parameters:
execution distance:
execution duration:
description:
legality:
by our compiler. Use this to add any remarks to your move
Example use:
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
set_date("21-ice-501")
examine_habitation("c#555") ;get info on habitation
No
set_date("22-ice-501")
parameters:
execution distance:
execution duration:
description:
legality:
logical AND.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
<position> the position number for the participating player
last name or both
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<password> the password by which the player verifies his
<compile date> as string the absolute or as number the
No
i.e. relative meaning the number of days past the minimum
date possible
parameters:
execution distance:
execution duration:
description:
legality:
script.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
Example:
"shillings", 325, "iron") THEN move(,, "Horse Transport 5",
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
keyword AND if you want to have multiple conditions.
No
parameters:
execution distance:
execution duration:
description:
legality:
cast_spell) to be able to give a whole list of data into a
allow the use of such "lists".
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
cast_spell("c#123","zal-gog-
No
parameters:
execution distance:
execution duration:
description:
legality:
$YES/$NO) expression.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
logical OR.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
following orders without a date parameter will use this as
If in a subsequent order a number is entered as the date
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
default date and the result be used as execution date for
Note that if no date is explicitly set using the set_date
No
assumed (i.e. the date of order compilation).
Example use:
orders
chat("c#555",,,1,,,"market") ;check out market prices
orders
parameters:
execution distance:
execution duration:
description:
legality:
<new urgency> - this will be the setting (either $YES or
Note that declaring an order as urgent (set parameter to
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
follow an order they might otherwise refuse to do. There is
up his or her loyalty entirely.
No
parameters:
execution distance:
execution duration:
description:
legality:
example:
"shillings", 325, "iron") THEN move(,, "Horse Transport 5",
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
logical XOR.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
1; 1 = fully able) of a character, soldier unit or group owned
members is calculated. Ableness can be reduced due to
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
a direct factor to the success of skill checks.
any ableness at all simply use this routine without
No
otherwise use some comparision operator and a value like
this:
'. . . something to do when character has at least 50%
parameters:
execution distance:
execution duration:
description:
legality:
character, group or building owned by you.
these items at all simply use this routine without
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
otherwise use some comparision operator and a value like
If has_item("c#93012", 1) >= 100 Then
No
shillings
parameters:
execution distance:
execution duration:
description:
legality:
character, group or soldier unit owned by you currently has
not belong to player; does not return any negative values
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
For simply checking if character/group/solider unit has any
comparsion operator,
No
this:
If has_time_left("c#93012") >= 0.5 Then
day left
parameters:
building/character/group/habitation2>
execution distance:
execution duration:
description:
legality:
same area, false (=$NO) if not or the given game object is
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
inside of the given building, otherwise false (=$NO).
then can be inside a building or not; If such is the case
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
upon which physical location that group is in, if set to $NO
group may be) then the final result is false (=$NO).
No
parameters:
execution distance:
execution duration:
description:
legality:
soldier unit is inside of the given group, otherwise false
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
inside of the given habitation.
a character can be inside a group, which then can be
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
parameter is set to $YES then the result depends upon
the character is inside a group (no matter where that group
No
The default value for this parameter is $YES.
<ignore buildings?>
turn, could be inside a habitation; if the parameter is set to
character or group is in, check if the they are in the right
habitation or possibly in area.
parameters:
execution distance:
execution duration:
description:
legality:
position, false (=$NO) if not.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
No
parameters:
execution distance:
execution duration:
description:
legality:
executed or not. Thus the execution of an order can be
<compiler tag> You can give each order a "tag". A tag is a
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
finishing with a semicolon, like this:
No
uses of order_successful within the same move file:
transfer_item("c#234").
same move file. A tag that was used in a previous move file
parameters:
<urgent?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
character doesn't manage to flee he will be arrested.
<char./group>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
id, limited to characters and groups).
This parameter is of type character (given as text, id or as
Yes
<preparation days>
This parameter is of type preparation time (a number or
days to spend doing this, default is 1 day.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
<bribe amount>
fractional number). If you leave it empty it will take the
default value True.
parameters:
<urgent?>, <enter target building?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
stealth/adventuring, assassination/healing-medicine
description:
legality:
highly illegal
attempt fails, combat will be started if the order is urgent. If
away.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
The executor is of type character (given as text, id or as
<target character>
Yes
game object, limited to characters).
<preparation days>
text giving the number of days). If you leave it empty it will
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
This parameter is of type floating point (any whole or
default value $ALL.
parameters:
char./group/building/estate/habitation>[, <urgent?>, <maximum number of enemies>,
execution distance:
execution duration:
within same physical location
personal combat, use weapons
description:
legality:
possibly highly illegal
building) and attack it. In the case of an estate the ruling
attacked. The target, if it is a estate, habitation or building,
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
character leading the attacking group if successful. A
a habitation.
No
The executor is of type character or group (given as text or
id, limited to characters and groups).
This parameter is of type character, group building, estate,
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
This parameter is of type whole number. If you leave it
empty it will take the default value $ALL.
This parameter is of type True/False ($YES/$NO). If you
parameters:
days>, <urgent?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
persuasion
description:
legality:
legal
and being nice to him or her, so that the character will
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
game object, limited to characters).
This parameter is of type character (given as text, id or as
No
<preparation days>
This parameter is of type preparation time (a number or
take the default value 1.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
<bribe amount>
fractional number). If you leave it empty it will take the
default value $ALL.
parameters:
days>, <urgent?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
persuasion, trading, spying
description:
legality:
possibly highly illegal
trying to bribe him or her.
The executor is of type character (given as text, id or as
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<target character>
game object, limited to characters).
Yes
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type floating point (any whole or
default value $ALL.
parameters:
price1>, <amount2>, <item2>, <max price2>, ...]
execution distance:
execution duration:
-
trading
description:
legality:
legal
buys the given items until the given number or the given
can buy food (only). You can buy food from estates in only
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
depending upon how well the peasants are currently
<char./group>
Yes
id, limited to characters and groups).
<amount1>
fractional number). The amount of items you wish to buy.
This parameter is of type item (given as text, id or as game
object, limited to items).
This parameter is of type floating point (any whole or
default value $ALL. It represent the maximum price you
wish to pay per item bought.
This parameter is of type floating point (any whole or
default value 0.
<item2>
fractional number). If you leave it empty it will take the
<max price2>
This parameter is of type floating point (any whole or
default value $ALL.
you will ask a carrier to deliver the items. This will cost you
building before you go buying.
parameters:
<urgent?>, <enter target?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
stealth/adventuring, kidnapping-escaping/sabotaging/stealing, fighting
description:
legality:
possibly highly illegal
If the attempt fails combat will surely be started. If
<preparation days> the number of days spent doing this,
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
Yes
parameters:
execution distance:
execution duration:
description:
legality:
possession. Usually a specific activation skill is
no danger
will happen.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
No
$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)
parameters:
<target(s)>, <focus item to use>, <ingredients>, <aura to use>, <go below 0%
execution distance:
execution duration:
description:
legality:
possibly illegal
<caster> id of the casting character
names separated by the plus-sign ('+') as delimiter
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
If two delimiters directly follow one another, then by default
"prana vata++agni kapha" will be cast as "prana
No
symbols does not use up ingredients).
<casting time> the number of days to use casting this
only use for extending the casting time), default is
minimum casting time;
including them together with the number in quotation
"15 seconds" or "2 minutes"
<target(s)> use List(…) to indicate this or else forfeit the
be either a specifically named game object or a "generic
<focus item to use> default is no focus item
<ingredients> a list of ingredients to use for spell symbols,
use List(…) to indicate this or else forfeit the use further
mandatory ingredients they will automatically removed
from caster’s possession; the list sequence shall indicate
<aura to use> in percentage points of maximum aura (i.e.
<go below 0% aura?> (yes/no), default is no
<urgent?> (yes/no) the urgency of getting this spell cast
maximally; this is useful for limiting the effects of the spell
number of digits in desired accuracy add one and use that
number.
$ALL_MEMBERS_OF_OWN_GROUP
$CASTER
$ENEMY_COMBATANT
$EVERYONE_WITHIN_AREA_OF_EFFECT
target(s)
target(s)
target(s)
target(s)
parameters:
type1>, ...]
execution distance:
execution duration:
charting
description:
legality:
legal
skill determines the distance from the starting spot and
charting skill charting distance (in areas)
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
1 1
3 1.73
No
5 2.23
The executor is of type character or group (given as text or
<days doing this>
This parameter is of type duration (a number or text giving
default value 1. The number of days to spend doing this,
days as you would need if you were to travel through each
of the explored areas
This parameter is of type whole number. If you leave it
game world object (i.e. groups, buildings, etc.) that shall
be examined make an entry from the list of available
on the lookout for all game object types simply enter $ALL
mapping the terrain only then)
example:
this will chart all the groups, estates and dungeons, but
$BUILDINGS
$DUNGEONS
$ESTATES
$GROUPS
$HABITATIONS
game object type1
game object type1
game object type1
game object type1
game object type1
parameters:
this>, <urgent?>, <print ids?>, <keyword1>, <keyword2>, ...]
execution distance:
execution duration:
within same physical location
adventuring, spying
description:
legality:
legal
from another character or to just hear some rumors or
a habitation (use character #0).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
The executor is of type character (given as text, id or as
<target character>
No
game object, limited to characters). If you leave it empty it
will take the default value 0.
This parameter is of type duration (a number or text giving
default value 1. Intend to spent a lot of time (at least one
full day) going around a chatting. This will not be done in a
will be needed. Note also that you might spend more time
talkative and won't be able to leave without becoming
impolite.
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
<print ids?>
leave it empty it will take the default value False. If set to
included in the report.
<keyword1>
marks). The following standard keywords are always
Origin
Job, Profession
Superior, Master, Lord
Laws, Dungeons, Prices (or Market), Races, Peoples,
This parameter is of type text (enclosed in quotation
marks). See above
parameters:
<deed>, <character to deliver>, <give items even if incomplete?>]
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
the target is rewarding for only a single deed, then the
specified.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
The executor is of type character or group (given as text or
<target character or building>
No
text or id, limited to characters and buildings).
<deed>
object may be given in this parameter). This is the deed
<character to deliver>
This parameter is of type character (given as text, id or as
<give items even if incomplete?>
leave it empty it will take the default value False.
parameters:
days>, <urgent?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
persuasion, negotiation
description:
legality:
legal
trying to convince him or her using rational arguments.
The executor is of type character (given as text, id or as
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<target character>
game object, limited to characters).
No
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type floating point (any whole or
default value $ALL.
parameters:
this>, <variation>]
execution distance:
execution duration:
depends upon item, often alchemy, smithing or no skill needed
description:
legality:
legal
with the proper skill. To find out whether and how an item
<char./group>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
id, limited to characters and groups).
This parameter is of type floating point (any whole or
Yes
<item>
This parameter is of type item (given as text, id or as game
<days doing this>
text giving the number of days). If you leave it empty it will
take the default value 1.
This parameter is of type whole number. If you leave it
have multiple methods of being crafted. In that case, you
can specify a certain crafting variation here, otherwise the
parameters:
<number of major offenses>, <offence description>, <bounty>[, <player's order?>,
execution distance:
execution duration:
not a skill
description:
legality:
legal
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
Yes
parameters:
execution distance:
execution duration:
must own items
none
description:
legality:
legal
executor. Note that some magical items items are
<char./group>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
id, limited to characters and groups).
This parameter is of type floating point (any whole or
No
<item1>
This parameter is of type item (given as text, id or as game
<amount2>
fractional number). If you leave it empty it will take the
default value 0.
This parameter is of type floating point (any whole or
default value 0.
parameters:
<urgent?>]
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
directly or indirectly obeys the main character. The
target character.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
The executor is of type character (given as text, id or as
<target character>
No
game object, limited to characters).
<preparation days>
text giving the number of days). If you leave it empty it will
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
force. If it is building you cannot permanently reside in,
again on the same day. In effect, a "visit_building"-order
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
Yes
any building that belongs to either your position or an ally
reside in an inn you will need to pay a daily fee but you will
No
your food).
<char./group>
id, limited to characters and groups).
This parameter is of type building (given as text, id or as
game object, limited to buildings).
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
items?>, <pay tolls?>, <bribe amount to avoid toll payment>, <hide items to avoid
entry denied?>, <fight if arrested?>, <urgent?>]
execution distance:
execution duration:
same physical location
not a skill
description:
legality:
legal
through the town gates. Trickery or force can be used too.
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<target habitation>
game object, limited to habitations).
No
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
This parameter is of type True/False ($YES/$NO). If you
<bribe amount to avoid toll payment>
This parameter is of type floating point (any whole or
default value 0.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
This parameter is of type floating point (any whole or
default value 0.
<sneak if entry denied?>
leave it empty it will take the default value False.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
This parameter is of type True/False ($YES/$NO). If you
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
<melee weapon>, <secondary melee weapon>, <ranged weapon>, <mount>, <armor
execution distance:
execution duration:
-
none
description:
legality:
legal
items.
The executor is of type character (given as text, id or as
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<character>
game object, limited to characters).
No
This parameter is of type True/False ($YES/$NO). If $YES
then the combat equipment will be changed, if $NO then
not given will result in the appropriate slot remaining
<clinch weapon>
This parameter is of type item (given as text, id or as game
<melee weapon>
object, limited to items).
<secondary melee weapon>
object, limited to items).
This parameter is of type item (given as text, id or as game
object, limited to items).
This parameter is of type item (given as text, id or as game
<armor item1>
This parameter is of type item (given as text, id or as game
the default value 0.
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
also be changed to travel/combat as per the above order. A
player may want to switch back to the previous state of
though since the character will automatically switch to the
combat a character will automatically switch to combat
equipment).
travel equipment. Heavy armors reduces the travel speed
Also being heavily armed is unfitting for meeting nobility
parameters:
execution distance:
execution duration:
-
stealth/adventuring, kidnapping-escaping/adventuring
description:
legality:
highly illegal
must escape, and will then start looking for an opportunity
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
game object, limited to characters).
This parameter is of type preparation time (a number or
No
take the default value 1.
<urgent?>
leave it empty it will take the default value according to
<bribe amount>
This parameter is of type floating point (any whole or
default value $ALL.
parameters:
execution distance:
execution duration:
within same physical location
description:
legality:
legal
<char./group>
id, limited to characters and groups). If the building is
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
also inside that habitaiton.
This parameter is of type building (given as text, id or as
No
will take building the character or group currently is in.
parameters:
execution distance:
execution duration:
inside this habitation
a language spoken in this habitation is useful
description:
legality:
legal
<char./group>
id, limited to characters and groups) and must be inside a
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
character must be alone and directly in the habitation
habitation). This is because the character needs to wander
No
character to be more protected then give this order to the
group as a whole.
This parameter is of type habitation (given as text, id or as
the habitation the character or gorup currently is in will be
examined. Otherwise the executing character or group
parameters:
execution distance:
execution duration:
must own item
several, depends on item
description:
legality:
legal
<character>
game object, limited to characters).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
This parameter is of type item (given as text, id or as game
executor's possession.
No
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. A
information.
parameters:
execution distance:
execution duration:
from within building
none
description:
legality:
legal
<char./group>
id, limited to characters and groups).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
Yes
This parameter is of type building (given as text, id or as
building the character or group should be exiting. If the
No
it. If you don't give a specific building the character or
group will leave whatever building they are in.
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
execution distance:
execution duration:
-
adventuring
description:
legality:
legal
dungeon!
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
wishing to exit a dungeon.
No
parameters:
<sneak if leaving is denied?>, <fight is leaving is denied?>, <exit through port?>]
execution distance:
execution duration:
-
none
description:
legality:
possibly illegal
goods being exported.
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
wants to exit the habitation they are in.
This parameter is of type True/False ($YES/$NO). If you
No
your setting (usually False).
<bribe amount to avoid tolls>
fractional number). If you leave it empty it will take the
<sneak if leaving is denied?>
This parameter is of type True/False ($YES/$NO). If you
<fight is leaving is denied?>
leave it empty it will take the default value False.
<exit through port?>
need only set it if you have a fleet want to exit via the
parameters:
expires?>, <max danger level>, <parley possible?>, <steal treasures?>,
object>, <concise report?>]
execution distance:
execution duration:
same location
adventuring
description:
legality:
legal
only) order for adventuring through ruins, lairs, monster
most can execute this order. You will usually need
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
mining/surveying (for caves) or discover/disarm traps (for
<char./group>
No
id, limited to characters and groups).
<target dungeon>
game object, limited to dungeons.
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<exit if time expires?>
leave it empty it will take the default value True.
<max danger level> use given constants, this determines
to accept:
$GREAT_DANGER, $EXTREME_DANGER
The default value is $SLIGHT.
characters are willing to parley with anybody they meet in
<steal treasures?> if set to $YES, then the characters will
possibly attempt to take any treasures by stealth
consider the option of assassinating opponents they meet
Someone with the necessary skill must be present though.
<primary goal> the main intention of exploring this
$TAKE_ALL_TREASURE, $KILL_ALL_BEINGS,
$FREE_BEING, $SCOUT_DUNGEON
The default value is $TAKE_ALL_TREASURE.
treasure, kill-all-beings, and scout-dungeon), is the
with the type of primary goal.
A type indicator must be included here.
striven for
<concise report?> if set to $YES, then the report
events. The default value is $NO.
Important: If a dungeon is well-hidden in difficult terrain it is
"find" order. The more people with good searching skills
of success are.
$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
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
parameters:
habitations?>, <search in dungeons?>, <search in buildings?>]
execution distance:
execution duration:
within same area
souting, charting, adventuring, spying
description:
legality:
legal
places (like dungeons) before you can enter them. This will
"explore_dungeon") but the time used in finding the target
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
especially well hidden (as dungeons often are) you must
issue a separate Find order.
Yes
searching for something. First, there must be enough time
and people available to scour the the possible location. In
vegetation or is very hilly this may take many, many days.
three months to make a complete walk-through. Then it
must be considered that the target being sought may be
skills (scouting, perception) of at least the same level as
success will be greatly reduced.
<preparation days> the number of days spent doing this,
<search in habitations?>,<search in dungeons?>,<search
these places that are in the same location as the
searcher, the default values are $YES
parameters:
<forage fields?>, <only legal game?>]
execution distance:
execution duration:
-
foraging, navigation if on sea
description:
legality:
legal (slighlty illegal in estat
the outdoors. May also forage tilled fields for food, which is
about 100 persons.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
takes up a lot of time and will need at least a full day.
"foraging" can only gather enough food for his or her own
Yes
support larger numbers of people.
<char./group>
id, limited to characters and groups). Give a character
just give a number) it will assumed to be a group. Note that
the character or group *must* be outside of any buildings
groups may not be "subgroups" of other groups.
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type True/False ($YES/$NO). If you
true then the group or character will simply plunder the
fields of local farmers (if present) instead of hunting. This is
<only legal game?>
leave it empty it will take the default value False. If the the
group or character is in civilized lands and hunting is
only hunt whatever legal game there is (usually small
possible but without the danger of being caught as
poachers.
parameters:
execution distance:
execution duration:
same location
none
description:
legality:
legal
<character>
game object, limited to characters), who must be the
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
Yes
group leader or building owner).
This parameter is of type character or group (given as text
Yes
imprisoned or enslaved character or group to be set free.
<urgent?>
leave it empty it will take the default value according to
parameters:
<urgent?>, <money amount>, <character class>, <character class level>]
execution distance:
execution duration:
within same physical location
persuasion, negotiation
description:
legality:
legal
of a certain class which possibly will be taken into service.
target character or leave away the parameter.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
The executor is of type character (given as text, id or as
<target character>
No
game object, limited to characters). If you leave it empty it
will take the default value 0. If you have no specific
this parameter empty.
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
The monthly wage in shillings being offered.
fractional number).
<character class>
id, limited to character classes). If you don't have a
have an idea of what type of character you want to hire,
then give a proper character class here (see web-site for
http://www.mysticora.com/character.html#class ) if you
use the *exact* wording, descriptive terms like "good
fighter"or "wealthy trader" are not possible. If you are not
<character class level>
fractional number). If you leave it empty it will take the
default value 0.
parameters:
<urgent?>, <enter target building?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
stealth/adventuring, kidnapping-escaping/sabotaging/stealing
description:
legality:
highly illegal
fails a combat will start. If successful, there may be no
<char./group>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
id, limited to characters and groups).
This parameter is of type character (given as text, id or as
Yes
<preparation days>
This parameter is of type preparation time (a number or
take the default value 1.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
<enter target building?>
leave it empty it will take the default value False.
<bribe amount>
fractional number). If you leave it empty it will take the
parameters:
execution distance:
execution duration:
within habitation
trading
description:
legality:
legal
prices of items on the markets. A person with the trading
the information gained thus.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
The executor is of type character or group (given as text or
No
parameters:
mode>, <enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left
execution distance:
execution duration:
-
scouting
description:
legality:
legal
<char./group>
specify a type (i.e. just give a number) it will be assumed
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
leave any building or habitation they are inside of befor
<step_directions> - a sequence of digits describing the
No
e.g. "12111343". Note that you must enclose this
sequence in quotation marks.
which the player wishes to achieve, e.g. humans usually
acheive
Note that you give a minimum speed and the travelers
<travel_mode> - the travel mode which the player wishes
modes are:
$WALK, $FLY, $SAIL, $SWIM, $TELEPORT. If this
used.
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.
by night or not, the program will decide what to do if this
<prefer_downstream?> - if a the travel route along a river is
ambiguous then prefer to take the downstream arm of the
<prefer_left_stream?>- if a travel route along a river is
to $YES, otherwise take the right arm; the default value is
$NO.
will not used (thus avoiding passage toll); the default value
<pay_tolls?> if $YES passage tolls will voluntarily be paid,
if $NO travelers will try to avoid paying passage tolls; the
- 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
status report. The target must have been given orders to
- Other orders can be executed whilst traveling since this
day can be spent on other orders.
- If all travelers of a group want to use mounts, but this
horses would be overloaded), then nobody gets to use a
- It is useful to declare a guide or scout for a group of
travelers, especially with larger groups, otherwise you
the order assign_duty() to do this.
$SAIL
$SWIM
$TELEPORT
$WALK
travel mode
travel mode
travel mode
travel mode
parameters:
<enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left
execution distance:
execution duration:
-
scouting
description:
legality:
legal
but the step directions are calculated from the coordinates
moving character or group must know the location of the
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
same map. The step directions are a direct line from the
optimizing is implemented!). If the target's location is not
No
altered anymore even if the target moves during the course
of the order.
<target>
also directly enter a pair coordinates if you like. This is
two like in this example:
character john moves to the coordinates 23/17
For purposes of this order a character "knows" a target's
same alliance with informational exchange, or else the
target is located in the character's region of origin and is
place knowledge" of the target, or else the target is not
or 1000km at sea, double these values for habitations). For
groups, the leading character and any of its guides are
If you are unsure if your characters knows the target's
order instead. This always works then.
parameters:
<urgent?>]
execution distance:
execution duration:
-
dependent on character's class
description:
legality:
dependent on class
jobs inside a habitation. The money earned depends on
situation. Very entertaining reading.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
character is inside a group. Extract the character from any
this is any odd-jobs that the character accepts during a
Yes
character may be inside a group. But again, the explicitly
given ORDER WILL NOT WORK IF INSIDE A GROUP!
The executor is of type character (given as text, id or as
<days>
This parameter is of type duration (a number or text giving
default value 1.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False.
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
char./group/building/estate/habitation>, <days doing this>[, <urgent?>, <make
execution distance:
execution duration:
within same physical location
stealing
description:
legality:
possibly highly illegal
your control is plundered. General mayhem is caused.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
Yes
parameters:
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
target and what needs to be done.
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<target character or building>
text or id, limited to characters and buildings). This is the
No
<quest>
This parameter is of type whole number. You need only
parameters:
<urgent?>, <enter target?>, <bribe amount>]
execution distance:
execution duration:
within same physical location
stealth/adventuring, kidnapping-escaping/sabotaging/stealing
description:
legality:
highly illegal
attempt fails they might try to fight their way out.
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<target character>
game object, limited to characters).
Yes
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type True/False ($YES/$NO). If you
<bribe amount>
This parameter is of type floating point (any whole or
default value $ALL.
parameters:
execution distance:
execution duration:
-
none
description:
legality:
legal
<char./group/soldier unit>
(given as text or id limited to these types).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
This parameter is of type duration (a number or text giving
default value 1.
Yes
parameters:
<preparation days>, <urgent?>, <keyword>]
execution distance:
execution duration:
within same physical location
adventuring and spying
description:
legality:
legal
stories he or she knows. If a character is put under
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
game object, limited to characters).
This parameter is of type character or building (given as
No
<preparation days>
This parameter is of type preparation time (a number or
take the default value 1.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
<keyword>
marks).
parameters:
days>, <urgent?>, <money amount>, <only for enjoyment?>]
execution distance:
execution duration:
within same physical location
persuasion
description:
legality:
possibly illegal
consequences.
The executor is of type character (given as text, id or as
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<target character>
game object, limited to characters).
Yes
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type floating point (any whole or
default value $ALL.
<only for enjoyment?>
leave it empty it will take the default value True.
parameters:
price1>, <amount2>, <item2>, <minimum price2>, ...]
execution distance:
execution duration:
same habitation
trading
description:
legality:
legal
<char./group>
id, limited to characters and groups).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
This parameter is of type floating point (any whole or
<item1>
Yes
object, limited to items).
<minimum price1>
fractional number). If you leave it empty it will take the
<amount2>
This parameter is of type floating point (any whole or
default value 0.
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
<minimum price2>
fractional number). If you leave it empty it will take the
default value 0.
parameters:
[<send without seal?>]
execution distance:
execution duration:
heraldry
description:
legality:
legal
character then the message will be sent to the owning
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
game object, limited to characters).
This parameter is of type game object (any valid game
Yes
<message>
This parameter is of type text (enclosed in quotation
transmit.
This parameter is of type character (given as text, id or as
game object, limited to characters). If you leave it empty
<send without seal?>
leave it empty it will take the default value False. If False,
then the letter will not be send without a seal.
parameters:
execution distance:
execution duration:
description:
legality:
The executor is of type game object (any valid game object
usually cost the executing game object a full day's worth
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<description>
marks). You can give the description of any action you like
Yes
games you will be charged for the time the gamemaster
spend doing this on a per-minute basis.
it has been issued. So don't have any subsequent orders
parameters:
transfer to>, <urgent?>]
execution distance:
execution duration:
no skill
description:
legality:
legal
creating a new soldier unit.
You can immediately transfer the new soldier unit to this
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
this parameter empty and the new soldier unit will be
<soldier unit>
No
<amount to split off>
This parameter is of type whole number. The number of
<group to transfer to>
game object, limited to groups). If you leave it empty the
new soldier unit will be place in its current group.
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
parameters:
<urgent?>, <enter target?>, <bribe amount>, <spying goal1>, <spying goal2>, ...]
execution distance:
execution duration:
within same physical location
stealth/adventuring, spying/administration/persuasion
description:
legality:
possibly highly illegal
Sneak away afterwards. If the operation fails guards will
attack. A dungeon will never be entered.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
default is 1 day
<character>
No
game object, limited to characters).
<target>
object may be given in this parameter).
This parameter is of type preparation time (a number or
text giving the number of days). If you leave it empty it will
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type True/False ($YES/$NO). If you
<bribe amount>
This parameter is of type floating point (any whole or
default value $ALL.
This parameter is of type whole number. If you leave it
empty it will take the default value $GENERAL. This is the
$GENERAL, $ECONOMICAL, $MILITARY, $CONTENTS,
<spying goal2>
This parameter is of type whole number. See above.
$CONTENTS
$ECONOMICAL
$GENERAL
$INHABITANTS
$MILITARY
$SPY_ALL
$TRAPS
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
spying goal1
parameters:
<urgent?>, <bribe amount>, <amount>, <item>]
execution distance:
execution duration:
within same physical location
stealth/adventuring, stealing/legerdemain/spying
description:
legality:
illegal
(carry capacity!), steal and sneak away. If attempt fails
will attack.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
The executor is of type character (given as text, id or as
<target>
Yes
object may be given in this parameter).
<preparation days>
text giving the number of days). If you leave it empty it will
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
<amount>
fractional number). If you leave it empty it will take the
default value 0.
This parameter is of type item (given as text, id or as game
the default value 0.
parameters:
execution distance:
execution duration:
same physical location
not a skill
description:
legality:
possibly illegal
<char./group>
id, limited to characters and groups) and receive the items
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<target character or group>
or id, limited to characters and groups) and is the
Yes
parameters:
<salary>, <pupil number restriction>, <pupil1>, <pupil2>, ...]
execution distance:
execution duration:
within same physical location
depends on teaching object
description:
legality:
legal
<character>
game object, limited to characters).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
This parameter is of type skill or language (given as text or
<days>
No
text giving the number of days). If you leave it empty it will
take the default value 1.
This parameter is of type floating point (any whole or
default value 0.
<pupil number restriction>
fractional number). If you leave it empty it will take the
<pupil1>
This parameter is of type character.
This parameter is of type character.
parameters:
days>, <urgent?>, <money amount>]
execution distance:
execution duration:
within same physical location
persuasion, maybe fighting skills
description:
legality:
possibly highly illegal
trying to threaten him or her. If the target character doesn't
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
game object, limited to characters).
This parameter is of type character (given as text, id or as
Yes
<preparation days>
This parameter is of type preparation time (a number or
take the default value 1.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value according to
<money amount>
fractional number). If you leave it empty it will take the
default value $ALL.
parameters:
<teacher>, <training days>, <as pure training time?>, <maximum salary>]
execution distance:
execution duration:
within same physical location
none
description:
legality:
legal
to learn languages.
amounts of time, that means weeks, not days or fractions
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
over older orders. Meaning that all older tasks will be
concentrate on the training to be sure it is effective. Also,
No
while they are off doing something else.
<char./group/soldier unit>
(given as text or id limited to these types).
This parameter is of type skill or language (given as text or
id, limited to skills and languages). Give the name of the
prefix "sk#" for skills and "la#" for languages).
This parameter is of type character or building (given as
text or id, limited to characters and buildings). If you want
need not specify any building you are using as the place of
teacher then. Otherwsie, if you want to train alone, leave
this parameter empty. Note that having a teacher is
<training days>
fractional number). If you leave it empty it will take the
default value 1.
This parameter is of type True/False ($YES/$NO). If you
discount interruptions to the training time; if $NO, finish
after the given number of days have passed disregarding
<maximum salary>
fractional number). If you leave it empty it will take the
default value 0.
parameters:
doing this>]
execution distance:
execution duration:
within same physical location
healing-medicine, adventuring
description:
legality:
legal
medicine).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
Yes
parameters:
this>, <urgent?>, <demand magic service?>, <money amount>]
execution distance:
execution duration:
within same physical location
depends on building
description:
legality:
legal
publicly accessible buildings such libraries, arenas, public
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
this one; exiting the building is automatically included
Yes
parameters:
this>, <urgent?>, <money amount>, <rumor significance>]
execution distance:
execution duration:
within same physical location
spying/adventuring
description:
legality:
legal
enjoyment and possibly gain some information.
after this one; exiting the taverns is automatically included
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
<char./group>
id, limited to characters and groups).
Yes
This parameter is of type building (given as text, id or as
game object, limited to buildings). If you leave it empty it
<days doing this>
text giving the number of days). If you leave it empty it will
take the default value 1.
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
<money amount>
fractional number). If you leave it empty it will take the
<rumor significance>
This parameter is of type whole number. If you leave it
the maximum scope of importance of the rumors to report,
$LOCAL, $REGIONAL, $NATIONAL, $GLOBAL, $COSMIC
$GLOBAL
$LOCAL
$NATIONAL
$REGIONAL
rumor significance
rumor significance
rumor significance
rumor significance
parameters:
execution distance:
execution duration:
description:
legality:
legal
leader of a group always "owns" the group that he or she
or she is deposed.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
The executor is of type group (given as text, id or as game
<new leading character>
No
game object, limited to characters).
<urgent?>
leave it empty it will take the default value according to
parameters:
execution distance:
execution duration:
description:
legality:
legal
The executor is of type character or group (given as text or
<target>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
object may be given in this parameter).
This parameter is of type game object (any valid game
No
Possible duties are (target types are included in
parentheses):
"to scout" (area)
"to guard" (building/character/habitation)
"to garrison" (building/habitation)
"to patrol and sally" (area)
"to be vanguard" (group)
"to collect passage toll" (area/habitation)
<follow target?>
leave it empty it will take the default value True.
parameters:
<urgent?>]
execution distance:
execution duration:
description:
legality:
legal
term for the culture is), i.e. mobilize. If a region is ordered
each estate and habitation therein to be issued. For each
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
No
No
own it or be its feudal lord (or be feudal lord of its region).
supply troops.
No
here; if left away the maximum number of troops will be
raised (i.e. same as using constant $ALL)
morale drop if it fails anyway
parameters:
execution distance:
execution duration:
same location
no skill
description:
legality:
legal
first soldier unit. The soldier units must belong to the same
units must also be located in the same group. If not,
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<soldier unit>
soldier unit that will hold the other soldiers.
No
This parameter is of type soldier unit (given as id). This is
the soldier unit that will be dissolved.
parameters:
execution distance:
execution duration:
--
none
description:
legality:
legal
leader. If the new group is at the same location as the
then that character will also join the new group.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
The executor is of type character (given as text, id or as
<group name>
No
marks). You can specifically give the name here.
Otherwise a generic name will be generated.
This parameter is of type game object (any valid game
specify a distant location where the group shall be created.
The character will not be part of the group then of course.
without actually being present in that group, although the
parameter empty the group will be created at the
character's current location.
parameters:
execution distance:
execution duration:
--
none
description:
legality:
legal
The executor is of type group (given as text, id or as game
This group is dissolved then.
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
No
parameters:
execution distance:
execution duration:
same location
none
description:
legality:
legal
the same area but somewhat apart from each other, then
<as leader?>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
No
The executor is of type character (given as text, id or as
<target group>
No
game object, limited to groups).
<urgent?>
leave it empty it will take the default value according to
<as leader?>
This parameter is of type True/False ($YES/$NO). If you
the new group member can be appointed as leader
parameters:
execution distance:
execution duration:
from within group
none
description:
legality:
legal
<character>
game object, limited to characters).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
This parameter is of type group (given as text, id or as
group the character should be leaving. If the character is
No
a specific group the character will leave whatever group he
or she is in.
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
execution distance:
execution duration:
description:
legality:
legal
duty.
The executor is of type character or group (given as text or
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
<duty type>
object may be given in this parameter). If the duty type is
No
taken, otherwise if given the duty type must correspond to
the current duty.
parameters:
execution distance:
execution duration:
-
description:
legality:
legal
ALL characters and groups belonging to your position (with
immediately when it is received, i.e. on the very first day of
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
to be executed. This is this way, so that you can remove
Yes
parameters:
group members?>, <include subgroups?>]
execution distance:
execution duration:
-
none
description:
legality:
legal
date. This includes potentially *all* orders issued with a
that this order is executed immediately when it is received,
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
day the order was indicated to be executed. This is this
turns.
Yes
have to find a way out first).
<char./group>
id, limited to characters and groups).
This parameter is of type date (given as text or number).
The day until which orders shall be revoked. If you leave
<from order date>
You can give a "from" date here which can be used to
revoke orders given too far into the future so that current
there will be no such beginning limit.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. Whether
which the orders are being revoked.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value False. Whether
for which the orders are being revoked.
parameters:
execution distance:
execution duration:
from within group
none
description:
legality:
legal
<group>
object, limited to groups).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
This parameter is of type group (given as text, id or as
separate itself from. If you leave it empty it will separate
Yes
<urgent?>
This parameter is of type True/False ($YES/$NO). If you
your setting (usually False).
parameters:
execution distance:
execution duration:
description:
legality:
one of the given constants for the parameter type. Here is
values:
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
No
$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
parameters:
execution distance:
execution duration:
description:
legality:
Select a parameter/toggle for characters for which you
parameter type. Here is a description of what parameters
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
immediately following the type:
Give $YES or $NO to determine whether the character will
No
$APPLYING_STEALTH
Give a value between 0% and 100% (or between 0 and 1)
his or her stealth abilities to not be noticed.
Give a combat tactic that the character shall use (see
set_tactic order for possible values)
Give $YES or $NO to determine whether you want detailed
$DETAILED_REPORT
Give $YES or $NO to determine whether you want detailed
$TITLE_OF_CHOICE
use in his or her complete name presented.
$TRANSFER_ABILITIES
transfer his or her abilities to the master.
Give $YES or $NO for a character who is a familiar to
transfer his or her abilities to the master.
Give $YES or $NO to determine whether the character is
name).
$USE_APPELLATION_AS_PREFIX
character's appellation in first place in his or her complete
$USE_APPELLATION_IN_NAME
Give $YES or $NO to determine whether or not to use the
presented.
Give $YES or $NO to determine whether or not to use the
character's family name in his or her complete name
$USE_FIRST_NAME
presented.
Give $YES or $NO to determine whether or not to use the
character's origin in his or her complete name presented.
Give $YES or $NO to determine whether to use the
complete name presented.
$USE_TITLE_IN_NAME
character's title of choice in his or her complete name
$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
parameters:
execution distance:
execution duration:
description:
legality:
Select a parameter/toggle for characters for which you
parameter type. Here is a description of what parameters
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
immediately following the type:
Give $YES or $NO to determine whether or not to accept
No
victor of a confrontation with a hostile army.
$ALLOW_CHARACTER_TRANSFER
characters from strangers (i.e. other positions) into this
$ALLOW_SOLDIER_TRANSFER
Give $YES or $NO to determine whether or not to accept
group.
Give the default strategy to use for this group when none of
the conditions below apply (the possible strategies are
$STRATEGY_AMBUSH)
Use this to set the group's name in german.
$GROUP_ALLOW_ITEM_TRANSFER
items from strangers into this group.
Give a value between 0% and 100% (or between 0 and 1)
to determine how strongly the group is currently using his
$GROUP_NAME
$MAXIMUM_SIZE
Give the maximum size of a hostile group (in number of
$MINIMUM_SIZE
people) for to which you wish to use the below strategy.
$OPERATIONAL_FEINT
(the possible feints are $HIDE_PRESENCE,
Note that using any feint besides $NONE will slow down
the group. Default is $NONE.
Give the strategy to use when a hostile army is
or $STRATEGY_AMBUSH).
Give the tactic to use in combat (possible tactics are:
$ARMORED_CHARGE, $BARBARIAN, $CLASSICAL,
part of the soldiers' culture the leader will need to have
$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
parameters:
execution distance:
execution duration:
description:
legality:
one of the given constants for the parameter type. Here is
values:
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
No
$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
parameters:
<desperation tactic>, <hide true tactic?>, <late desperation tactic>]
execution distance:
execution duration:
-
none
description:
legality:
legal
combat (leave away group parameter), or for fighting with in
<character>
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
game object, limited to characters).
Use one of the below constants.
No
This parameter is of type group (given as text, id or as
game object, limited to groups). If left away the group the
<pretended tactic>
take the default value $CAREFULLY_ENGAGE.
<desperation tactic>
take the default value $FLEE.
This parameter is of type True/False ($YES/$NO). If you
leave it empty it will take the default value True.
Use one of the below constants. If you leave it empty it will
desperation tactic set, then the normal desperation tactic
will be used.
(constants):
character will randomly attack persons within own group
engage into melee whilst concentrating on defense, also
$CHARGE_INTO_MELEE:
full, suicidal, direct charge into enemy lines, no range
$CONCENTRATE_ON_DUTY:
$COORDINATE_COMBAT:
stay behind and use tactics and charisma to organize the
$COWER:
fleeing
$ONLY_RANGED_ATTACKS:
unless forced into melee
$OUTFLANK_OPPONENTS:
behind
$PROFESSION_SUPPORT:
combat, usually quite unproductive
helping the wounded
$NO_TACTIC
$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
parameters:
execution distance:
execution duration:
same physical location
none
description:
legality:
legal
<group>
object, limited to groups).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
This parameter is of type group (given as text, id or as
<urgent?>
Yes
leave it empty it will take the default value according to
your setting (usually False).
parameters:
<amount1>, <item1>[, <amount2>, <item2>, ...]
execution distance:
execution duration:
same location
none
description:
legality:
legal
game component to another. The giver and the recipient
characters may be unwilling to part from their items if they
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
factor when transferring to someone who does not belong
alliance of yours.
No
to the same game position or economic alliance must have
its "allow item transfer"-flag enabled or the transfer will be
<game world object>
may be given in this parameter). This may be anything
holding items, i.e. may be a character, group, building, or
<recipient>
object may be given in this parameter). This is the
recipient of the items (may be a character, group, building,
<urgent?>
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type floating point (any whole or
default value $ALL.
<item1>
object, limited to items). If you leave it empty it will take
<amount2>
This parameter is of type floating point (any whole or
default value 0.
This parameter is of type floating point (any whole or
fractional number). If you leave it empty it will take the
parameters:
execution distance:
execution duration:
same physical location
no skill
description:
legality:
legal
group.
The executor is of type soldier unit (given as id).
do while enslaved ?
do while inhospitalized ?
do while imprisoned ?
Yes
Yes
This parameter is of type group (given as text, id or as
<urgent?>
No
leave it empty it will take the default value according to
your setting (usually False).
This parameter is of type True/False ($YES/$NO). If you
then the leader to the target group will also be made the
new "owner" of the soldier unit. The default value is $NO.
a transfer that also gives up ownership as opposed to one