Player Orders
version date:
2005-05-06
COMPILER CONTROL

name:
parameters:

;
abbreviation:
COMM
[<comment>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Everything in a line to the right of semicolon will be ignored
by our compiler. Use this to add any remarks to your move

danger:

file
Example use:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

;------------------------------
set_date("21-ice-501")

leave_group("c#555") ;character leaves the group
examine_habitation("c#555") ;get info on habitation

No
No

need material body ?

;------------------------------
set_date("22-ice-501")

- - - - - - -

name:
parameters:

and
abbreviation:
AND

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This is the keyword for combining two expressions with
logical AND.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

begin_Mys
abbreviation:
BMYS
<game>, <position>, <name>, <account>, <password>[, <compile date>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

<game> the game number the player is participating in
<position> the position number for the participating player

danger:

<name> the name, as string, of the player, either first or
last name or both

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<account> the account number of the participating player
<password> the password by which the player verifies his

account
<compile date> as string the absolute or as number the

No
No

relative module date on which this move shall be compiled,
i.e. relative meaning the number of days past the minimum
date possible

need material body ?
- - - - - - -

name:
parameters:

end_Mys
abbreviation:
EMYS

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

The keyword which signals the end of the player order
script.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

if
abbreviation:
IF  

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This is the keyword for conditional order execution.
Example:

danger:

IF in_possession("Horse Transport 5", 5, "timber", 17000,
"shillings", 325, "iron") THEN move(,, "Horse Transport 5",

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

"2345453")

Note that you *cannot* nest IF statements. Use the
keyword AND if you want to have multiple conditions.

No
No

need material body ?
- - - - - - -

name:
parameters:

list
abbreviation:
LIST

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Use this function/keyword for certain orders (like
cast_spell) to be able to give a whole list of data into a

danger:

single parameter. Note that the order must specifically
allow the use of such "lists".

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

Example:
cast_spell("c#123","zal-gog-

nixfor",1,list("c#456","c#789"),555)

No
No

need material body ?
- - - - - - -

name:
parameters:

not
abbreviation:
NOT

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This is the keyword for reversing a True/False (or
$YES/$NO) expression.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

or
abbreviation:
OR  

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This is the keyword for combining two expressions with
logical OR.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

set_date
abbreviation:
SD  
[<new date>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Set a default date (use as order during compile-time). All
following orders without a date parameter will use this as

danger:

their execution date then.
If in a subsequent order a number is entered as the date

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

parameter, then that number of days will be added to the
default date and the result be used as execution date for

that order (only).
Note that if no date is explicitly set using the set_date

No
No

order then the earlimost possible execution date will be
assumed (i.e. the date of order compilation).
Example use:

need material body ?

set_date("21-Ice-501") ;set the default date on the following
orders

examine_habitation("c#555") ;general info on habitation
chat("c#555",,,1,,,"market") ;check out market prices

set_date("22-Ice-501") ;set the default date on the following
orders

buy("c#555",10,2) ;buy ten food
- - - - - - -

name:
parameters:

set_urgency
abbreviation:
SU  
<new urgency>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Set the default urgency for this player position.
<new urgency> - this will be the setting (either $YES or

danger:

$NO) that will subsequently be used for all ordes as default
Note that declaring an order as urgent (set parameter to

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

$YES) then will make less-willing followers more likely to
follow an order they might otherwise refuse to do. There is

also an increased chance though that the follower will give
up his or her loyalty entirely.

No
No

need material body ?
- - - - - - -

name:
parameters:

then
abbreviation:
THEN

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

The keyword for end of conditional expression.
example:

danger:

IF in_possession("Horse Transport 5", 5, "timber", 17000,
"shillings", 325, "iron") THEN move(,, "Horse Transport 5",

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

"2345453")

No
No

need material body ?
- - - - - - -

name:
parameters:

xor
abbreviation:
XOR

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This is the keyword for combining two expressions with
logical XOR.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -
EXPRESSION

name:
parameters:

has_ableness
abbreviation:
HASA
<char./group/soldier unit>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Returns the current ableness level (a value between 0 and
1; 1 = fully able) of a character, soldier unit or group owned

danger:

by you. For groups, the average value amongst all
members is calculated. Ableness can be reduced due to

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

ailments, wounds, fatigue or excessive encumbrance; it is
a direct factor to the success of skill checks.

For simply checking if a character/group/solider unit has
any ableness at all simply use this routine without

No
No

comparsion operator,
otherwise use some comparision operator and a value like
this:

need material body ?

If has_ableness("c#93012") >= 0.5 Then
 '. . . something to do when character has at least 50%

ableness
- - - - - - -

name:
parameters:

has_item
abbreviation:
HASI
<char./group/building>, <item>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Determines the number of items in possession of a
character, group or building owned by you.

danger:

For simply checking if character/group/building has any of
these items at all simply use this routine without

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

comparsion operator,
otherwise use some comparision operator and a value like

this:
If has_item("c#93012", 1) >= 100 Then

No
No

 '. . . something to do when character has at least 100
shillings

need material body ?
- - - - - - -

name:
parameters:

has_time_left
abbreviation:
HAST
<char./group/soldier unit>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Returns the number of days (usu. between 0 and 1) the
character, group or soldier unit owned by you currently has

danger:

left for executing orders on this day; returns 0 if gob does
not belong to player; does not return any negative values

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

(replaces them with 0).
For simply checking if character/group/solider unit has any

time time left at all simply use this routine without
comparsion operator,

No
No

otherwise use some comparision operator and a value like
this:
If has_time_left("c#93012") >= 0.5 Then

need material body ?

 '. . . something to do when character has at least half a
day left

- - - - - - -

name:
parameters:

in_same_area
abbreviation:
INSA

<area or own building/character/group/habitation1>, <area or own
building/character/group/habitation2>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This returns true (=$YES) if both game objects are in
same area, false (=$NO) if not or the given game object is

danger:
not under player's control (unless an area).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

inside_building
abbreviation:
INBU
<own character/group>, <building>[, <ignore groups?>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This returns true (=$YES) if the given character or group is
inside of the given building, otherwise false (=$NO).

danger:

<ignore groups?> a character can be inside a group, which
then can be inside a building or not; If such is the case

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
No

and this parameter is set to $YES then the result depends
upon which physical location that group is in, if set to $NO

and the character is inside a group (no matter where that
group may be) then the final result is false (=$NO).

No
No

The default value for this parameter is $YES.
need material body ?
- - - - - - -

name:
parameters:

inside_group
abbreviation:
INGR
<own character/group/soldier unit>, <group>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This returns true (=$YES) if the given character, group or
soldier unit is inside of the given group, otherwise false

danger:
(=$NO).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

inside_habitation
abbreviation:
INHA
<own character/group>, <habitation>[, <ignore groups?>, <ignore buildings?>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This returns true (=$YES) if the given character or group is
inside of the given habitation.

danger:

<ignore groups?>
a character can be inside a group, which then can be

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
No

inside a habitation or not; if such is the case and this
parameter is set to $YES then the result depends upon

which physical location that group is in, if set to $NO and
the character is inside a group (no matter where that group

No
No

may be) then the final result is false (=$NO).
The default value for this parameter is $YES.
<ignore buildings?>

need material body ?

a character or group could be inside of a building which, in
turn, could be inside a habitation; if the parameter is set to

$YES then the function would skip over any buildings the
character or group is in, check if the they are in the right
habitation or possibly in area.

The default value for this parameter is $YES.
- - - - - - -

name:
parameters:

is_my_follower
abbreviation:
ISFO
<character>

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

This returns true (=$YES) if character belongs to player's
position, false (=$NO) if not.

danger:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
No

need material body ?
- - - - - - -

name:
parameters:

order_successful
abbreviation:
ORSU
<compiler tag>[, <include half successful?>]

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

The result is whether the given order was successfully
executed or not. Thus the execution of an order can be

danger:

linked to the success of previous ones.
<compiler tag> You can give each order a "tag". A tag is a

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

name or number on the leftmost end of an order line
finishing with a semicolon, like this:

MY_KIDNAP_ORDER:  kidnap("c#123","c#234",....)

No
No

need material body ?

The tag-name can then be included in any subsequent
uses of order_successful within the same move file:

if order_successful("MY_KIDNAP_ORDER") then
transfer_item("c#234").

Note again, that tags can only be referenced within the
same move file. A tag that was used in a previous move file

cannot be used anymore.
- - - - - - -
CHARACTER ACTION

name:
parameters:

arrest
abbreviation:
ARR

[<date>], [<retries>], <char./group>, <target character>[, <preparation days>,
<urgent?>, <bribe amount>]

execution location:
execution distance:
execution duration:

habitation, estate, buildings within those
within same physical location

a few hours
none

skills:
description:

morality:
legality:

neutral
legal

Go to the character, identify and arrest him. If the
character doesn't manage to flee he will be arrested.

danger:
slightly dangerous

Violence occurs only very rarely.
<char./group>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

The executor is of type character or group (given as text or
id, limited to characters and groups).

<target character>
This parameter is of type character (given as text, id or as

No
Yes

game object, limited to characters).
<preparation days>
This parameter is of type preparation time (a number or

need material body ?

text giving the number of days). This gives the number of
days to spend doing this, default is 1 day.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<bribe amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value True.

- - - - - - -

name:
parameters:

assassinate
abbreviation:
ASS

[<date>], [<retries>], <character>, <target character>[, <preparation days>,
<urgent?>, <enter target building?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, assassination/healing-medicine

skills:
description:

morality:
legality:

malicious
highly illegal

Sneak up to the character, identify and assassinate. If the
attempt fails, combat will be started if the order is urgent. If

danger:
extremely dangerous

the attempt succeeds there may be no need to sneak
away.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
No

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target character>

No
Yes

This parameter is of type character (given as text, id or as
game object, limited to characters).
<preparation days>

need material body ?

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

<enter target building?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

attack
abbreviation:
ATK

[<date>], [<retries>], [<repeats>], <char./group>, <target
char./group/building/estate/habitation>[, <urgent?>, <maximum number of enemies>,

<take prisoners?>]

execution location:
execution distance:
execution duration:

anywhere
within same physical location

a few hours
personal combat, use weapons

skills:
description:

morality:
legality:

malicious
possibly highly illegal

Go up to the target (character, group, estate, habitation or
building) and attack it. In the case of an estate the ruling

danger:
varies with enemy

residence residence (e.g. manor or castle) will be
attacked. The target, if it is a estate, habitation or building,

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

will be conquered and placed under the ownership of the
character leading the attacking group if successful. A

group needs at least about 20 persons to be able to attack
a habitation.

No
No

<char./group>
The executor is of type character or group (given as text or
id, limited to characters and groups).

need material body ?

<target char./group/building/estate/habitation>
This parameter is of type character, group building, estate,

or habitation (given as text or id, limited to these types).
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

<maximum number of enemies>
This parameter is of type whole number. If you leave it
empty it will take the default value $ALL.

<take prisoners?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False.
- - - - - - -

name:
parameters:

befriend
abbreviation:
BFR

[<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation
days>, <urgent?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion

skills:
description:

morality:
legality:

virtuous
legal

Try to make the certain character your friend by good will
and being nice to him or her, so that the character will

danger:
no danger

possibly change loyalties (i.e. join you game position).
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

The executor is of type character (given as text, id or as
game object, limited to characters).

<target character>
This parameter is of type character (given as text, id or as

No
No

game object, limited to characters).
<preparation days>
This parameter is of type preparation time (a number or

need material body ?

text giving the number of days). If you leave it empty it will
take the default value 1.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<bribe amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

bribe
abbreviation:
BRB

[<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation
days>, <urgent?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion, trading, spying

skills:
description:

morality:
legality:

malicious
possibly highly illegal

Try to alter a character's loyalty to another character by
trying to bribe him or her.

danger:
somewhat dangerous

<character>
The executor is of type character (given as text, id or as

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

game object, limited to characters).
<target character>

This parameter is of type character (given as text, id or as
game object, limited to characters).

No
Yes

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

need material body ?

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

buy
abbreviation:
BUY

[<date>], [<retries>], [<repeats>], <char./group>, <amount1>, <item1>[, <max
price1>, <amount2>, <item2>, <max price2>, ...]

execution location:
execution distance:
execution duration:

habitations (in area for food)
-

a few minutes per type of item
trading

skills:
description:

morality:
legality:

morally neutral
legal

A character or group goes to the market (if available) and
buys the given items until the given number or the given

danger:
no danger

maximum price is reached. If in an area with estates you
can buy food (only). You can buy food from estates in only

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

very limited quantities. The maximum varies greatly
depending upon how well the peasants are currently

stocked (usually up to 100 is possible near harvest time).
<char./group>

No
Yes

The executor is of type character or group (given as text or
id, limited to characters and groups).
<amount1>

need material body ?

This parameter is of type floating point (any whole or
fractional number). The amount of items you wish to buy.

<item1>
This parameter is of type item (given as text, id or as game
object, limited to items).

<max price1>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL. It represent the maximum price you
wish to pay per item bought.

<amount2>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.
<item2>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value 0.
<max price2>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

Note that if you are inside of a building inside a habitation
you will ask a carrier to deliver the items. This will cost you

an additional tip for the carrier. To avoid this, leave the
building before you go buying.

- - - - - - -

name:
parameters:

capture
abbreviation:
CAPT

[<date>], [<retries>], <char./group>, <target character>[, <preparation days>,
<urgent?>, <enter target?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, kidnapping-escaping/sabotaging/stealing, fighting

skills:
description:

morality:
legality:

slightly immoral
possibly highly illegal

Go or sneak up to the character, identify and capture him.
If the attempt fails combat will surely be started. If

danger:
somewhat to highly dangero

successful, there may be no need to sneak to away.
<preparation days> the number of days spent doing this,

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

default is 1 day

No
Yes

need material body ?
- - - - - - -

name:
parameters:

cast_item_spell
abbreviation:
CAIS
[<date>], [<retries>], [<repeats>], <character>, <item>[, <target(s)>, <urgent?>]

execution location:
execution distance:
execution duration:

anywhere
a few minutes

skills:
description:

morality:
legality:

Cast a the magical effect of an item in the character's
possession. Usually a specific activation skill is

possibly illegal
no danger

danger:

necessary. If the character does not have this skill, nothing
will happen.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

Yes
No

need material body ?
constants for this order:
for parameter:

$ALL_ENEMY_COMBATANTS
$ALL_MEMBERS_OF_OWN_GROUP
$CASTER
$ENEMY_COMBATANT
$EVERYONE_WITHIN_AREA_OF_EFFECT
$OWN_GROUP

target(s)
target(s)
target(s)
target(s)
target(s)
target(s)

- - - - - - -

name:
parameters:

cast_spell
abbreviation:
CASP

[<date>], [<retries>], [<repeats>], <character>, <spell formula>[, <casting time>,
<target(s)>, <focus item to use>, <ingredients>, <aura to use>, <go below 0%

aura?>, <urgent?>, <effect factor desired>]

execution location:
execution distance:
execution duration:

anywhere
as given by casting time

skills:
description:

morality:
legality:

depends upon spell
possibly illegal

The following parameters are used:
<caster> id of the casting character

danger:
slightly dangerous

<spell formula> (a string) a sequence of spell symbol
names separated by the plus-sign ('+') as delimiter

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

example: "prana vata+agni kapha+nixfor+zal+ogo"
If two delimiters directly follow one another, then by default

the next named symbol to the left will be used, e.g.
"prana vata++agni kapha" will be cast as "prana

Yes
No

vata+prana vata+agni kapha" (note that such default use of
symbols does not use up ingredients).

need material body ?

the following are optional:
<casting time> the number of days to use casting this

spell; cannot be less than time required by symbols, thus
only use for extending the casting time), default is
minimum casting time;

Note other time units besides days are possible by
including them together with the number in quotation

marks like this:
"15 seconds" or "2 minutes"
<target(s)> use List(…) to indicate this or else forfeit the

use of optional parameters below. Note that targets may
be either a specifically named game object or a "generic

target" (use player constants); default is caster himself
<focus item to use> default is no focus item
<ingredients> a list of ingredients to use for spell symbols,

may be items or any other game objects (for sacrifices),
use List(…) to indicate this or else forfeit the use further

optional parameters; important: if list does not contain the
mandatory ingredients they will automatically removed
from caster’s possession; the list sequence shall indicate

the priority of use.
<aura to use> in percentage points of maximum aura (i.e.

0-200), default is 100
<go below 0% aura?> (yes/no), default is no
<urgent?> (yes/no) the urgency of getting this spell cast

<effect factor desired> if none given will calculate
maximally; this is useful for limiting the effects of the spell

and thus saving aura. E.g. for information spells count the
number of digits in desired accuracy add one and use that
number.

constants for this order:
for parameter:

$ALL_ENEMY_COMBATANTS
$ALL_MEMBERS_OF_OWN_GROUP
$CASTER
$ENEMY_COMBATANT
$EVERYONE_WITHIN_AREA_OF_EFFECT

target(s)
target(s)
target(s)
target(s)
target(s)

$OWN_GROUP
target(s)
- - - - - - -

name:
parameters:

chart
abbreviation:
CHRT

[<date>], [<retries>], [<repeats>], <char./group>[, <days doing this>, <game object
type1>, ...]

execution location:
execution distance:
execution duration:

an area

as given by days doing this parameter
charting

skills:
description:

morality:
legality:

morally neutral
legal

Create a map of the surrounding lands/sea. The charting
skill determines the distance from the starting spot and

danger:
slightly dangerous

accuracy of resulting map:
charting skill    charting distance (in areas)

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

0                      0
1                      1

2                      1.41
3                      1.73

No
No

4                      2
5                      2.23

need material body ?

<char./group>
The executor is of type character or group (given as text or

id, limited to characters and groups).
<days doing this>
This parameter is of type duration (a number or text giving

the number of days). If you leave it empty it will take the
default value 1. The number of days to spend doing this,

default is 1 day; you will need approximately as many
days as you would need if you were to travel through each
of the explored areas

<game object type1>
This parameter is of type whole number. If you leave it

empty it will take the default value 0. For each *type* of
game world object (i.e. groups, buildings, etc.) that shall
be examined make an entry from the list of available

constants (see list of constants for this parameter); to be
on the lookout for all game object types simply enter $ALL

once; if left empty none of these will be examined (will be
mapping the terrain only then)
example:

chart("c#123", ,$GROUPS, $ESTATES, $DUNGEONS)
this will chart all the groups, estates and dungeons, but

not any habitations
constants for this order:
for parameter:

$ALL
$BUILDINGS
$DUNGEONS
$ESTATES
$GROUPS
$HABITATIONS

game object type1
game object type1
game object type1
game object type1
game object type1
game object type1

- - - - - - -

name:
parameters:

chat
abbreviation:
CHAT

[<date>], [<retries>], [<repeats>], <character>[, <target character>, <days doing
this>, <urgent?>, <print ids?>, <keyword1>, <keyword2>, ...]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by days doing this parameter
adventuring, spying

skills:
description:

morality:
legality:

morally neutral
legal

A character may use this try to get certain information
from another character or to just hear some rumors or

danger:
no danger

stories. The target character may be generic inhabitant of
a habitation (use character #0).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target character>

Yes
No

This parameter is of type character (given as text, id or as
game object, limited to characters). If you leave it empty it
will take the default value 0.

need material body ?

<days doing this>
This parameter is of type duration (a number or text giving

the number of days). If you leave it empty it will take the
default value 1. Intend to spent a lot of time (at least one
full day) going around a chatting. This will not be done in a

few minutes. The more keywords you give the more time
will be needed. Note also that you might spend more time

than expected since you might meet someone very
talkative and won't be able to leave without becoming
impolite.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).
<print ids?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. If set to

$YES then the id-numbers of the characters met will be
included in the report.
<keyword1>

This parameter is of type text (enclosed in quotation
marks). The following standard keywords are always

available (note that there are synonyms for the same topic):
Origin
Job, Profession

Faith, Religion
Superior, Master, Lord

The following keywords are also available if inside a city:
Laws, Dungeons, Prices (or Market), Races, Peoples,

Faiths, History, Aristocracy (or Elite, Nobility)

<keyword2>
This parameter is of type text (enclosed in quotation
marks). See above

- - - - - - -

name:
parameters:

claim_reward
abbreviation:
CLRW

[<date>], [<retries>], [<repeats>], <char./group>, <target character or building>[,
<deed>, <character to deliver>, <give items even if incomplete?>]

execution location:
execution distance:
execution duration:

anywhere
within same physical location

a few minutes
none

skills:
description:

morality:
legality:

neutral
legal

Go to the target and claim a reward for a specific deed. If
the target is rewarding for only a single deed, then the

danger:
no danger

deed-parameter can be left away, otherwise it must be
specified.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<char./group>
The executor is of type character or group (given as text or

id, limited to characters and groups).
<target character or building>

No
No

This parameter is of type character or building (given as
text or id, limited to characters and buildings).
<deed>

need material body ?

This parameter is of type game object (any valid game
object may be given in this parameter). This is the deed

the character or group are claiming to have completed.
<character to deliver>
This parameter is of type character (given as text, id or as

game object, limited to characters).
<give items even if incomplete?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

- - - - - - -

name:
parameters:

convince
abbreviation:
CONV

[<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation
days>, <urgent?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion, negotiation

skills:
description:

morality:
legality:

morally neutral
legal

Try to alter character's loyalty to another character by
trying to convince him or her using rational arguments.

danger:
no danger

<character>
The executor is of type character (given as text, id or as

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
Yes

game object, limited to characters).
<target character>

This parameter is of type character (given as text, id or as
game object, limited to characters).

No
No

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

need material body ?

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

craft_item
abbreviation:
CRIT

[<date>], [<retries>], [<repeats>], <char./group>, <amount>, <item>[, <days doing
this>, <variation>]

execution location:
execution distance:
execution duration:

anywhere

as given by days doing this parameter
depends upon item, often alchemy, smithing or no skill needed

skills:
description:

morality:
legality:

morally neutral
legal

Create an item by building it from the proper materials and
with the proper skill. To find out whether and how an item

danger:
no danger

can be crafted simply attempt the order on that item.
<char./group>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
No

The executor is of type character or group (given as text or
id, limited to characters and groups).

<amount>
This parameter is of type floating point (any whole or

No
Yes

fractional number).
<item>
This parameter is of type item (given as text, id or as game

need material body ?

object, limited to items).
<days doing this>

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
take the default value 1.

<variation>
This parameter is of type whole number. If you leave it

empty it will take the default variation. Some items may
have multiple methods of being crafted. In that case, you
can specify a certain crafting variation here, otherwise the

most suitable one will be chosen automatically.
constants for this order:
for parameter:
$ALL
amount
- - - - - - -

name:
parameters:

create_warrant
abbreviation:
CWAR

[<date>], [<retries>], <character>, <target>, <region>, <number of minor offenses>,
<number of major offenses>, <offence description>, <bounty>[, <player's order?>,

<bounty variation>]

execution location:
execution distance:
execution duration:

inside region

a few hours
not a skill

skills:
description:

morality:
legality:

morally neutral
legal

Puts out a warrant on this character.
danger:
no danger

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

No
Yes

need material body ?
- - - - - - -

name:
parameters:

destroy_item
abbreviation:
DITM
[<date>], [<retries>], <char./group>, <amount1>, <item1>[, <amount2>, <item2>, ...]

execution location:
execution distance:
execution duration:

anywhere
must own items

a few minutes per item
none

skills:
description:

morality:
legality:

morally neutral
legal

To destroy the listed items in the possession of the
executor. Note that some magical items items are

danger:
no danger

indestructible.
<char./group>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

The executor is of type character or group (given as text or
id, limited to characters and groups).

<amount1>
This parameter is of type floating point (any whole or

No
No

fractional number).
<item1>
This parameter is of type item (given as text, id or as game

need material body ?

object, limited to items).
<amount2>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 0.

<item2>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.

- - - - - - -

name:
parameters:

dismiss
abbreviation:
DISM

[<date>], [<retries>], <character>, <target character>[, <preparation days>,
<urgent?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
none

skills:
description:

morality:
legality:

very slightly immoral
legal

Used to fire a hired or following character, i.e. one which
directly or indirectly obeys the main character. The

danger:
no danger

executing character *must* be the direct superior to the
target character.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target character>

Yes
No

This parameter is of type character (given as text, id or as
game object, limited to characters).
<preparation days>

need material body ?

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

enter_building
abbreviation:
ENTB
[<date>], [<retries>], <char./group>, <target building>[, <urgent?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Use this to enter a building normally without trickery or
force. If it is building you cannot permanently reside in,

danger:
no danger

then the character will automatically leave the building
again on the same day. In effect, a "visit_building"-order

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
Yes

will have been executed. You can permanently reside in
any building that belongs to either your position or an ally

of a military alliance, or else if the building is an inn. If you
reside in an inn you will need to pay a daily fee but you will

No
No

automatically be supplied (i.e. you won't use up any of
your food).
<char./group>

need material body ?

The executor is of type character or group (given as text or
id, limited to characters and groups).

<target building>
This parameter is of type building (given as text, id or as
game object, limited to buildings).

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

enter_habitation
abbreviation:
ENTH

[<date>], [<retries>], <char./group>, <target habitation>[, <hide undesirable
items?>, <pay tolls?>, <bribe amount to avoid toll payment>, <hide items to avoid

toll payment?>, <bribe amount if entry denied>, <sneak if entry denied?>, <fight if
entry denied?>, <fight if arrested?>, <urgent?>]

execution location:
execution distance:
execution duration:

outside of a habitation
same physical location

a few minutes
not a skill

skills:
description:

morality:
legality:

morally neutral
legal

Try to enter a habitation, usually by simply passing
through the town gates. Trickery or force can be used too.

danger:
no danger

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

id, limited to characters and groups).
<target habitation>

This parameter is of type habitation (given as text, id or as
game object, limited to habitations).

Yes
No

<hide undesirable items?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

need material body ?

<pay tolls?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value True.
<bribe amount to avoid toll payment>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.

<hide items to avoid toll payment?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

<bribe amount if entry denied>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.
<sneak if entry denied?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

<fight if entry denied?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

<fight if arrested?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value True.
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

equip
abbreviation:
EQUP

[<date>], [<retries>], <character>, <combat equipment?>[, <clinch weapon>,
<melee weapon>, <secondary melee weapon>, <ranged weapon>, <mount>, <armor

item1>, <armor item2>, ...]

execution location:
execution distance:
execution duration:

anywhere
-

a few minutes to an hour
none

skills:
description:

morality:
legality:

morally neutral
legal

Change a character's equipment constellation to these
items.

danger:
no danger

<character>
The executor is of type character (given as text, id or as

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

game object, limited to characters).
<character>

The executor is of type character (given as text, id or as
game object, limited to characters).

Yes
No

<combat equipment?>
This parameter is of type True/False ($YES/$NO). If $YES
then the combat equipment will be changed, if $NO then

need material body ?

the travel equipment will be changed. Any item parameters
not given will result in the appropriate slot remaining

unchanged.
<clinch weapon>
This parameter is of type item (given as text, id or as game

object, limited to items).
<melee weapon>

This parameter is of type item (given as text, id or as game
object, limited to items).
<secondary melee weapon>

This parameter is of type item (given as text, id or as game
object, limited to items).

<ranged weapon>
This parameter is of type item (given as text, id or as game
object, limited to items).

<mount>
This parameter is of type item (given as text, id or as game

object, limited to items).
<armor item1>
This parameter is of type item (given as text, id or as game

object, limited to items). If you leave it empty it will take
the default value 0.

<armor item2>
This parameter is of type item (given as text, id or as game
object, limited to items). If you leave it empty it will take

the default value 0.

Note that the character's current equipment choice will
also be changed to travel/combat as per the above order. A
player may want to switch back to the previous state of

travel or combat chosen. Usually this does not matter
though since the character will automatically switch to the

most appropriate equipment for a situation (i.e. before a
combat a character will automatically switch to combat
equipment).

Another note of the disadvantage of using heavy armor as
travel equipment. Heavy armors reduces the travel speed

when on foot. Also, one appears more threatening, so that,

for example, guards at city gates might not let one pass.
Also being heavily armed is unfitting for meeting nobility

(bid_audience order).
- - - - - - -

name:
parameters:

escape
abbreviation:
ESC
[<date>], [<retries>], <character>[, <preparation days>, <urgent?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
-

as given by preparation days parameter
stealth/adventuring, kidnapping-escaping/adventuring

skills:
description:

morality:
legality:

slightly immoral
highly illegal

The character must first become aware that he or she
must escape, and will then start looking for an opportunity

danger:
somewhat dangerous

try to run away.
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
No

The executor is of type character (given as text, id or as
game object, limited to characters).

<preparation days>
This parameter is of type preparation time (a number or

Yes
No

text giving the number of days). If you leave it empty it will
take the default value 1.
<urgent?>

need material body ?

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

examine_building
abbreviation:
EXAB
[<date>], [<retries>], [<repeats>], <char./group>[, <target building>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

between a few hours and a day

skills:
description:

morality:
legality:

morally neutral
legal

Get obvious information about a building.
<char./group>

danger:
no danger

The executor is of type character or group (given as text or
id, limited to characters and groups). If the building is

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

inside a habitation the character or group need only be
also inside that habitaiton.

<target building>
This parameter is of type building (given as text, id or as

No
No

game object, limited to buildings). If you leave it empty it
will take building the character or group currently is in.

need material body ?
- - - - - - -

name:
parameters:

examine_habitation
abbreviation:
EXAH
[<date>], [<retries>], [<repeats>], <char./group>[, <target habitation>]

execution location:
execution distance:
execution duration:

inside this habitation
inside this habitation

between a few hours and a day
a language spoken in this habitation is useful

skills:
description:

morality:
legality:

morally neutral
legal

Get obvious information about a habitation.
<char./group>

danger:
no danger

The executor is of type character or group (given as text or
id, limited to characters and groups) and must be inside a

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

habitation. When giving this order to a character, the
character must be alone and directly in the habitation  

(i..e. neither in a group nor in a building inside the
habitation). This is because the character needs to wander

No
No

alone around town collecting information. If you want your
character to be more protected then give this order to the
group as a whole.

need material body ?

<target habitation>
This parameter is of type habitation (given as text, id or as

game object, limited to habitations). If you leave it empty,
the habitation the character or gorup currently is in will be
examined. Otherwise the executing character or group

must be inside this habitation for the order to succeed.
- - - - - - -

name:
parameters:

examine_item
abbreviation:
EXAI
[<date>], [<retries>], [<repeats>], <character>, <target item>[, <detailed?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
must own item

a few minutes
several, depends on item

skills:
description:

morality:
legality:

morally neutral
legal

Get obvious information about an item.
<character>

danger:
no danger

The executor is of type character (given as text, id or as
game object, limited to characters).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<target item>
This parameter is of type item (given as text, id or as game

object, limited to items). This must be an item the
executor's possession.

Yes
No

<detailed?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. A

need material body ?

detailed examination will reveal more, but possibly trivial,
information.

- - - - - - -

name:
parameters:

exit_building
abbreviation:
EXIB
[<date>], [<retries>], <char./group>[, <target building>, <urgent?>]

execution location:
execution distance:
execution duration:

from within building
from within building

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

To simply leave a building.
<char./group>

danger:
depends on location

The executor is of type character or group (given as text or
id, limited to characters and groups).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
Yes

<target building>
This parameter is of type building (given as text, id or as

game object, limited to buildings). You can specify which
building the character or group should be exiting. If the

No
No

character or group is not in this building they will not leave
it. If you don't give a specific building the character or
group will leave whatever building they are in.

need material body ?

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

exit_dungeon
abbreviation:
EXID
[<date>], [<retries>], <char./group>

execution location:
execution distance:
execution duration:

inside dungeon
-

a few hours
adventuring

skills:
description:

morality:
legality:

morally neutral
legal

Interrupt any adventuring and try to get out of that wicked
dungeon!

danger:
varies with dungeon

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

id, limited to characters and groups) and is the one
wishing to exit a dungeon.

Yes
No

need material body ?
- - - - - - -

name:
parameters:

exit_habitation
abbreviation:
EXIH

[<date>], [<retries>], <char./group>[, <urgent?>, <bribe amount to avoid tolls>,
<sneak if leaving is denied?>, <fight is leaving is denied?>, <exit through port?>]

execution location:
execution distance:
execution duration:

from inside habitations
-

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
possibly illegal

To exit habitation; guards may be watching for tolls on
goods being exported.

danger:
no danger

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

id, limited to characters and groups) and are the ones who
wants to exit the habitation they are in.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

No
No

leave it empty it will take the default value according to
your setting (usually False).
<bribe amount to avoid tolls>

need material body ?

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value $ALL.
<sneak if leaving is denied?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False.
<fight is leaving is denied?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
<exit through port?>

This parameter is of type True/False ($YES/$NO). You
need only set it if you have a fleet want to exit via the

harbor to sail out. The default value is False.
- - - - - - -

name:
parameters:

explore_dungeon
abbreviation:
EXDU

[<date>], [<retries>], <char./group>, <target dungeon>[, <days>, <exit if time
expires?>, <max danger level>, <parley possible?>, <steal treasures?>,

<assassinate?>, <primary goal>, <primary object>, <secondary goal>, <secondary
object>, <concise report?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
same location

as given by days parameter
adventuring

skills:
description:

morality:
legality:

usually morally neutral
legal

Enter and explore a dungeon. This is the standard (and
only) order for adventuring through ruins, lairs, monster

danger:
varies with dungeon

dens, etc. Only groups of up to about 10-20 people at
most can execute this order. You will usually need

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

someone with the skill adventuring, construction,
mining/surveying (for caves) or discover/disarm traps (for

buildings) to actually find the entrance.
<char./group>

No
No

The executor is of type character or group (given as text or
id, limited to characters and groups).
<target dungeon>

need material body ?

This parameter is of type dungeon - given as text, id or as
game object, limited to dungeons.

<days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<exit if time expires?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value True.
<max danger level> use given constants, this determines

what maximum amount of danger the characters are willing
to accept:

$NO_DANGER, $SLIGHT_DANGER, $SOME_DANGER,
$GREAT_DANGER, $EXTREME_DANGER
The default value is $SLIGHT.

<parley possible?> if set to $YES, then the player's
characters are willing to parley with anybody they meet in

the dungeon
<steal treasures?> if set to $YES, then the characters will
possibly attempt to take any treasures by stealth

<assassinate?> if set to $YES, then the characters will
consider the option of assassinating opponents they meet

in the dungeon (i.e. a sneak-attack with swift kill).
Someone with the necessary skill must be present though.
<primary goal> the main intention of exploring this

dungeon, see constants:
$TAKE_ALL_TREASURE, $KILL_ALL_BEINGS,

$GET_ITEM, $GET_STORY, $KILL_BEING,
$FREE_BEING, $SCOUT_DUNGEON
The default value is $TAKE_ALL_TREASURE.

<primary object> if applicable (not applicable to: take-all-
treasure, kill-all-beings, and scout-dungeon), is the

individual target (i.e. a character or an item) in accordance
with the type of primary goal.
A type indicator must be included here.

<secondary goal> a secondary goal that will also be
striven for

<secondary object> if applicable, is the specific target of

the secondary goal
<concise report?> if set to $YES, then the report

generated will be shorter, leaving out less important
events. The default value is $NO.
Important: If a dungeon is well-hidden in difficult terrain it is

advisable to spend some days searching it first using the
"find" order. The more people with good searching skills

(scouting, perception) participate the more likely chances
of success are.

constants for this order:
for parameter:

$EXTREME_DANGER
$GREAT_DANGER
$NO_DANGER
$SLIGHT_DANGER
$SOME_DANGER
$FREE_BEING
$GET_ITEM
$GET_STORY
$KILL_ALL_BEINGS
$KILL_BEING
$SCOUT_DUNGEON
$TAKE_ALL_TREASURE
$FREE_BEING
$GET_ITEM
$GET_STORY
$KILL_ALL_BEINGS
$KILL_BEING
$SCOUT_DUNGEON
$TAKE_ALL_TREASURE

max danger level
max danger level
max danger level
max danger level
max danger level
primary goal
primary goal
primary goal
primary goal
primary goal
primary goal
primary goal
secondary goal
secondary goal
secondary goal
secondary goal
secondary goal
secondary goal
secondary goal

- - - - - - -

name:
parameters:

find
abbreviation:
FIND

[<date>], [<retries>], <char./group>, <target>[, <preparation days>, <search in
habitations?>, <search in dungeons?>, <search in buildings?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same area

as given by preparation days parameter
souting, charting, adventuring, spying

skills:
description:

morality:
legality:

morally neutral
legal

To go searching for a certain target. Often, you "find"
places (like dungeons) before you can enter them. This will

danger:
no danger

often be automatically done as part of that other order (like
"explore_dungeon") but the time used in finding the target

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

will be deducted from that order. When something is
especially well hidden (as dungeons often are) you must

spend a lot of time finding it. In such cases it is better to
issue a separate Find order.

Yes
Yes

There are two main hurdles that must be overcome when
searching for something. First, there must be enough time
and people available to scour the the possible location. In

need material body ?

the case of an area being scoured that has thick
vegetation or is very hilly this may take many, many days.

A single person searching in a forest area will need about
three months to make a complete walk-through. Then it
must be considered that the target being sought may be

well hidden and the search party must have appropriate
skills (scouting, perception) of at least the same level as

the "hiddeness" of the target. If not, the chances of
success will be greatly reduced.
<preparation days> the number of days spent doing this,

default is 1 day
<search in habitations?>,<search in dungeons?>,<search

in buildings?> whether or not to search through any of
these places that are in the same location as the
searcher, the default values are $YES

- - - - - - -

name:
parameters:

forage
abbreviation:
FOR

[<date>], [<retries>], [<repeats>], <char./group>[, <days doing this>, <urgent?>,
<forage fields?>, <only legal game?>]

execution location:
execution distance:
execution duration:

area or estate
-

as given by days doing this parameter
foraging, navigation if on sea

skills:
description:

morality:
legality:

neutral
legal (slighlty illegal in estat

Try to find and get some food via hunting and gathering in
the outdoors. May also forage tilled fields for food, which is

danger:
no danger

slightly illegal. Only possible for groups no larger than
about 100 persons.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

Note that the former possibility (i.e. hunting in the wild)
takes up a lot of time and will need at least a full day.

A character at a beginning skill level (around 1) in
"foraging" can only gather enough food for his or her own

No
Yes

survival in the wild. Only at higher levels will they be able to
support larger numbers of people.
<char./group>

need material body ?

The executor is of type character or group (given as text or
id, limited to characters and groups). Give a character

group to be foraging here. It you don't specify a type (i.e.
just give a number) it will assumed to be a group. Note that
the character or group *must* be outside of any buildings

or habitations. Characters may not be in a group and
groups may not be "subgroups" of other groups.

<days doing this>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<forage fields?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False. If set to
true then the group or character will simply plunder the
fields of local farmers (if present) instead of hunting. This is

easier but also considered illegal.
<only legal game?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. If the the
group or character is in civilized lands and hunting is

reserved for the local lord then the character or group will
only hunt whatever legal game there is (usually small

game). This will result in less food foraged than otherwise
possible but without the danger of being caught as
poachers.

- - - - - - -

name:
parameters:

free
abbreviation:
FREE
[<date>], [<retries>], <character>, <target character or group>[, <urgent?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
same location

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Sets an imprisoned or enslaved character free.
<character>

danger:
no danger

The executor is of type character (given as text, id or as
game object, limited to characters), who must be the

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
Yes

person who controls the location of the imprisoned (i.e.
group leader or building owner).

<target character or group>
This parameter is of type character or group (given as text

No
Yes

or id, limited to characters and groups) and is the
imprisoned or enslaved character or group to be set free.
<urgent?>

need material body ?

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
- - - - - - -

name:
parameters:

hire
abbreviation:
HIRE

[<date>], [<retries>], <character>[, <target character>, <preparation days>,
<urgent?>, <money amount>, <character class>, <character class level>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion, negotiation

skills:
description:

morality:
legality:

somewhat exemplary
legal

Used to hire a certain character or generates a character
of a certain class which possibly will be taken into service.

danger:
no danger

To trigger the generation of a character give a 0 for the
target character or leave away the parameter.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target character>

No
No

This parameter is of type character (given as text, id or as
game object, limited to characters). If you leave it empty it
will take the default value 0. If you have no specific

need material body ?

character in my mind (e.g. only a specific class) then leave
this parameter empty.

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<money amount>
The monthly wage in shillings being offered.

This parameter is of type floating point (any whole or
fractional number).
<character class>

This parameter is of type character class (given as text or
id, limited to character classes). If you don't have a

specific character in mind that you want to hire, but you do
have an idea of what type of character you want to hire,
then give a proper character class here (see web-site for

list of character classes at: at:
http://www.mysticora.com/character.html#class ) if you

wish to hire a character of a certain class only. You must
use the *exact* wording, descriptive terms like "good
fighter"or "wealthy trader" are not possible. If you are not

interested in a certain class, leave this empty.
<character class level>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 0.

- - - - - - -

name:
parameters:

kidnap
abbreviation:
KIDN

[<date>], [<retries>], <char./group>, <target character>[, <preparation days>,
<urgent?>, <enter target building?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, kidnapping-escaping/sabotaging/stealing

skills:
description:

morality:
legality:

malicious
highly illegal

Sneak to the character, identify and kidnap. If the attempt
fails a combat will start. If successful, there may be no

danger:
somewhat dangerous

need to sneak to away.
<char./group>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

The executor is of type character or group (given as text or
id, limited to characters and groups).

<target character>
This parameter is of type character (given as text, id or as

No
Yes

game object, limited to characters).
<preparation days>
This parameter is of type preparation time (a number or

need material body ?

text giving the number of days). If you leave it empty it will
take the default value 1.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<enter target building?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
<bribe amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value $ALL.
- - - - - - -

name:
parameters:

market_prices
abbreviation:
MARK
[<date>], [<retries>], [<repeats>], <char./group>

execution location:
execution distance:
execution duration:

habitation
within habitation

a few hours
trading

skills:
description:

morality:
legality:

morally neutral
legal

Send the character or group around the city looking for
prices of items on the markets. A person with the trading

danger:
no danger

skill will greatly improve upon the amount and accuracy of
the information gained thus.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<char./group>
The executor is of type character or group (given as text or

id, limited to characters and groups).

No
No

need material body ?
- - - - - - -

name:
parameters:

move
abbreviation:
MOV

[<date>], [<retries>], <char./group>, <step directions>[, <minimum speed>, <travel
mode>, <enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left

stream?>, <use roads?>, <pay tolls?>]

execution location:
execution distance:
execution duration:

an area
-

by speed & distance - see travel rules
scouting

skills:
description:

morality:
legality:

morally neutral
legal

Travel along the map, i.e. from area to area:
<char./group>

danger:
slightly dangerous

Give the travelling character or group here. If you do not
specify a type (i.e. just give a number) it will be assumed

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
No

to be a group. Note that the character or group *must*
leave any building or habitation they are inside of befor

they can move.
<step_directions> - a sequence of digits describing the

No
No

compass directions for each area along the travel route,
e.g. "12111343". Note that you must enclose this
sequence in quotation marks.

need material body ?

<minimum_speed>- the minimum travel speed category
which the player wishes to achieve, e.g. humans usually

have 2; the default is to accept any speed the travelers can
acheive
Note that you give a minimum speed and the travelers

cannot achieve this speed, they will stop their travels!
<travel_mode> - the travel mode which the player wishes

to use (see table of possible travel modes). Possible travel
modes are:
$WALK, $FLY, $SAIL, $SWIM, $TELEPORT. If this

parameter is missing any available travel mode will be
used.

<enforce_travel_mode?> - whether or not the above travel
mode should be used at all costs, which means if it is not
possible then not to travel at all; the default value is $NO.

<night_travel?> - whether or not the player wishes to travel
by night or not, the program will decide what to do if this

parameter is missing.
<prefer_downstream?> - if a the travel route along a river is
ambiguous then prefer to take the downstream arm of the

river; the default value is $NO.
<prefer_left_stream?>- if a travel route along a river is

ambiguous then prefer to take the left arm of the river if set
to $YES, otherwise take the right arm; the default value is
$NO.

<use_roads?> - if $YES roads will be used, if $NO roads
will not used (thus avoiding passage toll); the default value

is $YES.
<pay_tolls?> if $YES passage tolls will voluntarily be paid,
if $NO travelers will try to avoid paying passage tolls; the

default value is $YES.

Important Notes:
- When giving this order the target of the order must be by
itself in an area, e.g. it cannot be inside a group or

habitation. Check the "current location" of the target in its
status report. The target must have been given orders to

leave any groups, habitations, dungeons or buildings

beforehand. This does not happen automatically.
- Other orders can be executed whilst traveling since this

does not take up all of a travelers time. About 20% of a
day can be spent on other orders.
- If all travelers of a group want to use mounts, but this

would slow down the group as a whole (e.g. because the
horses would be overloaded), then nobody gets to use a

mount.
- It is useful to declare a guide or scout for a group of
travelers, especially with larger groups, otherwise you

might need 50% more time to reach your destination. Use
the order assign_duty() to do this.

constants for this order:
for parameter:

$FLY
$SAIL
$SWIM
$TELEPORT
$WALK

travel mode
travel mode
travel mode
travel mode
travel mode

- - - - - - -

name:
parameters:

move_to
abbreviation:
MOVT

[<date>], [<retries>], <char./group>, <target>[, <minimum speed>, <travel mode>,
<enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left

stream?>, <use roads?>, <pay tolls?>]

execution location:
execution distance:
execution duration:

an area
-

by speed & distance - see travel rules
scouting

skills:
description:

morality:
legality:

morally neutral
legal

This order works exactly the same as a move-command
but the step directions are calculated from the coordinates

danger:
slightly dangerous

of the target's location on the first day of its execution. The
moving character or group must know the location of the

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
No

target (see note below) and it must be located on the
same map. The step directions are a direct line from the

moving character or group to the target's location (no path
optimizing is implemented!). If the target's location is not

No
No

known then the order fails. Also note that the route is not
altered anymore even if the target moves during the course
of the order.

need material body ?

The parameters are the same as in the move order, except:
<target>

Any game object that can have a proper location. You can
also directly enter a pair coordinates if you like. This is

done as two numbers with a forward slash separating the
two like in this example:

move_to("c#john","23/17")
character john moves to the coordinates 23/17

Note:
For purposes of this order a character "knows" a target's

location if it belongs to the same game position or the
same alliance with informational exchange, or else the
target is located in the character's region of origin and is

not too well hidden, or else the character has "hidden
place knowledge" of the target, or else the target is not

hidden at all and not too far away (about 400km if on land
or 1000km at sea, double these values for habitations). For
groups, the leading character and any of its guides are

consulted.
If you are unsure if your characters knows the target's

location simply give the target coordinates directly into the
order instead. This always works then.

- - - - - - -

name:
parameters:

odd_jobs
abbreviation:
ODDJ

[<date>], [<retries>], [<repeats>], <character>[, <days>, <accept illegal job?>,
<urgent?>]

execution location:
execution distance:
execution duration:

inside habitations
-

as given by days parameter
dependent on character's class

skills:
description:

morality:
legality:

dependent on class
dependent on class

A character tries to earn some cash by doing some odd
jobs inside a habitation. The money earned depends on

danger:
dependent on class

the character's class level and on the habtitation's
situation. Very entertaining reading.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

WARNING: This order *cannot* be executed if the
character is inside a group. Extract the character from any

groups first before executing this order. The only exception
this is any odd-jobs that the character accepts during a

No
Yes

day in which he/she has nothing else to do, then the
character may be inside a group. But again, the explicitly
given ORDER WILL NOT WORK IF INSIDE A GROUP!

need material body ?

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<days>
This parameter is of type duration (a number or text giving

the number of days). If you leave it empty it will take the
default value 1.

<accept illegal job?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

plunder
abbreviation:
PLND

[<date>], [<retries>], [<repeats>], <char./group/soldier unit>, <target
char./group/building/estate/habitation>, <days doing this>[, <urgent?>, <make

prisoners?>]

execution location:
execution distance:
execution duration:

anywhere
within same physical location

as given by days doing this parameter
stealing

skills:
description:

morality:
legality:

malicious
possibly highly illegal

A character, group, building, estate or habitation under
your control is plundered. General mayhem is caused.

danger:
no danger

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

No
Yes

need material body ?
- - - - - - -

name:
parameters:

query_quest
abbreviation:
QUQU
[<date>], [<retries>], <char./group>, <target character or building>[, <quest>]

execution location:
execution distance:
execution duration:

anywhere
within same physical location

a few hours
none

skills:
description:

morality:
legality:

neutral
legal

Get the details on a quest, i.e. the reward granted by the
target and what needs to be done.

danger:
no danger

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

id, limited to characters and groups).
<target character or building>

This parameter is of type character or building (given as
text or id, limited to characters and buildings). This is the

Yes
No

character or building that possibly has a quest to offer.
<quest>
This parameter is of type whole number. You need only

need material body ?
give this if you have a specific quest in mind.
- - - - - - -

name:
parameters:

rescue
abbreviation:
RSC

[<date>], [<retries>], <char./group>, <target character>[, <preparation days>,
<urgent?>, <enter target?>, <bribe amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, kidnapping-escaping/sabotaging/stealing

skills:
description:

morality:
legality:

malicious
highly illegal

Go or sneak to the character, identify and free him. If the
attempt fails they might try to fight their way out.

danger:
highly dangerous

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

id, limited to characters and groups).
<target character>

This parameter is of type character (given as text, id or as
game object, limited to characters).

No
Yes

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

need material body ?

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<enter target?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False.
<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

rest
abbreviation:
REST
[<date>], [<retries>], [<repeats>], <char./group/soldier unit>[, <days>]

execution location:
execution distance:
execution duration:

anywhere
-

as given by days parameter
none

skills:
description:

morality:
legality:

morally neutral
legal

Get refreshed with a small rest.
<char./group/soldier unit>

danger:
no danger

The executor is of type character, soldier unit or group
(given as text or id limited to these types).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<days>
This parameter is of type duration (a number or text giving

the number of days). If you leave it empty it will take the
default value 1.

Yes
Yes

need material body ?
- - - - - - -

name:
parameters:

reveal_knowledge
abbreviation:
RVKN

[<date>], [<retries>], [<repeats>], <character>, <target character or building>[,
<preparation days>, <urgent?>, <keyword>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
adventuring and spying

skills:
description:

morality:
legality:

morally neutral
legal

Used to let a character tell all (or at least most) of the
stories he or she knows. If a character is put under

danger:
no danger

pressure he or she may become less loyal.
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

The executor is of type character (given as text, id or as
game object, limited to characters).

<target character or building>
This parameter is of type character or building (given as

Yes
No

text or id, limited to characters and buildings).
<preparation days>
This parameter is of type preparation time (a number or

need material body ?

text giving the number of days). If you leave it empty it will
take the default value 1.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<keyword>

This parameter is of type text (enclosed in quotation
marks).

- - - - - - -

name:
parameters:

seduce
abbreviation:
SEDC

[<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation
days>, <urgent?>, <money amount>, <only for enjoyment?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion

skills:
description:

morality:
legality:

slightly immoral
possibly illegal

Try to seduce another character, with all the natural
consequences.

danger:
slightly dangerous

<character>
The executor is of type character (given as text, id or as

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

game object, limited to characters).
<target character>

This parameter is of type character (given as text, id or as
game object, limited to characters).

No
Yes

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

need material body ?

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<money amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.
<only for enjoyment?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value True.

- - - - - - -

name:
parameters:

sell
abbreviation:
SELL

[<date>], [<retries>], [<repeats>], <char./group>, <amount1>, <item1>[, <minimum
price1>, <amount2>, <item2>, <minimum price2>, ...]

execution location:
execution distance:
execution duration:

a habitation (with market)
same habitation

a few minutes per type of item
trading

skills:
description:

morality:
legality:

morally neutral
legal

Go to the marketplace and sell some items.
<char./group>

danger:
no danger

The executor is of type character or group (given as text or
id, limited to characters and groups).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<amount1>
This parameter is of type floating point (any whole or

fractional number).
<item1>

No
Yes

This parameter is of type item (given as text, id or as game
object, limited to items).
<minimum price1>

need material body ?

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value 0.
<amount2>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.

<item2>
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value 0.
<minimum price2>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 0.

- - - - - - -

name:
parameters:

send_message
abbreviation:
SEND

[<date>], [<retries>], <character>, <target>, <message>[, <seal of character>,
[<send without seal?>]

execution location:
execution distance:
execution duration:

anywhere

a few hours
heraldry

skills:
description:

morality:
legality:

morally neutral
legal

Send a message to another character. If the target is not a
character then the message will be sent to the owning

danger:
no danger

character of that target.
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

The executor is of type character (given as text, id or as
game object, limited to characters).

<target>
This parameter is of type game object (any valid game

No
Yes

object may be given in this parameter).
<message>
This parameter is of type text (enclosed in quotation

need material body ?

marks) and should include the full text you wish to
transmit.

<seal of character>
This parameter is of type character (given as text, id or as
game object, limited to characters). If you leave it empty

the letter will not be signed with a seal.
<send without seal?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. If False,
then the letter will not be send without a seal.

- - - - - - -

name:
parameters:

special_action
abbreviation:
SPAC
[<date>], [<retries>], [<repeats>], <game world object>, <description>

execution location:
execution distance:
execution duration:

anywhere
usually one day

skills:
description:

morality:
legality:

<game world object>
The executor is of type game object (any valid game object

danger:

may be given in this parameter). The special action will
usually cost the executing game object a full day's worth

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

of time.
<description>

This parameter is of type text (enclosed in quotation
marks). You can give the description of any action you like

Yes
Yes

in here, the GM will then do it manually. In commercial
games you will be charged for the time the gamemaster
spend doing this on a per-minute basis.

need material body ?

Note that a special action can only take effect a day *after*
it has been issued. So don't have any subsequent orders

on the same day rely on it.
- - - - - - -

name:
parameters:

split_soldier_unit
abbreviation:
SPSO

[<date>], [<retries>], [<repeats>], <soldier unit>, <amount to split off>[, <group to
transfer to>, <urgent?>]

execution location:
execution distance:
execution duration:

anywhere outside of a dungeon

a few minutes
no skill

skills:
description:

morality:
legality:

morally neutral
legal

Split off a number of soldiers from a soldier unit thus
creating a new soldier unit.

danger:
no danger

<group to transfer to>
You can immediately transfer the new soldier unit to this

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

group if you specify this parameter (otherwise just leave
this parameter empty and the new soldier unit will be

located in the same group as the original soldier unit).
<soldier unit>

No
No

The executor is of type soldier unit (given as id).
<amount to split off>
This parameter is of type whole number. The number of

need material body ?

soldiers to split off.
<group to transfer to>

This parameter is of type group (given as text, id or as
game object, limited to groups). If you leave it empty the
new soldier unit will be place in its current group.

Otherwise it will immediately be transferred to this grou.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

spy
abbreviation:
SPY

[<date>], [<retries>], [<repeats>], <character>, <target>[, <preparation days>,
<urgent?>, <enter target?>, <bribe amount>, <spying goal1>, <spying goal2>, ...]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, spying/administration/persuasion

skills:
description:

morality:
legality:

slightly immoral
possibly highly illegal

Sneak up to the target, to obtain information by spying.
Sneak away afterwards. If the operation fails guards will

danger:
slightly dangerous

attack. If no guards are present maybe the target itself will
attack. A dungeon will never be entered.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<preparation days> the number of days spent doing this,
default is 1 day

<spying goal>
<character>

No
No

The executor is of type character (given as text, id or as
game object, limited to characters).
<target>

need material body ?

This parameter is of type game object (any valid game
object may be given in this parameter).

<preparation days>
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<enter target?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False.
<bribe amount>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.

<spying goal1>
This parameter is of type whole number. If you leave it
empty it will take the default value $GENERAL. This is the

type of information desired, use constants:
$GENERAL, $ECONOMICAL, $MILITARY, $CONTENTS,

$TRAPS, $INHABITANTS, $SPY_ALL
<spying goal2>
This parameter is of type whole number. See above.

constants for this order:
for parameter:

$CIVIL_INHABITANTS
$CONTENTS
$ECONOMICAL
$GENERAL
$INHABITANTS
$MILITARY
$SPY_ALL
$TRAPS

spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1

- - - - - - -

name:
parameters:

steal
abbreviation:
STEL

[<date>], [<retries>], [<repeats>], <character>, <target>[, <preparation days>,
<urgent?>, <bribe amount>, <amount>, <item>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
stealth/adventuring, stealing/legerdemain/spying

skills:
description:

morality:
legality:

slightly immoral
illegal

Sneak up to the target, identify the most valuable items
(carry capacity!), steal and sneak away. If attempt fails

danger:
slightly dangerous

guards will attack. If no guards present owner (if person)
will attack.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target>

Yes
Yes

This parameter is of type game object (any valid game
object may be given in this parameter).
<preparation days>

need material body ?

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will

take the default value 1.
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

<bribe amount>
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value $ALL.
<amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 0.

<item>
This parameter is of type item (given as text, id or as game

object, limited to items). If you leave it empty it will take
the default value 0.

- - - - - - -

name:
parameters:

strip_prisoner
abbreviation:
STRP
[<date>], [<retries>], <char./group>, <target character or group>

execution location:
execution distance:
execution duration:

anywhere
same physical location

a few minutes
not a skill

skills:
description:

morality:
legality:

malicious
possibly illegal

Take away the items of prisoners
<char./group>

danger:
no danger

The executor is of type character or group (given as text or
id, limited to characters and groups) and receive the items

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

taken.
<target character or group>

This parameter is of type character or group (given as text
or id, limited to characters and groups) and is the

No
Yes

imprisoned.
need material body ?
- - - - - - -

name:
parameters:

teach
abbreviation:
TEAC

[<date>], [<retries>], [<repeats>], <character>, <skill or language>[, <days>,
<salary>, <pupil number restriction>, <pupil1>, <pupil2>, ...]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by days parameter
depends on teaching object

skills:
description:

morality:
legality:

morally neutral
legal

Makes a teacher available to pupils on a certain day.
<character>

danger:
no danger

The executor is of type character (given as text, id or as
game object, limited to characters).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

<skill or language>
This parameter is of type skill or language (given as text or

id, limited to skills and languages).
<days>

No
No

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
take the default value 1.

need material body ?

<salary>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.
<pupil number restriction>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value 10.
<pupil1>
This parameter is of type character.

<pupil2>
This parameter is of type character.

- - - - - - -

name:
parameters:

threaten
abbreviation:
THRT

[<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation
days>, <urgent?>, <money amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by preparation days parameter
persuasion, maybe fighting skills

skills:
description:

morality:
legality:

malicious
possibly highly illegal

Try to turn character's loyalty to another character by
trying to threaten him or her. If the target character doesn't

danger:
highly dangerous

obey, a fight will possibly occur.
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

The executor is of type character (given as text, id or as
game object, limited to characters).

<target character>
This parameter is of type character (given as text, id or as

No
Yes

game object, limited to characters).
<preparation days>
This parameter is of type preparation time (a number or

need material body ?

text giving the number of days). If you leave it empty it will
take the default value 1.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<money amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value $ALL.

- - - - - - -

name:
parameters:

train
abbreviation:
TRN

[<date>], [<retries>], [<repeats>], <char./group/soldier unit>, <skill or language>[,
<teacher>, <training days>, <as pure training time?>, <maximum salary>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by training days parameter
none

skills:
description:

morality:
legality:

morally neutral
legal

This is used for characters to improve or acquire skills or
to learn languages.

danger:
no danger

Note that training only makes sense if you spend serious
amounts of time, that means weeks, not days or fractions

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

of a day. Also, training orders, once given, have priority
over older orders. Meaning that all older tasks will be

ignored thereafter. This is because you need to
concentrate on the training to be sure it is effective. Also,

No
No

you don't want to have the teacher waiting on the pupils
while they are off doing something else.
<char./group/soldier unit>

need material body ?

The executor is of type character, soldier unit or group
(given as text or id limited to these types).

<skill or language>
This parameter is of type skill or language (given as text or
id, limited to skills and languages). Give the name of the

skill or language you want to train here (you can use the
prefix "sk#" for skills and  "la#" for languages).

<teacher>
This parameter is of type character or building (given as
text or id, limited to characters and buildings). If you want

to have a teacher you must specify him or her here. You
need not specify any building you are using as the place of

learning though. You will automatically be assigned a
teacher then. Otherwsie, if you want to train alone, leave
this parameter empty. Note that having a teacher is

*much* more efficient than training alone, though.
<training days>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 1.

<as pure training time?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False. If $YES,
discount interruptions to the training time; if $NO, finish
after the given number of days have passed disregarding

the actual amount of time spent training.
<maximum salary>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
default value 0.

- - - - - - -

name:
parameters:

treat_wounds
abbreviation:
TRWO

[<date>], [<retries>], [<repeats>], <character>, <target character or group>[, <days
doing this>]

execution location:
execution distance:
execution duration:

anywhere
within same physical location

as given by days doing this parameter
healing-medicine, adventuring

skills:
description:

morality:
legality:

virtuous
legal

Try to heal the characters by using mundane skills (e.g.
medicine).

danger:
no danger

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

No
Yes

need material body ?
- - - - - - -

name:
parameters:

visit_building
abbreviation:
VBUI

[<date>], [<retries>], [<repeats>], <char./group>, <target building>[, <days doing
this>, <urgent?>, <demand magic service?>, <money amount>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
within same physical location

as given by days doing this parameter
depends on building

skills:
description:

morality:
legality:

morally neutral
legal

Visit a building for its main purpose. This is mainly for
publicly accessible buildings such libraries, arenas, public

danger:
most often not dangerous
baths, etc.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

note: there is no need to issue an Exit_Building order after
this one; exiting the building is automatically included

when the visit is over

No
Yes

need material body ?
- - - - - - -

name:
parameters:

visit_taverns
abbreviation:
VTAV

[<date>], [<retries>], [<repeats>], <char./group>[, <target tavern>, <days doing
this>, <urgent?>, <money amount>, <rumor significance>]

execution location:
execution distance:
execution duration:

habitation or tavern
within same physical location

as given by days doing this parameter
spying/adventuring

skills:
description:

morality:
legality:

slightly immoral
legal

A group shall spend some time in the local taverns to seek
enjoyment and possibly gain some information.

danger:
most often not dangerous

Note that there is no need to issue an Exit_Building order
after this one; exiting the taverns is automatically included

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

when the visit is over
<char./group>

The executor is of type character or group (given as text or
id, limited to characters and groups).

No
Yes

<target tavern>
This parameter is of type building (given as text, id or as
game object, limited to buildings). If you leave it empty it

need material body ?

will take the default value 0.
<days doing this>

This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
take the default value 1.

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).
<money amount>

This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value $ALL.
<rumor significance>
This parameter is of type whole number. If you leave it

empty it will take the default value $LOCAL. It describes
the maximum scope of importance of the rumors to report,

use constants:
$LOCAL, $REGIONAL, $NATIONAL, $GLOBAL, $COSMIC

constants for this order:
for parameter:

$COSMIC
$GLOBAL
$LOCAL
$NATIONAL
$REGIONAL

rumor significance
rumor significance
rumor significance
rumor significance
rumor significance

- - - - - - -
ORGANIZATIONAL ACTION

name:
parameters:

appoint_leader
abbreviation:
APLD
[<date>], [<retries>], <group>, <new leading character>[, <urgent?>]

execution location:
execution distance:
execution duration:

anywhere
a few minutes

skills:
description:

morality:
legality:

morally neutral
legal

Appoint a new leader for the given group. Note that the
leader of a group always "owns" the group that he or she

danger:
no danger

leads. Thus any previous leader may not take it lightly if he
or she is deposed.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
No
No

<group>
The executor is of type group (given as text, id or as game

object, limited to groups).
<new leading character>

No
No

This parameter is of type character (given as text, id or as
game object, limited to characters).
<urgent?>

need material body ?

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
- - - - - - -

name:
parameters:

assign_duty
abbreviation:
ADTY
[<date>], [<retries>], <char./group>, <target>, <duty type>[, <follow target?>]

execution location:
execution distance:
execution duration:

anywhere
a few minutes

skills:
description:

morality:
legality:

morally neutral
legal

<char./group>
The executor is of type character or group (given as text or

danger:
no danger

id, limited to characters and groups).
<target>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

This parameter is of type game object (any valid game
object may be given in this parameter).

<duty type>
This parameter is of type game object (any valid game

No
No

object may be given in this parameter).
Possible duties are (target types are included in
parentheses):

need material body ?

"to besiege" (building/habitation)
"to scout" (area)

"to guide" (group)
"to guard" (building/character/habitation)
"to garrison" (building/habitation)

"to patrol" (area)
"to patrol and sally" (area)

"to be rear guard" (group)
"to be vanguard" (group)
"to collect passage toll" (area/habitation)

"to collect taxes" (area/habitation)
<follow target?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value True.

- - - - - - -

name:
parameters:

call_to_arms
abbreviation:
CALL

[<date>], [<retries>], , <target estate/habitation/region>[, <troops amount>,
<urgent?>]

execution location:
execution distance:
execution duration:

anywhere

skills:
description:

not a skill

morality:
legality:

morally neutral
legal

Raise troops by feudal levy (or whatever the appropriate
term for the culture is), i.e. mobilize. If a region is ordered

danger:
no danger

to mobilize then this simply causes a subsequent order to
each estate and habitation therein to be issued. For each

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
No
No

habitaion or estate called to arms the player must either
own it or be its feudal lord (or be feudal lord of its region).

Habitations and estates with low morale will refuse to
supply troops.

No
No

<troops amount> give a specific number of desired troops
here; if left away the maximum number of troops will be
raised (i.e. same as using constant $ALL)

need material body ?

<urgent?> increases the chance of success, but causes a
morale drop if it fails anyway

- - - - - - -

name:
parameters:

combine_soldier_units
abbreviation:
COSO
[<date>], [<retries>], <soldier unit>, <own soldier unit>

execution location:
execution distance:
execution duration:

anywhere outside of a dungeon
same location

a few minutes
no skill

skills:
description:

morality:
legality:

morally neutral
legal

Put all the soldiers from the second soldier unit into the
first soldier unit. The soldier units must belong to the same

danger:
no danger

character and be of the same type and origin. Both soldier
units must also be located in the same group. If not,

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

simply issue a Transfer_Soldier_Unit order beforehand.
<soldier unit>

The executor is of type soldier unit (given as id). This is the
soldier unit that will hold the other soldiers.

No
No

<own soldier unit>
This parameter is of type soldier unit (given as id). This is
the soldier unit that will be dissolved.

need material body ?
- - - - - - -

name:
parameters:

create_group
abbreviation:
CGRP
[<date>], [<retries>], <character>[, <group name>, <location>]

execution location:
execution distance:
execution duration:

anywhere
--

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

This creates a new group with the given character as
leader. If the new group is at the same location as the

danger:
no danger

character and the character is not already part of a group,
then that character will also join the new group.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<group name>

Yes
No

This parameter is of type text (enclosed in quotation
marks). You can specifically give the name here.
Otherwise a generic name will be generated.

need material body ?

<location>
This parameter is of type game object (any valid game

object may be given in this parameter). You can also
specify a distant location where the group shall be created.
The character will not be part of the group then of course.

Note that a character *can* be the leader of a group
without actually being present in that group, although the

leadership will not be as effective then. If you leave this
parameter empty the group will be created at the
character's current location.

- - - - - - -

name:
parameters:

dissolve_group
abbreviation:
DGRP
[<date>], [<retries>], <group>

execution location:
execution distance:
execution duration:

anywhere
--

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

<group>
The executor is of type group (given as text, id or as game

danger:
no danger

object, limited to groups) and must be an empty group.
This group is dissolved then.

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

Yes
No

need material body ?
- - - - - - -

name:
parameters:

join_group
abbreviation:
JOGR
[<date>], [<retries>], <character>, <target group>[, <urgent?>, <as leader?>]

execution location:
execution distance:
execution duration:

anywhere outside a dungeon
same location

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

To find and join a group. If character and group are within
the same area but somewhat apart from each other, then

danger:
no danger

the character will move towards the group.
<as leader?>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
No

<character>
The executor is of type character (given as text, id or as

game object, limited to characters).
<target group>

Yes
No

This parameter is of type group (given as text, id or as
game object, limited to groups).
<urgent?>

need material body ?

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to

your setting (usually False).
<as leader?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False. If $YES
the new group member can be appointed as leader

(equivalent to appoint_leader order).
- - - - - - -

name:
parameters:

leave_group
abbreviation:
LEGR
[<date>], [<retries>], <character>[, <group being left>, <urgent?>]

execution location:
execution distance:
execution duration:

a group
from within group

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Leave a group. That's all. Farewell.
<character>

danger:
depends on the location

The executor is of type character (given as text, id or as
game object, limited to characters).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<group being left>
This parameter is of type group (given as text, id or as

game object, limited to groups). You can specify which
group the character should be leaving. If the character is

Yes
No

not in this group he or she will not leave it. If you don't give
a specific group the character will leave whatever group he
or she is in.

need material body ?

<urgent?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

relieve_duty
abbreviation:
RDTY
[<date>], [<retries>], <char./group>[, <duty type>]

execution location:
execution distance:
execution duration:

anywhere
a few minutes

skills:
description:

morality:
legality:

morally neutral
legal

This is used to relieve the character or group of its current
duty.

danger:
no danger

<char./group>
The executor is of type character or group (given as text or

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

id, limited to characters and groups).
<duty type>

This parameter is of type game object (any valid game
object may be given in this parameter). If the duty type is

Yes
No

left empty the current duty of the character or group will be
taken, otherwise if given the duty type must correspond to
the current duty.

need material body ?
- - - - - - -

name:
parameters:

revoke_all_orders
abbreviation:
REAO
[<date>], [<retries>], [, <until order date>, <from order date>]

execution location:
execution distance:
execution duration:

anywhere
-

skills:
description:

none

morality:
legality:

morally neutral
legal

CAUTION: This executes the revoke_orders command for
ALL characters and groups belonging to your position (with

danger:
no danger

no exceptions)! Note that this order is executed
immediately when it is received, i.e. on the very first day of

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

your turn no matter for which day the order was indicated
to be executed. This is this way, so that you can remove

all old orders from previous turns.

Yes
Yes

See revoke_orders for an explanation of the parameters.
need material body ?
- - - - - - -

name:
parameters:

revoke_orders
abbreviation:
REOR

[<date>], [<retries>], <char./group>[, <until order date>, <from order date>, <include
group members?>, <include subgroups?>]

execution location:
execution distance:
execution duration:

anywhere
-

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Revokes all orders issued before and up to the given "until"
date. This includes potentially *all* orders issued with a

danger:
no danger

turn file (they are stored immediately upon receiving). Note
that this order is executed immediately when it is received,

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

i.e. on the very first day of your turn no matter for which
day the order was indicated to be executed. This is this

way, so that you can remove all old orders from previous
turns.

Yes
Yes

Dungeon adventures can't be revoked (the poor suckers
have to find a way out first).
<char./group>

need material body ?

The executor is of type character or group (given as text or
id, limited to characters and groups).

<until order date>
This parameter is of type date (given as text or number).
The day until which orders shall be revoked. If you leave

this parameter away there will be no such final limit.
<from order date>

This parameter is of type date (given as text or number).
You can give a "from" date here which can be used to
revoke orders given too far into the future so that current

orders are not affected. If you leave this parameter away
there will be no such beginning limit.

<include group members?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. Whether

or not ($YES or $NO) to include all members of a group for
which the orders are being revoked.

<include subgroups?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. Whether

or not ($YES or $NO) to include all subgroups of a group
for which the orders are being revoked.

- - - - - - -

name:
parameters:

separate_from_group
abbreviation:
SEFG
[<date>], [<retries>], <group>[, <parent group>, <urgent?>]

execution location:
execution distance:
execution duration:

a group
from within group

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Let a subgroup separate from its parent group.
<group>

danger:
no danger

The executor is of type group (given as text, id or as game
object, limited to groups).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<parent group>
This parameter is of type group (given as text, id or as

game object, limited to groups). This is the group it shall
separate itself from. If you leave it empty it will separate

Yes
Yes

from whatever group it belongs to.
<urgent?>
This parameter is of type True/False ($YES/$NO). If you

need material body ?

leave it empty it will take the default value according to
your setting (usually False).

- - - - - - -

name:
parameters:

set_account_parameter
abbreviation:
SETA
, <parameter type1>, <parameter value1>, ...

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Set a parameter/toggle for accounts to a certain value. Use
one of the given constants for the parameter type. Here is

danger:

a description of what parameters can be set to which
values:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

Yes
No

need material body ?
constants for this order:
for parameter:

$ALLOW_HOLIDAY_REPLACEMENT_ALWAYS
$ALTERNATIVE_EMAIL
$CITY
$COUNTRY
$EMAIL
$HOLIDAY_END
$HOLIDAY_START
$ICQ
$POSTAL_CODE
$STATE
$STREET
$TELEPHONE

parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1

- - - - - - -

name:
parameters:

set_character_parameter
abbreviation:
SETC
[<date>], <character>, <parameter type1>, <parameter value1>, ...

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

<parameter type>
Select a parameter/toggle for characters for which you

danger:

want a certain value. Use one of the given constants for the
parameter type. Here is a description of what parameters

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

can be set to which values in the <parameter value>
immediately following the type:

$ALLOW_ITEM_TRANSFER
Give $YES or $NO to determine whether the character will

Yes
No

accept any items given to him or her from strangers
$APPLYING_STEALTH
Give a value between 0% and 100% (or between 0 and 1)

need material body ?

to determine how strongly the character is currently using
his or her stealth abilities to not be noticed.

$COMBAT_TACTIC
Give a combat tactic that the character shall use (see
set_tactic order for possible values)

$DETAILED_PLAY
Give $YES or $NO to determine whether you want detailed

play for this character or not (default is $YES).
$DETAILED_REPORT
Give $YES or $NO to determine whether you want detailed

reports for this character or not (default is $YES).
$TITLE_OF_CHOICE

Give the id or name of the title you wish the character to
use in his or her complete name presented.
$TRANSFER_ABILITIES

Give $YES or $NO for a character who is a familiar to
transfer his or her abilities to the master.

$TRANSFER_SPELLS
Give $YES or $NO for a character who is a familiar to
transfer his or her abilities to the master.

$TRAVELING_INCOGNITO
Give $YES or $NO to determine whether the character is

currently hiding his or her true identity (i.e. using a fake
name).
$USE_APPELLATION_AS_PREFIX

Give $YES or $NO to determine whether to use the
character's appellation in first place in his or her complete

name presented.
$USE_APPELLATION_IN_NAME
Give $YES or $NO to determine whether or not to use the

character's appellation in his or her complete name
presented.

$USE_FAMILY_NAME
Give $YES or $NO to determine whether or not to use the
character's family name in his or her complete name

presented.
$USE_FIRST_NAME

Give $YES or $NO to determine whether or not to use the

character's first name in his or her complete name
presented.

$USE_ORIGIN_IN_NAME
Give $YES or $NO to determine whether or not to use the
character's origin in his or her complete name presented.

$USE_TITLE_AS_PREFIX
Give $YES or $NO to determine whether to use the

character's title of choice in first place in his or her
complete name presented.
$USE_TITLE_IN_NAME

Give $YES or $NO to determine whether or not to use the
character's title of choice in his or her complete name

presented.
constants for this order:
for parameter:

$ALLOW_ITEM_TRANSFER
$APPLYING_STEALTH
$COMBAT_TACTIC
$DETAILED_PLAY
$DETAILED_REPORT
$TITLE_OF_CHOICE
$TRANSFER_ABILITIES
$TRANSFER_SPELLS
$TRAVELING_INCOGNITO
$USE_APPELLATION_AS_PREFIX
$USE_APPELLATION_IN_NAME
$USE_FAMILY_NAME
$USE_FIRST_NAME
$USE_ORIGIN_IN_NAME
$USE_TITLE_AS_PREFIX
$USE_TITLE_IN_NAME

parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1

- - - - - - -

name:
parameters:

set_group_parameter
abbreviation:
SETG
[<date>], <group>, <parameter type1>, <parameter value1>, ...

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

<parameter type>
Select a parameter/toggle for characters for which you

danger:

want a certain value. Use one of the given constants for the
parameter type. Here is a description of what parameters

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

can be set to which values in the <parameter value>
immediately following the type:

$ACCEPT_HONOR_DUEL
Give $YES or $NO to determine whether or not to accept

Yes
No

an honor duel in place of battle in order to determine the
victor of a confrontation with a hostile army.
$ALLOW_CHARACTER_TRANSFER

need material body ?

Give $YES or $NO to determine whether or not to accept
characters from strangers (i.e. other positions) into this

group.
$ALLOW_SOLDIER_TRANSFER
Give $YES or $NO to determine whether or not to accept

soldiers from a strangers (i.e. other positions) into this
group.

$DEFAULT_STRATEGY
Give the default strategy to use for this group when none of
the conditions below apply (the possible strategies are

$STRATEGY_FIGHT, $STRATEGY_FLEE, or
$STRATEGY_AMBUSH)

$GERMAN_GROUP_NAME
Use this to set the group's name in german.
$GROUP_ALLOW_ITEM_TRANSFER

Give $YES or $NO to determine whether or not to accept
items from strangers into this group.

$GROUP_APPLYING_STEALTH
Give a value between 0% and 100% (or between 0 and 1)
to determine how strongly the group is currently using his

or her stealth abilities to not be noticed.
$GROUP_NAME

Use this to set the group's name in english.
$MAXIMUM_SIZE
Give the maximum size of a hostile group (in number of

people) for to which you wish to use the below strategy.
$MINIMUM_SIZE

Give the minimum size of a hostile group (in number of
people) for to which you wish to use the below strategy.
$OPERATIONAL_FEINT

The operational feint to be use while traveling for this group
(the possible feints are $HIDE_PRESENCE,

$FEINT_WEAKNESS, $FEINT_STRENGTH or $NONE).
Note that using any feint besides $NONE will slow down
the group. Default is $NONE.

$STRATEGY
Give the strategy to use when a hostile army is

encountered within the above limitations (the possible

strategies are $STRATEGY_FIGHT, $STRATEGY_FLEE,
or $STRATEGY_AMBUSH).

$TACTIC
Give the tactic to use in combat (possible tactics are:
$ARMORED_CHARGE, $BARBARIAN, $CLASSICAL,

$COMBINED, $ORIENTAL). Note that if the tactic is not
part of the soldiers' culture the leader will need to have

speicific knowledge of that tactic in order to use it.
constants for this order:
for parameter:

$ACCEPT_HONOR_DUEL
$ALLOW_CHARACTER_TRANSFER
$ALLOW_SOLDIER_TRANSFER
$DEFAULT_STRATEGY
$GERMAN_GROUP_NAME
$GROUP_ALLOW_ITEM_TRANSFER
$GROUP_APPLYING_STEALTH
$GROUP_NAME
$MAXIMUM_SIZE
$MINIMUM_SIZE
$OPERATIONAL_FEINT
$STRATEGY
$TACTIC

parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1

- - - - - - -

name:
parameters:

set_position_parameter
abbreviation:
SETP
<parameter type1>, <parameter value1>, ...

execution location:
execution distance:
execution duration:

skills:
description:

morality:
legality:

Set a parameter/toggle for positions to a certain value. Use
one of the given constants for the parameter type. Here is

danger:

a description of what parameters can be set to which
values:

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

Yes
No

need material body ?
constants for this order:
for parameter:

$ALTERNATIVE_LANGUAGE
$COMPRESSION_FORMAT
$DEFAULT_MAP
$DEFAULT_ORDER_URGENCY
$DEFAULT_RETRIES
$GROUP_EVENTS_BY_OBJECT
$HOLIDAY_REPLACEMENT
$NUMERIC_REPORT
$PASSWORD_PROTECT_COMPRESSED
$RECEIVE_MOVE_MODE
$SEND_REPORT_MODE
$SHOW_BUILDING_DATA
$SHOW_CHARACTER_DATA
$SHOW_COMPILER_REPORT
$SHOW_ESTATE_DATA
$SHOW_GROUP_DATA
$SHOW_HABITATION_DATA
$SHOW_POSITION_DATA
$SORT_OBJECTS_BY_ID
$TRANSLATE_MESSAGES

parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1
parameter type1

- - - - - - -

name:
parameters:

set_tactic
abbreviation:
TACT

[<date>], [<retries>], <character>, <tactic>[, <group>, <pretended tactic>,
<desperation tactic>, <hide true tactic?>, <late desperation tactic>]

execution location:
execution distance:
execution duration:

anywhere
-

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

Change the character's combat tactic. Either in single
combat (leave away group parameter), or for fighting with in

danger:
no danger

a group.
<character>

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

The executor is of type character (given as text, id or as
game object, limited to characters).

<tactic>
Use one of the below constants.

Yes
No

<group>
This parameter is of type group (given as text, id or as
game object, limited to groups). If left away the group the

need material body ?

character is currenlty in will be used.
<pretended tactic>

Use one of the below constants. If you leave it empty it will
take the default value $CAREFULLY_ENGAGE.
<desperation tactic>

Use one of the below constants. If you leave it empty it will
take the default value $FLEE.

<hide true tactic?>
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value True.

<late desperation tactic>
Use one of the below constants. If you leave it empty it will

take the default value $NO_TACTIC. If there is no late
desperation tactic set, then the normal desperation tactic
will be used.

These are the possible choices for each tactics parameter
(constants):

$ATTACK_OWN_SIDE:
character will randomly attack persons within own group

$CAREFULLY_ENGAGE:
engage into melee whilst concentrating on defense, also

trying to avoid the stronger opponents
$CHARGE_INTO_MELEE:
full, suicidal, direct charge into enemy lines, no range

attacks, no spell attacks
$CONCENTRATE_ON_DUTY:

usually for guarding a specific character
$COORDINATE_COMBAT:
stay behind and use tactics and charisma to organize the

fight, only for leaders
$COWER:

run for cover or hide, and try to stay out of the fight without
fleeing
$ONLY_RANGED_ATTACKS:

stay behind and shoot or cast ranged spells at enemies
unless forced into melee

$FLEE:

run, run, run away; for cowards
$OUTFLANK_OPPONENTS:

sneak unseen around the enemies and attack them from
behind
$PROFESSION_SUPPORT:

for doing something totally different than fighting during
combat, usually quite unproductive

$TREAT_WOUNDED:
helping the wounded
$NO_TACTIC

nothing defined for this tactical situation
constants for this order:
for parameter:

$ATTACK_OWN_SIDE
$CAREFULLY_ENGAGE
$CHARGE_INTO_MELEE
$CONCENTRATE_ON_DUTY
$COORDINATE_COMBAT
$COWER
$FLEE
$NO_TACTIC
$ONLY_RANGED_ATTACKS
$OUTFLANK_OPPONENTS
$PROFESSION_SUPPORT
$TREAT_WOUNDED

tactic
tactic
tactic
tactic
tactic
tactic
tactic
tactic
tactic
tactic
tactic
tactic

- - - - - - -

name:
parameters:

switch_parent_group
abbreviation:
SWPG
[<date>], [<retries>], <group>, <new parent group>[, <urgent?>]

execution location:
execution distance:
execution duration:

a group
same physical location

a few minutes
none

skills:
description:

morality:
legality:

morally neutral
legal

A subgroup will switch its parent group.
<group>

danger:
no danger

The executor is of type group (given as text, id or as game
object, limited to groups).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<new parent group>
This parameter is of type group (given as text, id or as

game object, limited to groups).
<urgent?>

Yes
Yes

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

need material body ?
- - - - - - -

name:
parameters:

transfer_item
abbreviation:
TRIT

[<date>], [<retries>], [<repeats>], <game world object>, <recipient>, [<urgent?>],
<amount1>,  <item1>[, <amount2>, <item2>, ...]

execution location:
execution distance:
execution duration:

anywhere
same location

a few minutes per type of item
none

skills:
description:

morality:
legality:

morally neutral
legal

This is used to transfer items from the possession of one
game component to another. The giver and the recipient

danger:
no danger

must be in the same physical location. Note that
characters may be unwilling to part from their items if they

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

No
Yes
Yes

are greedy, disloyal or don't like the recipient. An important
factor when transferring to someone who does not belong

to your position is whether they belong to an economic
alliance of yours.

No
No

Also, a receiving character or group that does not belong
to the same game position or economic alliance must have
its "allow item transfer"-flag enabled or the transfer will be

need material body ?

refused.
<game world object>

The executor is of type game object (any valid game object
may be given in this parameter). This may be anything
holding items, i.e. may be a character, group, building, or

a population group.
<recipient>

This parameter is of type game object (any valid game
object may be given in this parameter). This is the
recipient of the items (may be a character, group, building,

etc.).
<urgent?>

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

<amount1>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value $ALL.
<item1>

This parameter is of type item (given as text, id or as game
object, limited to items). If you leave it empty it will take

the default value 0.
<amount2>
This parameter is of type floating point (any whole or

fractional number). If you leave it empty it will take the
default value 0.

<item2>
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the

default value 0.
- - - - - - -

name:
parameters:

transfer_soldier_unit
abbreviation:
TRSO
[<date>], [<retries>], <soldier unit>, <target group>[, <urgent?>, <switch owner?>]

execution location:
execution distance:
execution duration:

anywhere outside of a dungeon
same physical location

a few minutes
no skill

skills:
description:

morality:
legality:

morally neutral
legal

Transfer the soldier unit from its current group to the target
group.

danger:
no danger

<soldier unit>
The executor is of type soldier unit (given as id).

do while traveling ?
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?

Yes
Yes
Yes

<target group>
This parameter is of type group (given as text, id or as

game object, limited to groups).
<urgent?>

No
No

This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
your setting (usually False).

need material body ?

<switch owner?>
This parameter is of type True/False ($YES/$NO). If you

leave it empty it will take the default value False. If $YES
then the leader to the target group will also be made the
new "owner" of the soldier unit. The default value is $NO.

Note that a character will be much more reluctant towards
a transfer that also gives up ownership as opposed to one

without.
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