The SCUMM Manual - Glossary

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The SCUMM Manual

Glossary

abs ref func


var=abs expression
This function calculates the absolute value of the given parameter.

actor ref comm


actor actor-name
This command[costume costume-name]
is used to initialize and change the facets of an actor.
Multiple arguments can be combined into a single statement.

actor-box ref func


var=actor-box actor-name
This function returns the walk box of the specified actor.

actor-chore ref func


var=actor-chore actor-name
This function returns the last choreography executed by the actor. Includes walks and talks.

actor-costume ref func


var=actor-costume actor-name
This function returns the costume of the specified actor.

actor-depth ref func


var=actor-depth actor-name
This function returns the depth of the specified actor.

actor-elevation ref func


var=actor-elevation actor-name
This function returns the elevation of the specified actor.

actor-facing ref func


var=actor-facing actor-name
This function returns the directional facing of the specified actor.
This value is an angle with NORTH at 0, EAST at 90 etc.

actor-inventory ref func


count=actor-inventory actor-name
This function returns the number of items in the specified actor's inventory as well as the items.

actor-moving ref func


var=actor-moving actor-name
This function returns whether the actor is stopped or moving.

actor-room ref func


var=actor-room actor-name
This function returns the room number of the specified actor.
actor-scale ref comm
var=actor-scale actor-name
This function returns the scale of the specified actor.

actor-scale-array-string svar

System variable. Allows users to control the actor scale table.

actor-talking svar

System variable hold the last actor who spoke.

actor-width ref func


var=actor-width actor-name
This function returns the width of the the specified actor.

actor-x ref func


var=actor-x actor-name
This function returns the x room coord of the specified actor.

actor-y ref func


var=actor-y actor-name
This function returns the y room coord of the specified actor.

actor-zplane gloss ref


var=actor-zplane actor-name
This function returns the zplane of the specified actor.

actor.def file

Assigns a number to each actor. Global chores are also defined here. Created by MAKEDEFS.

.anm file

Files generated by Deluxe Paint Animator.

array ref lang


compile time (static) array:
Arrays canvariable
be one variable-name[array-size]
or two dimensional. Arrays can be static or dynamic.

array-shuffle ref comm


array-shuffle foo[10] to foo[20]
This command randomizes elements in a one dimensional array

bit variable ref lang


bit variable variable-name
A variable with a value of 1 or 0, true or false.

blast-object ref comm


blast-object object at x-pos , y-pos
A very fast drawing routine that can draw lots of things to the screen at any x,y SCREEN coordinate.

blast-text ref comm


blast-text "string" at x-pos , y-pos [charset font color col wrap]
A very fast text drawing routine that can display text at any x,y position.

both-buttons-clicked-key svar

System variable. Key passed if both controller buttons pressed.


break-here ref flow
break-here [number]
Simple break away command. Essential to our method of multitasking.
Can be used to time animation sequences.

break-until ref flow


break-until (condition-met)
A combination of a break-here and a do-until.

break-while ref flow


break-while (condition-met)
breaks will occur if condition met

build-sentence-script svar

System variable. Script to run when button hit.

camera ref comm


camera pause
camerafrom
Stop the camera resume
moving

camera-accel-x/y svar

System variables. How quickly the camera accelerates.

camera-at ref comm


camera-at x-coord [y-coord]
This command sets the camera position in a room. The values indicates the midpoint of the screen.

camera-follow ref comm


camera-follow actor-name
This command tells the camera to follow the specific actor around the room.

camera-follow-actor svar

System variables which holds the current actor being followed.

camera-max-x/y svar

System variables which holds the maximum position for the camera.

camera-min-x/y svar

System variables which hold the minimum position for the camera.

camera-pan-start-x/ydist svar

System variables. How far from actor before pan starts.

camera-pan-to ref comm


camera-pan-to x-coord [y-coord]
This command tells the camera to smoothly pan to a new position in the room.

camera-script svar

System variable. Script to run when camera moves out of sync with other scripts. Used for parallax effects.

camera-speed-x/y svar

System variables. Maximum speed for the camera.


camera-x svar

System variable which holds camera x position in pixels. 320 is center screen.

camera-y svar

System variable which holds camera y position in pixels. 200 is center screen.

case ref flow


case case-name {
of number
Multiple choice {
branching statement.

chain-script ref flow


chain-script [bak|rec] script-name [(] [^1[,]^2] [)]
This command loads and executes a new script and stops the calling script.

charset* ref lang


charset [charset-name]
[color transparent-color
The charset command color
sets the current color color]
character set being used. The system will load the charset onto the heap
if it is not already there.
*UNDER RECONSTRUCTION

chore term

A choreography.

class-of ref func comm


class-of object is object-class
class-of
This command actortoisset
is used actor-class
the classification of objects and actors.
It can also be used as a function to check the classification.

#code on | off ref lang


#code on | off
Placing these in you code will cause the compiler to output source and object code to the screen. Used for
debugging and the development of the language.

come-out-door ref flow


come-out-door object-name \
This command [walk x-coord,y-coord]
is used to change rooms.
Places the selected-actor in a new room.

#comment ref lang


#comment "string"
Allows the script to display messages during compile time

controller svar

System variable. Type of game controller.

.cos file

Run length, compacted versions of .cst files. The system requires that animations be in .cos format.

costumes.def file

Every costume must be defined in this file. You can force the system to create this file by running MAKEDEFS.

.cst file

Files generated by CYST.


current-room ref flow
current-room room-name
This command changes the camera to a new room. In the process it causes the exit code from the last current
room to be run and then the enter code in the new current room.

current-year/month/day/hours/minutes/seconds svar

System variable for the user's computer time. Must call get-time-date before these are read.

cursor ref comm


cursor object-number [image flames-state]
This command sets the shape of the cursor.

cursor hotspot ref comm


cursor hotspot x y
This command sets the hotspot of the cursor.

cursor on|off ref comm


cursor on|off|soft-on|soft-off
This command allows you to remove and disable the cursor during cutscenes.

cursor transparent ref comm


cursor transparent color
This command sets transparent colors in the cursor.
It can be called multiple times for multiple transparent colors.

cursor-room-x svar

System variable for the x position of the cursor in the room.

cursor-room-y svar

System variable for the y position of the cursor in the room

cursor-screen-x svar

System variable. Gives the location of the cursor in SCREEN coords

cursor-screen-y svar

System variable. Gives the location of the cursor in SCREEN coords

cursor-state svar

System variable.

cut-scene ref flow


cut-scene [type]{
A cut-scene is[statements]
a computer controlled sequence. During a cut-scene, the player has no control of the game. All
other scripts, except BAK scripts, are temporarily halted during the cut-scene.

cut-scene1-script svar

System variable. Script to run on start of cut-scene.

cut-scene2-script svar

System variable. Script to run on end of cut-scene.

CYST app

The animation tool used primarily for walk talk animations. It breaks an animation down into limbs that can then
be manipulated independently.
debug ref comm
debug debug-level [windex command]
Used to start windex or execute windex commands from scripts.

define ref lang


define symbol
defineany
Used to define symbol = expression
symbol.

define-local-script ref lang


define-local-script local-script-name
Local scripts do not usually need to be defined. However, in special situations, they must be defined using
define-local-script. This allows you to mix auto-defining-scripts with predefined scripts.

define-script ref lang


define-script script-name
Used to define scripts.

delcos.bat app

Created by makedefs. It contains all unused .cos files in your project’s directory tree. Running this batch file will
delete all these unused files. USE WITH CAUTION.

dellbm.bat app

Created by makedefs. It contains all unused .lbm files in your project’s directory tree. Running this batch file will
delete all these unused files. USE WITH CAUTION.

delscu.bat app

Created by makedefs. It contains all unused .scu files in your project’s directory tree. Running this batch file will
delete all these unused files. USE WITH CAUTION.

Deluxe Paint app

The art program used for background art. Made by Electronic Arts.

Deluxe Paint Animator app

The animation program used for 2D character animation. Made by Electronic Arts.

dependent-on (retired) ref retired


dependent-on object-name being object-state
This command makes the state of one object dependent on the state of another object.

dim ref comm


dim [local] [string]array variable [size]
This command dynamically allocates an array and stores a pointer to the array.

display-version-key svar

System variable. Which key causes version displays to appear.

DK app

The very powerful art tool for color reduction and manipulation. Most of the manipulation of palettes in finished
art work is done in DK.

do [until] ref flow


do {
[statements]
The do construct is used to repeat a section of code. The do until command is used to repeat a section of code
until a condition is satisfied.
do-animation ref comm
do-animation actor-name choreography
This command tells an actor's costume which animation sequence to perform.

do-animation face-towards ref comm


do-animation actor-name face-towards actor-name
This command causes an actor to face towards another actor.

do-sentence ref flow


do-sentence verb-name object-name
do-sentence
This command lets theverb-name object-name
programmer with object2
artificially construct a sentence which will execute as if the player had
controlled it.

Dpaint app

see deluxe paint.

draw-box ref comm


draw-box x-coor,y-coor to x-coor,y-coor color color-name
This command paints a solid colored box on the screen.

draw-object ref comm


draw-object object-name [at x-coord,y-coord]
[image
This command draws an object tostate-number]
the screen.

#else ref lang


#else
[stuff]
A compile else follows a #if. It is checked at compile time.

enter-room1-script svar

System variable. Script to run BEFORE enter code.

enter-room2-script svar

System variable. Script to run AFTER enter code.

entered-door svar

System variable indicate object that actor came out of.

environment variable term

Set in scumm.ini file, these variables set the paths for the project. For example: ARTPATH=c:\indy5\ART\
causes all utilities using ARTPATH to search in this directory. Typing ART at the dos prompt will take the scriptor
to the ART directory.

#error ref lang


#error "string"
Allows the script to display messages during compile time
Stops compilation

exit-room1-script svar

System variable. Script to run BEFORE exit code.

exit-room2-script svar

System variable. Script to run AFTER exit code.

facing* ref func


var=facing actor-name
var=facing
This function object-name
returns the actor or object's current facing angle.
Angles are 0-360 degrees with 0 being North, 90 being East
fade-delay svar

System variable. Number of piffies (1/240 th of a second)between fade steps. Default is 3.

fades* ref comm


fades fade-name
This command controls the screen transition during the next room transition.
*nonfunctional in 640x480 games

find-actor ref func


var=find-actor x-coord, y-coord
This function finds the front-most actor at the given SCREEN coordinates.

find-all-objects ref func


foo = find-all-objects room-name
This function returns an array listing all of the objects in the current room.

find-inventory* ref func


var=find-inventory actor-name, slot
This function returns the inventory object in the given slot of the specified actor.

find-object ref func


var=find-object x-coord, y-coord
This function returns the front-most object at the given ROOM coordinates. If no object is present at the x and y
position, the value returned is a 0.

find-verb ref func


var = find-verb xcoord ycoord
This function returns the verb at the given SCREEN coordinates.

Flem app

The room layout tool for objects and walk boxes.

for ref flow


for variable = value to value ++ | -- {
The variable[statements]
is initialized with the first value. The system continues through the loop and on each pass, the
variable is incremented (++) or decremented (--) until it equals the last value. It is possible to have for loops with
sets.

frame-jiffies svar

System variable. Real jiffies that the last frame took to me displayed.

freeze-scripts ref flow


freeze-script
This command is called by the cut-scene statement and freezes all scripts except BAK scripts. This command is
used in the system level scripts, cutscenes,enter and exit scripts, dialogs.

game-loaded svar
if (game-loaded)
System variable set if game loaded from the heap.

get-time-date ref comm


get-time-date
This command causes the current-time variables to be set.

#if ref lang


#if expression
A compile #endif
if is checked at compile time.
if [else] ref flow
if (condition met) {
< statements
If the condition presented> is met, the code within the construct is executed. It the condition is not met, the code is
skipped.

if in ref flow
if (expression in [expression [,] ...]) {
This function checks to see if an element is in a set.

#ifdef ref lang


#ifdef symbol
Conditionally compiles code if the symbol is defined.

.ifo file

Files generated by Flem which contain all room information such as boxes, scaling, spots, objects, room size,
number of zplanes, etc.

in-box ref func


if (actor in-box box) {
This function returns whether or not the point at which the actor is standing is located inside the specified box.

include ref lang


include “filename”
Includes other files within the file. This makes it possible to break one file into several. It also makes it possible
to include information which must be in all files such as that in header.def

inventory-size* ref func


var=inventory-size actor-name
This function returns the number of items in the specified actor's inventory.

jiffy term

1 jiffy = 1/60 of 1 seconds

jiffy1 svar

System variable incremented one a frame with jiffy count.

jiffy2 svar

System variable incremented one a frame with jiffy count.

jiffy3 svar

System variable incremented one a frame with jiffy count.

joystick-x/y svar

System variable. If controller is a joystick, the current x/y position.

jump ref flow


jump label-name
Used to jump from one section of code to another within a script or an object's code.

K-of-heap svar

System variable. Size of sputm heap in K.

kludge ref comm


kludge kludge-name
Commands in training. These are run as macros. See kludge.def for current macro commands.
.lbm file

Background art files.

left-button-state svar

System variable. Scripts can get button position. 1 is down, 0 is up.

#lex on | off ref lang


#lex on | off
Used for debugging. It takes text and converts it to tokens.

.lfl file

Contain compiled code for each room.

lflfile file

Created by MAKEMAKE. It is used to show dependencies used by MAKE to determine if a room must be
recompiled.

load- ref comm


load-costume costume-name
load-room
This command loads theroom-name
specified item from a disk onto the heap.

load-game ref flow


load-game
load-game
This command loads no
thesounds
saved game from the heap

load-lock- ref macro


load-lock-costume costume-name
load-lock-room
The load-lock room-name
macros loads items onto the heap and then locks them.
Macros defined in scummmac.def.

local variable ref lang


local variable variable-name
A variable that is local to a script.

lock- ref comm


lock-costume costume-name
lock-room
This command sets a room-name
flag which prevents an item from being removed from the heap once it's loaded in.

macro ref lang


macro macro-name ^1 ^2 {
command
Allows scripters ^1 ^2
to create more complex commands

macros.def file

Frequently needed functions that have not yet been implemented into the system are written as macros in this
file.

make.exe app

A DOS utility which is called by mk and mkall.

makedefs.exe app

Makes the objects.def, scripts.def, costumes.def and sounds.def files from the .scu files

makemake.exe app

Makes files (roofile and lflfile) that MK.BAT and MKALL.BAT use. It also builds the dependencies for .cos, .sou
and INCLUDE files. It must be run every time a new room is added.
max-number-objects svar

System variable. Highest object # in the game.

memory-speed svar

System variable. Speed of memory copy.

message-going svar

System variable. 1 = message going.

min-jiffies svar

System variable governor for minimum number of jiffies per frame.

min-jiffies-per-char svar

System variable. Determines text delay on messages.

min-jiffies-per-message svar

System variable. Determines text delay on messages.

mk.bat app

The batch file that brings all files up to date, checks to see which files have been changed and calls MAKE. Use
mk when changes are made to the .scu only.

mkall.bat app

The batch file that brings all files up to date, checks to see which files have been changed and calls MAKE. Use
mkall when changes have been made to anything beyond the .scu file.

mmucus.exe app

The room compressor for SCUMM. It builds .roo files from .lbm and .ifo data.

name is ref comm


name is "object-name"
This command is used at the beginning of every object definition to provide the name displayed when "%o" is
used in a print command.

new-name-of ref comm


new-name-of object-name is "string"
This command changes the “string” name of an object.

next-room svar

System variable. Only valid during EXIT code.

nuke - ref comm


nuke-costume costume-name
nuke-room
This command room-name
sets the time stamp to be the oldest possible item on the heap. This will cause it to be thrown
away first.

object-facing ref func


var = object-facing object-name
This function returns the use-angle (0-359) of the specified object.

object-image-height ref func


var=object-image-height object-name
This function returns the height in pixels of the object's image.
object-image-width ref func
var=object-image-width object-name
This function returns the width in pixels of the object's image.

object-image-x ref func


var=object-image-x object-name
This function returns the x coordinate of the object's image in ROOM coords

object-image-y ref func


var=object-image-y object-name
This function returns the y coordinate of the object's image in ROOM coords

object-running ref func


var = object-running object-name
This function is used to tell if the specified object is currently running.

object-x ref func


var=object-x object-name
This function returns the value of the x-coordinate of the use-position of an object in ROOM coords.

object-y ref func


var=object-y object-name
This function returns the value of the y-coordinate of the use-position of an object in ROOM coords.

objects.def file

A list and definition of all the objects in the game. It is created by MAKEDEFS. The scriptor should never need
to edit this file.

override ref flow


override label-name
override
Used to jump over off
long sections of a game, especially cutscenes when a special key (usually escape) is pressed
by the player. This lets the player skip long dialogs or long non-interactive sections of the game.

override-hit svar

System variable. True if override hit.

override-key svar

System variable hold the key to be used for override.

owner-of ref func


owner-of object-name is actor-name
This command is used to assign ownership of an object to an actor. Can also be a function which returns a value
of who is the owner of an object.

palette ref comm


palette red green blue in-slot slot-name
palette
This command is foo
usedin-slot bar
to manipulate colors and palettes.

palette cycle-speed ref comm


palette cycle-speed cycle-slot is speed
This command adjusts the color cycle speed of the specified cycle-slot. This is can also be used to turn color
cycling off.

palette intensity ref comm


palette intensity intensity-value in-slot slot to slot
palette
This command intensitythe
changes red green blue
intensity of ain-slot slot
color or a to slot of colors in the palette. Can also be used to adjust
group
the intensity level of the red, green and blue values independently.

palette transform ref comm


palette transform palette-number \
[in-slot
This command start-slot
switches to end-slot]
between \
alternate palettes.
password-string svar

System variable.

pause-key svar

System variable. Key used for game pause.

pick ref func


var = pick expression of [expression...]
var picks
This function = pickaexpression of [expression...
number from a list based ondefault
an index.

pick-up-object ref func


pick-up-object object-name
This command picks up an object, puts it into the selected-actor's inventory (sets ownership), automatically sets
the state of the object on the screen to GONE, and makes it UNTOUCHABLE.

pixel ref func


var= pixel x-screen-coord, y-screen-coord
This function returns the value of the pixel at the given SCREEN coords

print-cursor ref comm


print-cursor [at x-coord, y-coord]
[“string”]
This command prints text to the current cursor image

print-debug ref comm


print-debug [at x-coord, y-coord]
[“string”]
This command prints a string to the windex debugging monitor.

print-line ref comm


print-line [left]
This command prints [overhead]
a string to the screen. Used for messages from non-actors (a PA system or when there are
no actors present.).

print-system ref comm


print-system [color color-number]
[“string”]
This command prints a string to the message box (ala pause).

print-system-key-pressed svar

System variable set after calling 'print-system'

project.ifo file

Contains a list of defines, object templates, room templates and the list of the rooms in the project.

proximity ref func


var=proximity actor-name actor-name
var=proximity
This function returns theactor-name to object-name
distance between two actors/objects or two points.

put-actor ref comm


put-actor actor-name [at x-coord,y-coord]
[in-room room-name]
This command puts an actor at a specified location.

put-cursor ref comm


put-cursor x,y
Places the cursor at the given screen coordinates

quit ref flow


quit
This command exits the game.
random ref func
var=random number
This function returns a random number from 0 to the number indicated

random-between ref func


var = random-between lower-number to upper-number
This function returns a random number between two numbers.
Random value is inclusive of the end values

restart ref flow


restart
This command restarts the game from the beginning. It clears all variables, terminates all running scripts,
empties the heap, and starts the boot-script over again.

restart-key svar

System variable. Key used for game restart.

return ref flow


return variable
Allows a script to return a value.

right-button-state svar

System variable. Scripts can get button position. 1 is down and 0 s up.

.roo file

Contain compiled flem and art information.

roofile file

Created by MAKEMAKE, it is used to show dependencies used by MAKE to determine if a room must be
recompiled.

room-height svar

System variable. Height for the current room.

room-width svar

System variable. Width of the currentroom (imagemin)

run-script ref macro


run-script [bak][rec] script [^1 ^2]
This is a macro that starts a script and then breaks until the script is not running.

save-game ref flow


save-game
This command saves the state of the game to the heap after the next frame.

save-load-colors svar

System variable. The colors for the control panel are in here.

save-load-enter-script svar

System variable. Script that gets run before each saveload.

save-load-exit-script svar

System variable. Script that gets run after each saveload.


save-load-key svar

System variable. Key used for savelaod screen. 0 for no savelaod.

saveload-enter-script svar

System variable. The script that gets run at start of saveload.

saveload-error svar

System variable. Saveload error flag for autosave and autoload.

say-line ref comm


say-line [actor-name] ["string"[[,]|[+]][:]
[center]
This command prints a line to the screen and causes the speaker's mouth to animate.

sayline-override-key svar

System variable. Key for overriding say-lines.

script-running ref func


var = script-running script-name
This function returns TRUE if the specified script is currently running.

script-version-string svar

System variable. Version of game to be displayed when 'display-version-key' hit.

scripts.def file

Every global script must be defined in this file. You can force the system to create this file by running
MAKEDEFS.

.scu file

The SCUMM file. This file contains all of the code.

scumm.exe app

The compiler for the SCUMM language.

scumm.ini file

Sets the environment variables for the project. This makes it possible to have several project environments on
one computer and simply switch between them. The environment variables set the paths for the project.

selected-actor svar

System variable used to hold who the current actor is.

selected-room svar

System variable which holds the current room number.

sentence-script svar

System variable. Script to run from do-sentence.

set-box ref comm


set-box box-number [box-numer ...] to box-status
This command allows the programmer to change the status of one or more boxes.
set-box-path ref comm
set-box-path
This command rebuilds the box-connectivity table.

set-box-set ref comm


set-box-set set
THIS COMMAND NEEDS DOCUMENTATION.

sets term

Groups of numbers that can be tested against. These can be represented as actors [guybrush,elaine,wally],
objects [door, chair, window] or any series of numbers [1,3,5,7]

sleep-for ref flow


sleep-for number [jiffy|jiffies]
[seconds|second]
Causes a break measured in minutes, seconds or jiffies.

.sou file

Sound and music effect files.

sound ref comm


sound param [param...]
A command hook for imuse commands.
Do not call directly. Use macros in imuse.def.

sound-running ref func


var = sound-running sound-name
This function returns TRUE if the specified sound is currently running.

special case animation term

Animations, usually choreographed in CYST, that allow an actor to do something other than walk and talk.
These animations are usually only use once in a game.

sputm-debug svar

System variable. SPUTMDEBUG environment variable allows ^g jumps.

sputm.exe app

The interpreter for the SCUMM language.

stamp-actor ref comm


stamp-actor actor at x, y [scale scaleVal]
This command draws an actor into the room.

stamp-object ref comm

THIS COMMAND NEEDS DOCUMENTATION.

start-music ref comm


start-music music-name
This command begins playing a piece of music.

start-object ref flow


start-object [bak][rec] object-name verb verb-name
This command launches[expression [,] ...]within an object/verb immediately, rather than having the actor walk over to the
the code
object first as part of a do-sentence execution. It can also be use as a function.

start-script ref flow


[start-script] [bak][rec] script-name [(] [^1 ^2] [)]
This command tarts the execution of a new script, automatically loading it onto the heap if it's not already there.
It can be run as a function.
start-sfx ref comm
start-sfx effect-name
This command begins playing a sound effect

start-variables ref lang


start-variables [expression] [room-locals]
Prefaces a list of variables that are local to a room. This tells the system how to start numbering the variables
that follow.

start-video ref comm


start-video "video name"
This command begins playing a video sequence

state-of ref comm func


state-of object-name is state
This command sets the state of an object. Can also be used as a function.

stop-actor ref macro


stop-actor actor-name
Used to stop an actor from walking.
This is just a macro short-cut for 'actor <foo> stop' in scummmac.def

stop-object ref flow


stop-object object-name
This command stops the object’s verb code.

stop-script ref flow


stop-script [script-name]
This command stops the execution of a script.

stop-sentence ref flow


stop-sentence
This command terminates the sentence script and clears the do-sentence stack.

stop-sound ref comm


stop-sound sound-name
This command stops a sound.

string-width ref func


var = string-width charset foo "string"
This function returns the width in pixels of the specified string

system variable term

Variables used by the system. They are declared and commented in SCUMMSYS.DEF

undim ref comm


undim variable
This command deallocates the space on the heap that was reserved for an array.

unfreeze-scripts ref flow


unfreeze-scripts
This command unfreezes all scripts. It is called by the cut-scene statement system level scripts, enter and exit
scripts and dialogs.

unlock- ref comm


unlock-costume costume-name
unlock-room
This command room-name
unlocks the item on the heap but doesn't remove it.

update-inven-script svar

System variable. Script to update inventory.


userput ref comm
userput on|off|soft-on|soft-off
This command activates and deactivates the keyboard and mouse.

userput-state svar

System variable.

valid-verb ref func


var=valid-verb object-name, verb-name
This function returns TRUE if the verb listed is within the object's definition, otherwise it returns FALSE.

variable ref lang


variable variable-name [number] [number] [] [...]
Declares a variable.

variables.def file

All global variables are declared here. All new variables must be added to the end of the appropriate list.

verb ref comm


verb verb-name [at x-coord,y-coord]
[new] controls the look of the interface.
The verb statement

HUH?

verb-delete ref comm


verb-delete verb-name
This command kills the whole definition of the verb from the screen and the heap.

verb-x ref func


var = verb-x verb-name
This function returns the x position of the specified verb in SCREEN coords

verb-y ref func


var = verb-y verb-name
This function returns the y position of the specified verb in SCREEN coords

verbs-delete ref comm


verbs-delete from-verb to to-verb set verb-set
THIS COMMAND NEEDS DOCUMENTATION.

verbs-restore ref comm


verbs-restore from-verb to to-verb set verb-set
THIS COMMAND NEEDS DOCUMENTATION.

verbs-save ref comm


verbs-save from-verb to to-verb set verb-set
THIS COMMAND NEEDS DOCUMENTATION.

video-speed svar

System variable. Speed of copies to video.

wait-for-actor ref flow


wait-for-actor actor-name
This command waits before running the next line of code
until the actor gets to its destination.

wait-for-animation ref flow


wait-for-animation actor-name
This command waits before running the next line of code
until the actor finishes an animation.
wait-for-camera ref flow
wait-for-camera
This command waits before processing the next line of code until the camera has stopped moving.

wait-for-message ref flow


wait-for-message
This command causes a break-until the current message has finished being displayed.

wait-for-sentence ref flow


wait-for-sentence
This command waits until all do-sentence's in the stack have been executed.

wait-for-turn ref flow


wait-for-turn actor-name
This command waits before running the next line of code
until the actor finishes turning.

walk ref comm


walk actor-name to [x-coord,y-coord]
This command instructs [actor-name
an actor to[within
walk tonumber]]
a specific location in the room. This will turn the actor to face the
direction of the walk destination and then walk the actor to that location.

walk talk animation term

Animations, usually done in CYST, that allow an actor to walk and talk.

while ref flow


while (condition) {
[statements]
While is similar to until, but the condition test is performed BEFORE any statements are executed.

.zb? file

Zplane clipping files.

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