat
Numpad 5 Sets creature permission highlights to CanPickUp
Numpad 6 Turns creature permission highlights off

Message Numbers

Number Name Description
0 Aktivierung 1 Aufruf des Aktivierungs 1 scripts. Weiterleitung nur wenn in BHVR entsprechend gesetzt.
1 Aktivierung 2 Aufruf des Aktivierungs 2 script. Weiterleitung nur wenn in BHVR entsprechend gesetzt.
2 Deaktivierung Aufruf des Deaktivierungs script. Weiterleitung nur wenn in BHVR entsprechend gesetzt.
3 Hit Aufruf des HIT-Scripts.Weiterleitung nur wenn in BHVR entsprechend gesetzt.
4 Aufnehmen Der Agent wird einem anderen Agenten aufgenommen, siehe FROM. Weiterleitung nur wenn in BHVR entsprechend gesetzt.
5 Fallen lassen Wurde ein Agent getragen so wird er nun fallen gelassen.
12 Essen Aufrufen des Essen-Scripts.Weiterleitung nur wenn in BHVR entsprechend gesetzt.
13 Hände halten Veranlasst einen Norn Hände mit einem Zeiger(Pointer) zu halten.
14 Stop Hände halten Veranlasst einen Norn Hände mit einem Zeiger(Pointer) zu halten zu beenden.Die Nachricht benötigt eien tickzur Verarbeitung,NOHH ist hier schneller.


Beispiel:

Stimulus Numbers

Number Name Description
0 Disappoint Issue to disappoint (punish) a creature for a pointless action (eg. failed to activate)
1 Pointerpat User has patted creature
2 Creaturepat Another creature has patted you
3 Pointerslap User has slapped creature
4 Creatureslap Another creature has slapped you
5 Approaching deprecated Object is approaching
6 Retreating deprecated Object is retreating
7 Bump Creature has hit a wall
8 Newobj deprecated New object has come into view
9 Gobbledygook Heard unrecognised speech
10 Pointerword Heard user speak
11 Creatureword Heard creature speak
12 Quiescent Emit PERIODICALLY while quiescent
13 Activate1 Emit AFTER activation
14 Activate2
15 Deactivate
16 Approach Emit PERIODICALLY while watching (after approach phase over)
17 Retreat Emit AFTER retreat
18 Get Emit AFTER get
19 Drop
20 Expressneed Emit AFTER say need
21 Rest Emit after resting but before falling asleep
22 Sleep Emit PERIODICALLY while sleeping (later in REST action)
23 Travwesteast Emit PERIODICALLY while walking west OR east
24 Push Emit AFTER being pushed
25 Hit Emit AFTER being hit
26 Eat Emit AFTER eating
27 Ac6
28 Invol0
29 Invol1
30 Invol2
31 Invol3
32 Invol4
33 Invol5
34 Invol6
35 Invol7
36 Approaching edge deprecated Emit AFTER moving towards an edge object
37 Retreating edge deprecated Emit AFTER moving away from an edge object
38 Falling deprecated Emit whilst falling under gravity
39 Impact Emit after a collision
40 Pointeryes Emit after user spoken verb YES
41 Creatureyes Emit after creature spoken verb YES
42 Pointerno Emit after user spoken verb NO
43 Creatureno Emit after creature spoken verb NO
44 Aggression Emit after performing a HIT
45 Mate Emit after mating
46 Oppsex tickle
47 Samesex tickle
48 Go nowhere
49 Go in
50 Go out
51 Go up
52 Go down
53 Go left
54 Go right
55 Reached peak of smell0
56 Reached peak of smell1
57 Reached peak of smell2
58 Reached peak of smell3
59 Reached peak of smell4
60 Reached peak of smell5
61 Reached peak of smell6
62 Reached peak of smell7
63 Reached peak of smell8
64 Reached peak of smell9
65 Reached peak of smell10
66 Reached peak of smell11
67 Reached peak of smell12
68 Reached peak of smell13
69 Reached peak of smell14
70 Reached peak of smell15
71 Reached peak of smell16
72 Reached peak of smell17
73 Reached peak of smell18
74 Reached peak of smell19
75 Wait
76 Discomfort
77 Eaten plant
78 Eaten fruit
79 Eaten food
80 Eaten animal
81 Eaten detritus
82 Consume alchohol
83 Danger plant
84 Friendly plant
85 Play bug
86 Play critter
87 Hit critter
88 Play danger animal
89 Activate button
90 Activate machine
91 Got machine
92 Hit machine
93 Got creature egg
94 Travelled in lift
95 Travelled through meta door
96 Travelled through internal door
97 Played with toy

Im DS-Spiel wird eine spezielle Klassifikationen eingesetzts, anhand welcher die Engine den Agenten indentifizieren kann.
Dies ist eine aufsteigende Hirarchie von Familie, Klasse und Sorte .


Der Werte kann dabei im Bereich von 1 bis 255 liegen . Dabei ist 0 in jedem Bereich ein Platzhalter siehe ENUM.


Creatures 3/Docking Station Genus Nummern

[Bearbeiten]
  • 1
    1. Unsichtbar für Norns
    2. GUI und System
    3. Favourite_place Weiterleitung
    4. Favourite_place icons
  • 2
    1. Hand
    2. Tür
    3. Samen
    4. Gute Pflanze
    5. Schlechte Pflanze
    6. Blatt
    7. Blume
    8. Gute Frucht
    9. Schlechte Frucht
    10. Detritus
    11. Nahrung
    12. Knopf
    13. Gute Wanze
    14. Schlechte Wanze
    15. Gutes Lebewesen
    16. Gutes Lebewesen
    17. Nest
    18. Agent Ei
    19. Wetter
    20. schlecht
    21. Spielzeug
    22. Brutmaschine
    23. Automat
    24. Werkzeug
    25. Gift
  • 3
    1. Lift
    2. Teleporter
    3. Maschine
    4. Creature Ei
    5. Norn Zuhause
    6. Grendel Zuhause
    7. Ettin Zuhause
    8. Gerät
  • 4
    1. Norn
    2. Grendel
    3. Ettin
    4. Geat (?)

Andere Klassen können verwendet werden , aber dann haben die Klassen keinen Namen und die Norn´s können die Agenten nicht identifizieren. Wenn das CAOS-Programm in DS/C3 eingefügt werden soll ist es ratsam die definierten Klassen zu verwenden.

Zu erledigen

Codes die nur in C1 verfügbar sind

Codes die nur in C2 verfügbar sind

Codes die nur in C3 verfügbar sind

Codes die nur in DS verfügbar sind

Syntax-Unterschiede

Vorschläge

Sprite Dateien für Beispiele

[Bearbeiten]

Für einige meiner Beispiele sind sprites nötig damit die Agenten funktionieren. Diese können hier [1] heruntergeladen werden.

Dann bitte die Dateien wie folgt entpacken:

*.blk nach Backgrounds 
*.c16 nach Images
!addon.cos nach  neuen Ordner tut in Bootstrap Dies ist mit Creatures 3 Map Editor . Hier verweisen alle Beispiele von mir sihe MAP-Beispiel
von mir verwendete Skriptnummern:
* 20410 Rechner
* 20411 Die Antwort
* 20412 Einfache Map
* 20413
* 20414

Hallo World

[Bearbeiten]

was sonst? Hallo World

Einfache Schleifen

[Bearbeiten]

Einfache Schleife

Startbildschirm

[Bearbeiten]

Aller Anfang

Einfache MAP

[Bearbeiten]

MAP: Beispiel eines einfachen Testbildschirms und eines 'signpost's
Wie erstelle ich komplexe Welten ?

Einfacher Agent

[Bearbeiten]

Einfacher Agent: Agenten die aus einem Sprite bestehen , Hilfagenten z.B. um einen Geruch auszusenden ohne Sprite sind: Beispiel Honigtopf Tutorial

Compound Agent

[Bearbeiten]

komplexer Agent und animation

Agent mit Knöpfen

[Bearbeiten]

Agent mit Buttons

Einfache Textausgabe

Beispiel für Linux
Es wird benötigt "linux console tools " von der offiziellen Homepage
Starten Sie DS und erzeugen Sie eine neue Welt z.B. "Test" und belassen die Welt ohne Norn´s
Legen Sie im Ordner Bootstrap einen Ordner Beispiele an.
Nun geben Sie folgende "Script" in einen Texteditor ein und speichern es im neuen Ordner Beispiel als "hallo.cos"

DBG: OUTS "Hallo World"  * dies ist ein Kommentar debug befehl outstring "Hallo World"

Nun starten Sie DS und schalten mit der Tastenkombination Strg-Shift-c die CAOS -Console im Spiel ein.
Starten Sie im Terminal "./monitor" aus linux console tools.
Nun geben sie ject "test.cos" 7" ein.
Im Terminal erscheint nun ein freundliches Hello World.

Anmerkung: Sobald jetzt versucht wird eine neue Welt zu erschaffen, lädt die Engine auch die *.cos Dateien aus dem Beispiel-Ordner,und in der neuen Welt sind alle Agenten vorhanden.Deshalb diesen Ordner verschieben bevor eine neue Welt erschaffen wird.


Win folgt noch


Ist dies alles? Ja und Nein. Die Ausgebe des Textes in einer Konsole ist einfach, aber im Spiel erscheint noch nichts!!
Dazu benötigt es etwas mehr.
Eine Möglichkeit ist es einen Text "Hallo World" als *.c16 Datei zu speichern und dann als einfachen Agent in Spiel zu bringen.
Oder als Formatierten Text ein einen zusammengesetzten Agenten ein zu blenden.


Beispiel einer einfachen Schleife und doif abfrage

* Erzeugt mit kaos-compiler-alpha.01
SETV VA00 99
LOOP
OUTS "\n"
DOIF VA00 EQ 1
OUTS "One bottle of beer on the wall,\n"
OUTS "One bottle of beer...\n"
OUTS "Take it down, pass it around,\n"
OUTS "No bottles of beer on the wall!\n"
ELSE
OUTV VA00
OUTS " bottles of beer on the wall,\n"
OUTV VA00
OUTS " bottles of beer...\n"
OUTS "Take it down, pass it around,\n"
DOIF VA00 GT 2
SETV VA01 VA00
SUBV VA01 1
OUTV VA01
OUTS " bottles of beer on the wall!\n"
ELSE
OUTS "One bottle of beer on the wall!\n"
ENDI
ENDI
SUBV VA00 1
UNTL VA00 EQ 0
OUTS "No more bottles of beer on the wall :(\n"
RSCR


Am Anfang der Verarbeitung der CAOS-Skripte sollte etwas ähnliches wie in !DS splash map.cos stehen:

mapk
brmi 0 0
* Größe
mapd 10000 10000
* Koordinaten (0/0) und Größe 800 x 600 Pixel
outv addm 0 0 800 600 "DS_splash"

Anstatt der DS_splash.blk kann jede beliebige *.blk-Datei angegeben werden und sie wird als erste Welt angezeigt.
Es ist auch später möglich, nach meta 0 -1 -1 0 zu springen.
In dieser Welt ist theoretisch alles möglich, wie in den anderen auch, jedoch ist es nicht von Vorteil, wenn Agenten vorhanden sind, wenn die Welt als Startbildschirm dient.

Einfache Welt zum Testen von Agenten

[Bearbeiten]
Eingefügte Welt. Screenshot Map editor
* installation script
*  install rooms, room rememberer and sets properties.
inst
* a little object that will remember what the room numbers are.
new: simp 2 1 20412 "hblnk" 1 0 1
* der Metaraum wird erzeugt
setv ov00 addm 3199 8590 1024 768  "backr"
cmra 3500 8800  8001
******************************************************** 
setv ov01 addr ov00 3251 4202 8636 8636 9285 9285
rtyp ov01 5  
rscr
enum 2 1 20412
delr ov01
delm ov00
kill targ
next
endm

Die eingefügte Map liegt zwischen HUB und WRAP-Kammer. Die Koordinaten sind 3199/8590 .Größe beträgt 1024x768 Pixel. Es wird die Datei backr.blk benutzt die im Background Ordner gespeichert ist. Dies alles wird der Variable ov00 zugewiesen !!!(Mächtig )
Dann wird der Sichtbare bereich auf diese Welt gelegt (=>cmra 3500 8800 8001)
Die zweite Variable ov01 bekommt die Raumabgrenzungen zugewiesen.In diesem bereich sind Agenten zugelassen, und vieles mehr.( addr ist add room)
rtyp definiert Eigenschaften des Raumes.Siehe Cellular Automata
rscr leitet das Removescript ein . Zuerst wird mit delr (delete room) ov01 gelöscht.In unserem Fall nur Einer sonst einige mehr,siehe !map.cos im Bootstrap Ordner
Dann mit delm (delete metaroom) ov00 die komplette Welt.

Wie gesagt ,dies ist eine sehr einfache Welt.(Eigentlich nur ein Testscreen für Agenten)
Es ist möglich als Hintergrundblid fast alles zu verwenden;Und entsprechende Räume zu platzieren. Ferner ist es möglich die Räumen mit Eigenschaften z.B. fester Boden ,Wasser, Geruch auszustatten.

Da die Welt keine Verbindung zu Welten hat , ist es nur mit dem Befehl meta oder cmra möglich zu Anderen springen.
Mit cmra 3500 8800 8001 ist man wieder hier.

Der eingebaute signpost

[Bearbeiten]

Diese Funktion gehört nicht zu CAOS sondern ist in CAOS für Dockingstation programmiert.
DS hat einen einfachen Mechanismus zu schnellen wechseln von Welten : 'signpost' (Wegweiser?)oder Favorite Places(Lieblingsplatz)

Dazu muß die Datei new_ds_fav_places.cos im Bootstgrap Ordner vorhanden sein.

In DS ist die Handhabung im Gegensatz zu C3 vereinfacht worden.
Favvorite Places wird für ein einzelner Metaraum definiert,dh die signpost Agenten müssen immer verschiedene Nummern haben.Es sollten auch Sprites für die Identifikation im Image Ordner bereitliegen.Die Datei muss fav_placee.c16 muß 3 Sprites enthalten.Die Klassifikation des Agenten ist family=1 , genus=3 .Dann wird fav_place erkannt, Außerdem sollte ein tick 10 enthalten sein .
Z.B. kann für die obige Map folgendes eingefügt werden:

* ev. für fav_place_ meso ein anderes Sprite verwenden folgt noch
new: simp 1 3 20412  "fav_place_meso" 1 0 1

attr 272
* für obige Map; sonst entsprechend ändern
mvto 3500 8800
tick 10


Somit erscheint der Icon, der immer sichtbar ist , und es ist möglich schnell von Map zu Map zu springen.

Mit Dockingstation

[Bearbeiten]

Der nachfolgende Quelltext und die Erklärung sind von der Seite [[2]] übernommen
Die Autorin Jasmin Handwerker ist mit der Veröffentlichung ausdrücklich einverstanden
Ich habe einige Stellen angepasst.

Hinweis : Es muß die Datei hpot.c16 aus C3 im Images Ordner vorhanden sein (Oder eine selbst gemalte Grafik! folgt noch)
          Es muß die Datei drnk.wav aus C3 im Sound Ordner vorhanden sein. Steht die Dateien nicht zur Verfügung kann die Zeile weggelassen werden.
      


Der Quelltext


inst
new: simp 2 11 20400 "hpot" 2 0 3500
attr 195
bhvr 48
perm 60
accg 4
fric 100
elas 40

setv va00 game "CreatorX"       * alternativ mvto 6150 9150 
setv va01 game "CreatorY"       * cmra 6150 9150 0
doif va00 eq 0 and va01 eq 0    * löschen
   setv va00 5687               * löschen
   setv va01 3670               * löschen
endi                            * löschen
mvsf va00 va01                  * löschen

emit 8 .5
endm

scrp 2 11 20400 6
snde "dr10"
endm
scrp 2 11 20400 12
lock
snde "drnk"
stim writ from 79 1
wait 5
pose 1
wait 10
kill ownr
endm 
rscr
enum 2 11 20400 
kill targ
next
scrx 2 11 20400 12
scrx 2 11 20400 6

Diese Version ist ursprünglich für C3.Für Dockingstation die Zeile 'setv va00 5687 setv va01 3670' mit 'setv va00 6150 setv va01 9150' ersetzen.>br /> Nun zu den Erklärungen:

inst

Hiermit wird das Objekt "installiert". inst leitet immer den Beginn eines Objekts ein. Außerdem hat inst die Funktion, dass es nicht von anderen  
Programmen unterbrochen wird, also alles ohne Unterbrechung abgearbeitet wird.

new: simp 2 11 20400 "hpot" 2 0 3500

Jetzt wird das Objekt erstellt. simp bedeutet, dass es sich um ein simples Objekt handelt.
Die nächsten 3 Zahlen: 2 11 20400 sind wie folgt definiert:
2 ist family, 21 gender (hier Food) und 20400 die Skriptnummer.
"hpot" ist der Name der Sprite-Datei. Er muss in Anführungszeichen stehen und ohne die Endung .c16, da es sonst eine Fehlermeldung gibt, wenn man das 
Objekt in die Welt einfügen will.
Die nächsten beiden Zahlen beziehen sich auf die Spritedatei. Die erste Zahl gibt die Anzahl der Bilder in der Spritedatei an, hier ist die Anzahl 2. 
Die nächste Zahl gibt das Bild an, das als erstes gezeigt werden soll. Da die Nummerierung in einer Spritedatei immer mit 0 beginnt, muss man auch 0 
angeben, wenn man das erste Bild anzeigen will.
Die letzte Zahl gibt die Ebene an, in der das Objekt später in der Welt sichtbar sein soll.
Der Wert geht von 0 bis 5000, wobei 0 ganz hinten ist und 5000 ganz vorne. 3500 ist also ein Mittelwert und immer gut zu gebrauchen ist.

attr 195

attr bedeutet Attributes, also Attribute Flags.
Der Honigtopf soll tragbar sein, von der Maus aufgenommen werden können, Raumbegrenzungen haben und den Naturgesetzen unterliegen.
Die Werte werden addiert. attr 195 ist also 1 + 2 + 64 + 128 = 195.

bhvr 48

bhvr legt fest, was dem Creature erlaubt ist.
Auch bei bhvr werden die Werte addiert. 16 + 32 = 48.

perm 60

Durchlässigkeit. Werte zwischen 1 und 100 sind erlaubt.

accg 4

Beschleunigung. Werte zwischen 1 und 100 sind erlaubt.

fric 100

Reibung. Werte zwischen 1 und 100 sind erlaubt.

elas 40

Elastizität. Werte zwischen 1 und 100 sind erlaubt.

setv va00 game "CreatorX" / setv va01 game "CreatorY"

Mit setv werden Variablen Werte zugewiesen.
In unserem Fall werden den Variablen va00 und va01 die Spielvariablen CreatorX und CreatorY zugewiesen.

doif va00 eq 0 and va01 eq 0

Nun folgt eine doif-Schleife. Sie überprüft, ob die Variablen va00 und va01 gleich 0 sind. eq bedeutet equals und mit and verknüpft man zwei Aussagen.

setv va00 5687 / setv va01 3670

Diese beiden Variablenzuweisungen werden nur ausgeführt, wenn das Ergebnis der doif-Schleife wahr war, also beide Variablen 0 sind.
In diesem Fall werden den Variablen zwei Integerwerte zugewiesen (also ganze Zahlen).

endi

Mit endi wird die doif-Schleife beendet.

mvsf va00 va01

Der Befehl mvsf bewegt das Objekt zu den nachfolgenden Koordinaten. In diesem Fall ist die x-Koordinate die Variable va00 und die y-Koordinate die Vaiable va01.

emit 8 .5

emit sagt dem Objekt, dass es regelmäßig eine Menge an Stoffen an seine Umgebung abgeben soll. 8 ist die Substanz und .5 die Menge.
Folgende Substanzen können verteilt werden:
1   = Licht
2   = Hitze,
3   = Feuchtigkeit 
4   = verfaulende Nährstoffe
5   = Wassermassen
6   = Proteine
7   = Kohlenhydrate
8   = Fette
9   = Blumen
10 = Maschinerie
11 = Eier
12 = Norns
13 = Grendels
14 = Ettins
15 = Norn-Heim
16 = Grendel-Heim
17 = Ettin-Heim
18 = Geräte 

endm

Damit wird das Installationsskript beendet und auch andere Unterskript beendet man damit.

scrp 2 11 20400 6

scrp sind Unterskripte. Bei diesen scrp wird zuerst wieder die family Nummer, danach die gender Nummer und die selbst gewählte Skriptnummer genannt  
(siehe oben bei inst). Am Ende kommt die Nummer des Unterskripts. 6 bedeutet Kollisionsskript.

snde "dr10"

Mit snde ruft man den Befehl auf, der eine wav-Datei abspielen soll. Nach dem Befehl kommt in Anführungszeichen der Name der wav-Datei ohne Endung.
Das Kollisionsskript bewirkt also, dass der Sound dr10.wav abgespielt wird, wenn der Norn den Agenten fallen lässt.

scrp 2 11 20400 12

Dieses Unterskript ist das Essensskript.

lock

lock bewirkt, dass alle Befehle, die jetzt ablaufen nicht von anderen Programmen unterbrochen werden können.

stim writ from 79 1

stim writ sendet einen Stimulus zu dem Creature. Die erste Zahl ist der Stimulus, in unserem Fall gegessenes Futter. Die zweite Zahl gibt an wieviel.

wait 5

Der Befehl wait blockiert das Skript für die angegeben Zahl von Ticks. In unserem Fall 5.

pose 1

Pose zeigt ein Bild von der Spritedatei. Will man, dass ein anderes Bild von der Spritedatei angezeigt wird, benutzt man diesen Befehl und gibt die 
Bildnummer an. Man beachte dabei, dass auch hier wieder der Bildzähler mit 0 beginnt (also 0 das erste Bild ist).

kill ownr

Jetzt lassen wir das Objekt mit diesem Befehl verschwinden.

Nochmal in der Zusammenfassung: Mit dem Essenscript bewirken wir, dass beim Essen die Wav-Datei drnk abgespielt wird, das Creature einen Essensstimulus erhält, einige Ticks gewartet wird, das Objekt sein Aussehen verändert und schließlich verschwindet, da es ja gegessen wurde.

rscr

rscr leitet das Removeskript ein. Damit wird das Objekt und seine Unterskripte aus der Welt entfernt. Man sollte immer bei seinen Agenten auch ein 
Removeskript dazu fügen.

enum 2 11 20400

Mit enum sucht man das Objekt. Dahinter stehen wieder die 3 Zahlen, die schon oben erläutert wurden. enum leitet eine Schleife ein, denn es wird jetzt 
jedes Objekt überprüft, bis das angegebene gefunden wurde.

kill targ

Nun wird das Objekt aus der Welt entfernt.

next

next beendet die enum-Schleife.

scrx 2 11 20400 12 / scrx 2 11 20400 6

Nun werden auch die Skripte des Objekts gelöscht. Dies geschieht mit scrx und den Skriptnummern.


Siehe c16 Datei für das Beispiel

inst
new: simp 2 11 20400 "hpot" 2 0 3500
attr 195
bhvr 48
perm 60
accg 4
fric 100
elas 40
setv va00 game "CreatorX"
setv va01 game "CreatorY"
doif va00 eq 0 and va01 eq 0
setv va00 5687
setv va01 3670
endi
mvsf va00 va01
emit 8 .5
endm
scrp 2 11 20400 6
snde "dr10"
endm
scrp 2 11 20400 12
lock
snde "drnk"
stim writ from 79 1
wait 5
pose 1
wait 10
kill ownr
endm
rscr
enum 2 11 20400
kill targ
next
scrx 2 11 20400 12
scrx 2 11 20400 6

Dockingstation ist nicht notwendig

[Bearbeiten]

Für diese Beispiel ist meine c16 Datei nötig.

folgt noch

Mit Dockingstation

[Bearbeiten]

Der nachfolgende Quelltext und die Erklärung sind von der Seite [[3]] übernommen
Die Autorin Jasmin Handwerker ist mit der Veröffentlichung ausdrücklich einverstanden
Ich habe einige Stellen angepasst.

Hinweis : Es muß die Datei medm.c16 aus C3 im Images Ordner vorhanden sein (Oder eine selbst gemalte Grafik! folgt noch)
          (       medicine maker.c16  aus C3 in medm.c16 umbenennen) Oder download der agent.zip Datei von Website [1] 



Mit den Compound Parts werden z.B. Automaten(Agenten) gemacht.
Der Zweck der Compound Parts ist es, dass man ihnen verschiedene zusätzliche Teile hinzufügen kann. Zur Auswahl stehen unter anderem Buttons, die einen Event auslösen, wenn sie gedrückt werden, Texte, Animationen.
Alle Compound Objekte werden initiiert, indem man den Befehl NEW: COMP benutzt und mit dem Befehl PAT: die entsprechenden extra Teile hinzufügt. Bei dem Erstellen des Objekts wird NEW: COMP als part 0 benannt, so dass man bei den zusätzlichen Teilen mit 1 beginnen sollte.
Die Teile eines Compound Objektes müssen nicht die selbe Sprite-Datei benutzten. Sie sind simple Objekte, also haben Attribute, Verhalten, etc. Teile werden mit dem Befehl PAT: KILL entfernt.
DULL Teile

Als erstes erkläre ich hier die Verwendung von DULL Teilen.
DULL Teile werden verwendet um bestimmte Flächen auf einem Objekt zu erzeugen, die andauernd animiert sein können.

Die Sprite-Datei ist komplett von der Medizin-Maschine übernommen.
Ich hatte es erst mit eigenen Bildern versucht, aber nachdem ich mich 2 Tage damit abgequält hatte und der Agent immer noch nicht ging, gab ich es auf.
Komischerweise hat es mit der Medizin-Maschine Sprite-Datei sofort geklappt. Weiß immer noch nicht wieso.

Unten folgt die cos-Datei mit den Erklärungen. Ich habe nur neue Befehle erläutert. Die anderen findet ihr schon bei dem Honigtopf Tutorial
Wenn man sich das Tutorial durchliest ist es am besten, die Sprite-Datei offen zu haben, damit man immer gucken kann, welches Bild jetzt gemeint ist und welche Animationen stattfinden. Es ist dann viel leichter alles zu verstehen (geht mir zumindest so).


Der Quelltext

inst
new: comp 2 21 20403 "medm" 23 0 5000
pat: dull 1 "medm" 1 57 71 0
pat: dull 2 "medm" 4 0 35 0
pat: dull 3 "medm" 10 9 38 0
attr 199
clac 0
elas 0
fric 100
perm 60
accg 5
setv va00 game "CreatorX"
setv va01 game "CreatorY"
doif va00 eq 0 and va01 eq 0
 setv va00 5687    * oder 6150
 setv va01 3670    * oder 9150
endi
mvsf va00 va01

scrp 2 21 20403 1
part 1
anim [0 1 255]
clac 1
endm 
scrp 2 21 20403 2
part 2
anim [0 1 2 3 4 5 4 3 2 1 255]
clac 2
endm
scrp 2 21 20403 0
part 3
anim [0 1 2 3 4 5 6 7 8 9 10 9 8 7 6 5 4 3 2 1 255]
clac 3
endm
scrp 2 21 20403 3
part 1
pose 0
part 2
pose 0
part 3
pose 0
clac 0
endm
rscr
enum 2 21 20403
kill targ
next
scrx 2 21 20403 1
scrx 2 21 20403 2
scrx 2 21 20403 0
scrx 2 21 20403 3 


new: comp 2 21 20403 "medm" 23 0 5000

Der Agent wird installiert. Wie oben schon erwähnt ist er nun kein simpler Agent mehr (simp), sondern ein Commpound Part. Also steht nach dem new 
Befehl comp. Als nächstes folgen wieder die Family- Genus- und Skriptnummer, die Sprite-Datei und Anzahl der Bilder, beginnendes Bild sowie Ebene.

pat: dull 1 "medm" 1 57 71 0

Nun folgt das erste DULL Teil. Es ist der rote Knopf, mit dem man eigentlich Medizinflaschen ausgibt.
Um DULL Teile dem Agenten hinzuzufügen sind folgende Angaben wichtig:
pat: DULL, DULL-Nummer, Sprite-Datei, beginnendes Bild, x-Koordinate auf dem Agent, y-Koordinate auf dem Agent, Eben in Bezug auf den Agenten.
Unser erstes DULL Teil nutzt also die Bilder ab 1 beginnend (2. Bild in der Sprite-Datei), hat die Koordinaten (57, 71) und die Eben 0 in Bezug zum  
Agenten.
Das mit der Ebene in Bezug zum Agenten hab ich noch nicht ganz raus. Ich gebe immer 0 an und es funktioniert.

pat: dull 2 "medm" 4 0 35 0

Dieses DULL Teil ist der Balken, der angibt, wieviel Energie der Medizinmaschine noch zur Verfügung steht und es hat die gleichen Bedingungen wie  
DULL Teil Nummer 1.
Hier nutzt es die Bilder der Sprite-Datei ab Nummer 4 und hat die Koordinaten (0, 35).

pat: dull 3 "medm" 10 9 38 0

Dieses DULL Teil ist die Fläche, in der die Medizinflaschen ausgegeben werden und es hat die gleichen Bedingungen wie DULL Teil Nummer 1.
Hier nutzt es die Bilder der Sprite-Datei ab Nummer 10 und hat die Koordinaten (9, 38).

clac 0

Dieser Befehl bewirkt, dass beim nächsten Klicken auf den Agenten mit der Maus ein Activate 1 Event ausgeführt wird. Man kann festlegen, was bei 
diesem Event stattfinden soll, indem man scrp family, genus, skriptnummer, 1 bearbeitet (mehr dazu siehe unten, da dieser Befehl erklärt wird).

scrp 2 21 20403 1

Dies ist also besagter Activate 1 Event. Er wird bei diesem Agenten aufgerufen, wenn man das erste Mal auf den Agenten klickt.

part 1

Mit part Nummer sagt man, welches Teil man benutzen will. In unserem Fall ist dies das erste DULL Teil (der rote Knopf).

anim [0 1 255]

Mit dem Befehl anim wird ein Teil animiert. In der rechteckigen Klammer gibt man an, welche Bilder nacheinander angezeigt werden sollen.
Animiert man Teile, ist Bild 0 immer das Bild in der Sprite-Datei, dass man bei dem Befehl pat: DULL als beginnendes Bild angegeben hat.
Mit 255 startet man eine Endlosschleife. Der anim Befehl wird immer wieder ausgeführt.
Hier am konkreten Fall sieht das so aus, dass 0 das zweite Bild in der Sprite-Datei ist (Knopf aus) und 1 das dritte (Knopf an). Guckt euch die  
Sprite-Datei an, dann wisst ihr was ich meine. Beide Bilder werden immer wieder wiederholt, so dass der Knopf dauernd blinkt.
Ich habe die anderen anim Befehle nicht erklärt, da diese Erklärung reichen müsste, damit ihr auch die anderen versteht. Eine andere Hilfe ist es sich 
den Agenten im Spiel anzuschauen, was er nach welchem Klick macht.

clac 1

Dieser Befehl bewirkt, dass nach erneutem Klicken auf den Agenten wird der Activate 2 Event ausgeführt.

Zusammenfassung Activate 1 Event:
Der rote Knopf wird ausgewählt und in einer Endlosschleife animiert. Man bewirkt durch den Befehl clac 1, dass bei erneutem Klick ein anderes Event aufgerufen wird. Würde man clac 1 weglassen, würde immer nur der rote Knopf animiert werden und die anderen Teile würden unbenutzt bleiben.

scrp 2 21 20403 2

Dies ist der Activate 2 Event.

part 2

Das DULL Teil mit der Nummer 2 (die Energieanzeige) wird ausgewählt.

clac 2

Nach erneutem Klicken auf den Agenten wird der Deactivate Event ausgeführt.

Zusammenfassung Activate 2 Event:
Die Energieanzeige wird ausgewählt und in einer Endlosschleife animiert. Durch den Befehl clac 2 wird bewirkt, dass bei erneutem Klicken ein anderes Event aufgerufen wird.

scrp 2 21 20403 0

Der Deactivate Event. Lasst euch durch den Namen nicht verwirren. Es bedeutet nicht, dass dieses Event den Agenten deaktiviert. Man kann damit alles  
mögliche machen, es kommt nur darauf an, was in dem Deactivate Event steht.

part 3

Das DULL Teil mit der Nummer 3 (Feld, in dem die Medizinflaschen herauskommen) wird ausgewählt.

clac 3

Nach erneutem Klicken auf den Agenten wird der Hit Event ausgeführt.

Zusammenfassung Deactivate Event:
Das Feld, in dem die Medizinflaschen erscheinen wird ausgewählt und in einer Endlosschleife animiert.

scrp 2 21 20403 3

Der Hit Event

pose 0

Mit diesem Befehl wird das ausgewählte Teil (muss man vorher immer angeben) in die Bildposition 0 zurückversetzt.

Zusammenfassung Hit Event:
Nacheinander werden alle Teile ausgewählt und auf Bilddatei 0 zurückgesetzt. Dies hat den Effekt, dass alle Animationen stoppen und der Agent wieder aussieht wie am Anfang. Am Ende steht der Befehl clac 0, den wir auch schon in dem Installationsskript gesehen haben. Damit wird beim nächsten Klick auf den Agenten wieder der Activate 1 event ausgeführt und alles beginnt von vorne.

rscr

Nun folgt das Uninstall Skript. Wurde auch schon im Honig-Tutorial erklärt.
Noch wichtig zu wissen ist, dass man immer angeben muss, auf welches Teil des Agenten man sich bezieht (part Nummer) wenn man einen Animationsbefehl 
benutzt (bei diesem Agenten waren das anim und pose).
Einen Teil zu animieren hat keinen Effekt auf andere Teile.

Mit den Koordinaten von den DULL Teilen hatte ich anfangs etwas Probleme. Am besten ihr benutzt ein Grafikprogramm (ich habe Paint Sho Pro 5 benutzt) und fahrt mit der Maus über das Bild. Bei Paint Shop Pro waren dann unten rechts die Koordinaten angezeigt. Müsste eigentlich auch in jedem anderen Grafikprogramm der Fall sein. Die Koordianten für das DULL Teil beginnen in der linken oberen Ecke, also dort wird es am Agenten angezeigt. In der Sprite-Datei sind auch schwarze Bilder in der Größe der Teile. Diese sind bei jedem DULL Teil Bild Nr. 0, denn schwarz wird im Spiel als transparent dargestellt.

Auf der Website steht die Datei zum Download zur Verfügung.


Dockingstation ist nicht notwendig

[Bearbeiten]

Für diese Beispiel ist meine c16 Datei nötig.

*Installation des Agenten
inst
new: comp 2 21 30000 "rech" 23 0 4000
pat: dull 1 "anzeige2" 0 15 15 0
pat: dull 2 "anzeige3" 0 15 80 0
pat: dull 3 "anzeige4" 0 170 80 0
attr 199
clac 0
elas 0
fric 100
perm 60
accg 5
mvto 3800 8900
cmra 3800 8900 0
endm
* Ende Install
* Aktivierung 1
scrp 2 21 30000 1
part 1
anim [2 3 4 5   255]
clac 1
endm
* Ativierung 2
scrp 2 21 30000 2
part 2
anim [1 2 3 4 5 4 3 2 1 255]
clac 2
endm
scrp 2 21 30000 0
part 3
anim [ 0 1 255]
clac 3
endm
* Hit 
scrp 2 21 30000 3
part 1
pose 0
part 2
pose 0
part 3
pose 0
clac 0
endm
*Deinstall
rscr
enum 2 21 30000
kill targ
next
scrx 2 21 30000 1
scrx 2 21 30000 2
scrx 2 21 30000 0
scrx 2 21 30000 3


Dies Beispiel ist Analog zum Obigem. Aber die Position ist in dem Test Metaroom, beim ersten Klick, vertikaler Balken , dann horizontaler Balken, dann blinkender Balken und dann Ausgangsposition. Ferner sollten so wenig wie möglich andere Agenten geladen sein. Falls script 30000 schon belegt ist, bitte andere Nummer verwenden


Ein etwas umfangreicheres Projekt  : Es wird ein Rechner angezeigt, bei klick auf die Antwort Taste erscheint die Antwort als neuer Agent.

Der fertige Rechner
*Suche nach der Antwort 
inst
new: comp 2 23 20410 "rech" 38 0 2000
pat: dull 1 "rech" 1 20 20 1 	
pat: butt 2 "rech" 2 2 50 80 0 [1] 1 1
part 2
anim [0]
pat: butt 3 "rech" 4 2 100 80  0 [1] 1 1
part 3
anim [0] 		
pat: butt 4 "rech" 6 2 150 80 0	[1] 1 1
part 4
anim [0] 		
pat: butt 5 "rech" 8 2 200 80 0	[1] 1 1
part 5
anim [0] 		
pat: butt 6 "rech" 10 2 50 130 0	[1] 1 1
part 6
anim [0] 		
pat: butt 7 "rech" 12 2 100 130 0 [1] 1 1
part 7
anim [0] 			
pat: butt 8 "rech" 14 2 150 130 0 [1] 1 1
part 8
anim [0] 			
pat: butt 9 "rech" 16 2 200 130 0 [1] 1 1
part 9
anim [0]		
pat: butt 10 "rech" 18 2 50 180 0 [1] 1 1
part 10
anim [0]		
pat: butt 11 "rech" 20 2 100 180 0 [1] 1 1
part 11
anim [0]	
pat: butt 12 "rech" 22 2 150 180 0 [1] 1 1
part 12
anim [0]	
pat: butt 13 "rech" 24 2 200 180 0 [1] 1 1	
part 13
anim [0]
pat: butt 14 "rech" 26 2 50 230 0 [1] 1 1
part 14
anim [0]
pat: butt 15 "rech" 28 2 100 230 0 [1] 1 1
part 15
anim [0] 		
pat: butt 16 "rech" 30 2 150 230 0 [1] 1 1
part 16
anim [0]	
pat: butt 17 "rech" 32 2 200 230 0 [1] 1 1
part 17
anim [0]	
pat: butt 18 "rech" 34 2 50 280 0 [1] 1000 1
* dieser Knopf gibt eine Mess.nr. weiter /\ wird dann im Script verwendet
part 18
anim [0]
* tragbar 1  + maustragbar 2 + kann aktiviert werden 4 + zusammenstöße erlaubt 64 = 71 
attr 71
perm 60
elas 0
fric 100
accg 3
mvto 3400 8800 
* Position in meinem Testraum
cmra 3400 8800 0
endm
*******Antwort
scrp 2 23 20410 1000
* Dies ist das aufgerufen wird wenn Knopf 18 gedrückt wird ( gibt 1000 weiter )
setv va00 posl 
addv va00 30

setv va01 post
addv va01 10
* in temp. Variablen wird die Position (x,y) gespeichert 
 inst
* Neuer Agent wird erzeugt
new: simp 2 11 20411 "rech" 36 36 1500
* tragbar 1  + maustragbar 2 + zusammenstöße erlaubt 64 + Physik befolgen 128 =
attr 195 
* durch Norn aktivierbar 32 
bhvr 32
elas 30 
fric 50
accg 3
clac 0
mvto va00 va01
* eine zufällige Geschwindigkeit in x,y Richtung
velo rand -10 10 rand -15 -20
* timer Aktivierung
tick 8 
endm 
* Timer Script
 scrp 2 11 20411 9
* Bewegt den Agenten eine auf Kamera nahe Ebene
plne 4001 
* Timer wieder aus
tick 0
* es wird etwas gewartet
wait 100 
* zerstört Agenten 
kill ownr
endm
rscr
enum 2 23 20410
kill targ
next
enum 2 11 20411
kill targ
next 
scrx 2 11 20411 9
scrx 2 23 20410 1000

Einfache Textausgabe

[Bearbeiten]

Die Textausgabe bei DS funktioniert auch mittels Sprites. Die dafür vorhandenen Spritefiles sind:

  • blackontransparentchars.s16
  • whiteontransparentchars.s16
  • greyontranschars.s16
  • (noch die alte s16 Version)

Diese enthalten einen kompletten Zeichensatz , auf transparentem Hintergrund. Mit einem Zeichenprogramm (GIMP) ist es möglich einen eigenen Zeichensatz zu erstellen.
Das darstellen der Zeichen übernimmt die engine , dafür gibt es in CAOS einige Befehle.( Immer als komplexer Agent)

Um einen Text in einem Agenten anzuzeigen sind folgende Schritte nötig:

 PAT: FIXD  part_id  sprite_file  first_image  rel_x  rel_y  rel_ebene  font_sprite z.B.
 pat: fixd 19 "ds world switcher" 26 45 120 0 "blackontransparentchars"
 FRMT  left_margin top_margin right_margin bottom_margin line_spacing character_spacing justification  z.B.
 frmt 0 0 0 0 2 0 2  (2 Zeilen Zwischneraum  Mitte )
 PTXT  text (string) (oder Variable) z.B
 sets va00  "Hallo "
 adds va00 wrld ov04
 adds va00  " World "
 ptxt va00 


Eine komfortable Möglichkeit vordefinierte Texte auszugeben ist die *.catalogue Datei. Dies ist eine spezielle Textdatei im Catalogue Ordner und mit dem gleichen Namen wie der Zielagent. Der Zugriff erfolgt mit

READ  catalogue_tag (string) offset (integer)   z.B.
ptxt read "World Switcher" 3  sucht im ds "world switcher.catlouge" nach dem tag "World Switcher" und zeigt den 5-ten String an
Beispiel Inhalt aus der Datei 
# World Switcher.catalogue
# This is the World Switcher's Catalogue information
TAG OVERRIDE "World Switcher"
"Bitte geben Sie hier einen Namen für Ihre Welt ein:"
"Willkommen bei Docking Station!\n\n"
"Bitte warten, wird geladen..."
"Bitte bestätigen Sie das Löschen von\n\n["  <== dieser Test wird angezeigt
...

Hinweis: mit tint kann die Farbe des Textes geändert werden.

Ausgabe von integer Variablen als Text

[Bearbeiten]

Da die Ausgabe mit ptxt nur Text erlaubt , ist es nötig integer oder float Variablen mit vtos (variable to string) umzuwandeln z.B

sets va00  "Hallo "
adds va00 wrld ov04
adds va00  " World "
setv va01 10
adds va00 vtos va01
ptxt va00

Die Umkehrung ist stof ( string to float)

Beispiel Rechner

[Bearbeiten]

Nun als kleines Beispiel, der Rechner aus dem letzten Kapitel. Zuerst ein freundliches "Hallo (WELTNAME) World". Beim Klicken auf die Zahlen Knöpfe erscheint im Display die Partnr. Bei der Übergabe der Parameter (pat: butt ....) steht in Variable _P1_ die Partnr.

inst
new: comp 2 23 20410 "rech" 38 0 2000
* pat: dull 1 "rech" 1 20 20 1 	
pat: butt 7 "rech" 2 2 50 80 0 [1] 1001 1
* wenn part 7 geklickt, dann script 1001 und Übergabeparameter in _P1_
part 7
anim [0]
pat: butt 8 "rech" 4 2 100 80  0 [1] 1001 1
part 8
anim [0] 		
pat: butt 9 "rech" 6 2 150 80  0 [1] 1001 1
part 9
anim [0] 		
pat: butt 13 "rech" 8 2 200 80 0	[1] 1001 1
part 13
anim [0] 		
pat: butt 4 "rech" 10 2 50 130 0	[1] 1001 1
part 4
anim [0] 		
pat: butt 5 "rech" 12 2 100 130 0 [1] 1001 1
part 5
anim [0] 			
pat: butt 6 "rech" 14 2 150 130 0 [1] 1001 1
part 6
anim [0] 			
pat: butt 12 "rech" 16 2 200 130 0 [1] 1001 1
part 12
anim [0]		
pat: butt 1 "rech" 18 2 50 180 0 [1] 1001 1
part 1
anim [0]		
pat: butt 2 "rech" 20 2 100 180 0 [1] 1001 1
part 2
anim [0]	
pat: butt 3 "rech" 22 2 150 180 0 [1] 1001 1
part 3
anim [0]	
pat: butt 11 "rech" 24 2 200 180 0 [1] 1001 1	
part 11
anim [0]
pat: butt 10 "rech" 26 2 50 230 0 [1] 1001 1
part 10
anim [0]
pat: butt 14 "rech" 28 2 100 230 0 [1] 1001 1
part 14
anim [0] 		
pat: butt 16 "rech" 30 2 150 230 0 [1] 1001 1
part 16
anim [0]	
pat: butt 15 "rech" 32 2 200 230 0 [1] 1001 1
part 15
anim [0]	
pat: butt 17 "rech" 34 2 50 280 0 [1] 1000 1
part 17
pat: fixd 19 "rech" 1 20 20 5000 "blackontransparentchars"
anim [0]
part 19
frmt 0 0 0 0 2 0 2
sets va00  "Hallo "
adds va00 wrld ov04
adds va00  " World "
ptxt va00
attr 71
perm 60
elas 0
fric 100
accg 3
mvto 3400 8800
cmra 3400 8800 0
endm
***************
scrp 2 23 20410 1001
* Ausgabe auf Anzeigeteil
part 19
frmt 50 20 0 0 2 0 2	
* in _P1_ steht die Partnr.
setv va00 _P1_
* ein kleiner Test
doif va00>10
setv va01 va00
addv va01 100
else
 setv va01 va00
endi
* Wandelt Ganzzahl in Text und gibt Text aus
ptxt vtos va01
endm

*******Antwort
scrp 2 23 20410 1000
setv va00 posl
addv va00 30
setv va01 post
addv va01 10
inst
new: simp 2 11 20411 "rech" 36 36 4000
attr 195 
bhvr 32
elas 30 
fric 50
accg 3
clac 0
mvto va00 va01
velo rand -10 10 rand -15 -20
tick 8 
endm 
scrp 2 11 20411 9
plne 4001 
tick 0
wait 100 
kill ownr
endm
rscr
enum 2 23 20410
kill targ
next
enum 2 11 20411
kill targ
next 
scrx 2 11 20411 9
scrx 2 23 20410 1000



Hier sollten einige Bemerkungen speziell zu DS stehen


Mögliche Ausgabe der Fehlermeldung , siehe Bilder

Beispiel einer Fehlermeldung
Beispiel einer Fehlermeldung


oder in der CAOS Befehlszeile :

... Invalid command at token .. [@ pine tick 0]


Auflistung der CAOS.catalogue Datei enthaltenen Fehlermeldungen

"Invalid command"
"Invalid RValue"
"Invalid LValue"
"Invalid subcommand"
"Invalid string RValue"
"Invalid string LValue"
"Blocking command executed on a non-blockable script"
"Invalid TARG"
"Invalid OWNR"
"Invalid agent"
"Not a CompoundAgent"
"Not a SimpleAgent"
"Division by Zero"
"SCRX failed - script (%d/%d/%d/%d) is in use"
"Script (%d %d %d %d) not in scriptorium"
"Invalid port ID"
"Value is not an integer"

"Value is not a float"
"Incompatible type: string expected"
"Incompatible type: agent expected"
"Part identifier %d is invalid"
"Path number out of range"
"Not a Vehicle"
"ATTR/PERM change caused invalid map position (%f)"
"Invalid map position (%f, %f)"
"Position (%f, %f) is not valid inside carrying vehicle's cabin"
"Invalid agent ID"
"Invalid compare operator for agents"
"Incompatible type: decimal expected"
"Internal: Unexpected type when fetching value"
"Chemical numbers range from (0-255)"
"Not a Creature"
"Index number outside string"
"Value is not a character (integer 0-255)"
"Slice attempted outside string"
"Failed to delete room"
"Failed to delete meta room"
"Failed to add background"
"Failed to get meta room location"

"Failed to set background"
"Failed to set door permiability"
"Failed to set room type"
"Failed to set room property"
"Failed to set Cellular Automata rates"
"Failed to get room ID"
"Failed to increase CA property or CA is navigable - ALTR does not work on navigable CAs"

"Failed to get door permiability"
"Failed to add meta room"
"Failed to add room"
"Attempt to clear a photograph in the creature history which is currently in use by an agent."
"Failed to get room property"
"Failed to get current background"
"Failed to find room with highest CA"
"Failed to find room with lowest CA"
"Could not set neuron value"
"Could not set dendrite value"
"Could not set lobe value"

"Could not set tract value"
"Could not dump lobe"
"Could not dump tract"
"Could not dump neuron"
"Could not dump dendrite"
"Invalid Creature TARG"
"Invalid parameter to DBG#/DBGA "

"RECYCLE ME"
"Invalid pose for PUPT/PUHL"

"Invalid string for ANMS - not a number\n\"%s\""

"Number out of range in ANMS. Values must be from 0 to 255"
"Error parsing CAOS script-command string"
"Error orderising macro for CAOS script-command string"

"Error processing script for scriptorium in CAOS script-command string"
"Error installing script into scriptorium for CAOS script-command string"
"Failed to set link permiability"
"Failed to get link permiability"
"Mutation parameters must be in the range of 0 to 255"
"Failed to get room CA Rates"
"Failed to get room IDs"
"Failed to get room location"
"Failed to get metaroom backgrounds"

"Not a fixed or text entry part"
"Not a text entry part"
"Repeat count is less than one"

"Invalid locus"
"No such drive number"
"No such gait number"
"No such direction number"
"No such involuntary action id"
"Operation not allowed on Creature"
"Not a graph part"
"Request out of range in IntegerRV CLIK, Range is 0 to 3"

"Agent profiler not compiled in this engine"
"Invalid gene variable"
"Maximum creatures exceeded"
"Gene file not found or attempt to load into invalid slot"

"Attempt to use uninitialised output stream"
"Creature can't be born again"
"Life event doesn't exist for this moniker"

"Attempt to use uninitialised input stream"
"You can only clear history for totally dead or exported creatures, and unused genomes.\nThat means OOWW return values 0, 6, 4.or 7."
"That part slot is already taken. You may only create a part if it has a unique number. Please change the number or else kill the old part first."

"Failed to find one or more sprite files while creating a creature."

"User aborted possibly frozen script"
"Assertion failed"
"Invalid range"
"Pray Builder error: %s"

"Base change failed - new base %d on part %d"

"Pose change failed - new pose %d on part %d which has base %d"

"Anim change failed - on part %d which has base %d"
"Frame rate %d out of range 1 to 255"
"Anim by string failed - string \"%s\" on part %d which has base %d"

"Invalid emit - invalid smell index"
"Invalid cacl - wildcard classifier used or the classifier already has a smell allocated to it"

"Negative square root"
"MVSF only works on autonomous agents"

"Failed to find safe location (%f, %f)"
"Tried to set BHVR %d when the agent doesn't have one of the appropriate scripts"
"Sound file missing\n%s"
"The BLCK command will not work because this engine is not using the Direct Display Library"

"That part slot %d is already taken. You may only create a part if it has a unique number. Please change the number or else kill the old part first."

"The command is not yet implemented on this platform / version of the engine."


TAG "caos_user_abort_frozen_script"
"An agent script is possibly in an infinite loop.\nChoose Abort to throw an error, so you can see which agent it is and stop it\nChoose Retry to let it run for another 1,000,000 instructions\nChoose Ignore to let it carry on forever"


TAG "orderiser"


"Syntax error"
"Invalid command"
"Failed to close block"
"Expected a string"
"Expected a subcommand"
"Expected a variable"
"Expected numeric rvalue"
"Expected agent"
"Expected a comparison operator"

"Label expected"
"%s at token '%s'"
"Unresolved label \"%"
"Already at top level"
"Mismatched block type"
"NEXT without matching ENUM/ESEE/ETCH/EPAS"

"UNTL or EVER without matching LOOP"
"REPE without matching REPS"
"Label already defined"
"Expected byte string '['"
"Value out of valid range (0..255)"

"Expected any rvalue"
"Expected byte or ']'"