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tnhscript:index

tnhScript

These scripts can be found in the free-to-use module tnhScript.osm. Fan-mission authors may include the script module in their mission as long as they fully comply with the Dromed EULA.

Demo Fan-Mission

This fan-mission contains sample uses of most of the scripts.

Using the Scripts

Dromed provides standard properties and links for scripts to use. The ControlDevice link is most often used to assocated a trigger (the source of the links) with a trap (the destination). Scripts which have a delayed effect usually check the Script→Timing property for the time value.

Custom scripts often require settings not provided by the standard properties. The Editor→Design Note property is used for additional configuration options.

When a special type of link is required, the association is made with a ScriptParams link and the data of the link tells what the special meaning is.

Generic Scripts

Many of the scripts share common features. These are implemented in three generic scripts.

GenericTrap A switch-like script which responds to TurnOn and TurnOff messages.
GenericScale A knob-like script which works with a numerical argument.
GenericControl A script which can take a string argument.
GenericTrigger A script that is more likely to send triggers, than receive them.

All of the generic scripts should put a meaningful value in the message return argument, or at least set it to non-zero if I couldn’t think of anything “meaningful.” This is so the scripts can be used directly in a pseudo-script. Returning zero causes the pseudo-script to abort, which usually is too drastic.

The Scripts

ScriptController ScriptController Send a ScriptControl message to other objects. The first message data argument is the control string, as usual. The second argument can name t…
CommandControl CommandControl Executes an internal Dromed command. Multiple commands may be executed by separating them with ;. You can get a list of commands by typing in D…
TrapFrobber TrapFrobber Translate a TurnOn message into FrobWorldEnd. Most useful for converting a book, plaque, or scroll into a trap. It is not necessary for the objec…
TrigFrobber TrigFrobber Translate a FrobWorldEnd into TurnOn. The reverse of TrapFrobber, basically. The trap control flags are ignored, so you can use them for a more us…
TrapMoveRelative TrapMoveRelative Move and apply velocity to an object relative to its current position. Works similarly to a teleport trap. Instead of a reference object, you…
TrapCampaignQVar TrapCampaignQVar Set the value for a quest variable that is stored in the campaign database. The quest variable will always be saved to the campaign database,…
TrapKillEvents TrapKillEvents This can disable user input. All user input, which means even the escape key doesn’t work. So the script will always time out even if you don’t …
TrapCamAttach TrapCamAttach Attach the camera to this object. Returns to normal viewing when turned off. When the camera is attached to an object that isn’t the player, it …
TrapFreezePlayer TrapFreezePlayer Prevent the player from moving. Basically, the extreme opposite of a speed potion. The TurnOn and TurnOff responses are more like a trap than…
TrapThreshold TrapThreshold Will send TurnOn after having received a certain number of prior TurnOn messages. That is, every nth TurnOn will be relayed. The counter that tra…
TrapRandomTimer TrapRandomTimer Relay TurnOn and TurnOff along ControlDevice links after a random delay. The time will be at least min_time and no more than max_time. Respec…
TrapRelayRepeat TrapRelayRepeat Relay TurnOn a repeated number of times with a delay between firings. By default, the relay will repeat indefinitely. The parameter repeat wil…
TrapRenderFlash TrapRenderFlash Display a render flash and optionally play a sound. Make a RenderFlash link from the object (or its archetype) to the archetype of a flash SFX.…
TrapDisarmPlayer TrapDisarmPlayer Remove offensive items from the player’s inventory. Items are returned to the player when the trap is turned off. Removes object of type Wea…
ObjFrobInert ObjFrobInert Keeps linked objects frob-inerted until the object is Slain. Most useful for door-like objects such as a window, but it doesn’t need the door prop…
DoorFrobInert DoorFrobInert Add and remove the FrobInert metaproperty based on the door state of this object. If the door is breakable, then the metaproperty is permanently…
GrabFrobInert GrabFrobInert Removes the FrobInert metaproperty when the object is picked up. The effect can also be achieved by adjusting the Inventory\Pick Bias property. …
TweqFrobInert TweqFrobInert Add and remove the FrobInert metaproperty based on the state of a joint tweq. When the primary joint is in Reverse, then the objects are frobbab…
TrapFrobInert TrapFrobInert TurnOn makes the objects frobbable, TurnOff the opposite. Has all the expected behaviors of a trap. Inherits ObjFrobInert Messages TurnOn, Tur…
UnlinkOnContained UnlinkOnContained When the object is contained, delete all links from another object. The source(s) of the links is determined from a ScriptParams link with d…
TimedGrenade TimedGrenade A timed grenade is armed when it is thrown (but not dropped) from the player’s inventory. The grenade arms itself by playing a schema and activati…
ZeroGravRoom ZeroGravRoom A room script. It sets the player’s gravity to zero when entered, and to normal gravity when exited. This is a copy of a script used in System Sho…
TrapFadeOut TrapFadeOut Gradually fade-out to black. The argument is the duration of the fade, in seconds. The screen will remain black until a TurnOff message is sent to …
LockHelper LockHelper Script that sends TurnOn based on various interactions with a locked object. The triggers are sent along ScriptParams links that have the data set t…
TrapSiblingRelay TrapSiblingRelay Aids when multiple objects can be used to control a trap. Create a group of relays with this script on them. Using ScriptParams links with th…
TrigContact TrigContact Sends TurnOn and TurnOff when another object makes or breaks contact with this one. Link from this object to another using ScriptParams with the da…
TrapText TrapText Displays book text when turned on or frobbed. If there is no Book\Text then Editor\Design Note is displayed. Putting book text in Editor\Design Note …
FocusPlaque FocusPlaque Display the book text on-screen when the object is hilighted. Will remove the text when unfocused, unless the trap control flag NoOff is set. Messa…
ContainerPhysics ContainerPhysics Transfers the velocity of a container to the items it contains when the container is slain. The objects are randomly distributed within the di…
RandomPatrolPath RandomPatrolPath This script allows you to create multiple patrol paths for a single AI. Create the different patrol paths as normal, but manually link the AI …
RandomStartingPoint RandomStartingPoint Moves the starting point to a randomly-selected location before the Player object is created. A single starting point is created as normal.…
TrigDoorOpening TrigDoorOpening Sends messages when a door opens or closes. The messages sent can be handled by the script TweqOnOff to control a tweqable object. The Invert t…
InvCarryOver InvCarryOver The first of a pair of scripts that allow you to have persistant containers. To make an object carry over, create a ScriptParams link with data Ca…
InvLoadUp InvLoadUp Creates objects based on quest variables that were set in a previous mission. It looks for quest variables that begin with inv_. If the parameter inv…
GenericPotion GenericPotion Works with the standard script TimedPotion. On StartPotion, add a metaproperty to the recipient. Recipient is usually the frobber, or specified…
InventoryMetaprop InventoryMetaprop Adds a metaproperty to the Player while the object is in his inventory. Messages Contained Parameters inv_effect (object) Metaproperty t…
TrapContainer TrapContainer Moves the items that are contained by this object to a ControlDevice linked object. Turning off the trap will move contained items out of the lin…
TrapDispenser TrapDispenser Creates a new object and places it into a container. Link to the destination, which may be the starting point, with ControlDevice. Inherits Gene…
TrigPurchase TrigPurchase Put this script on an item in the pre-mission store and it will trigger whether or not it was purchased. Specifically, it will test if the object …
SimpleGun SimpleGun This is a demo script and (probably) may not be around for long. You frob an object and it shoots a projectile. Simplistic and boring and not at all…
TurnAtWaypoints TurnAtWaypoints Will turn a moving terrain object so it has the same orientation of the waypoint it just reached. This looks best when the objects are turned s…
VisibleRelay VisibleRelay Relays TurnOn and TurnOff conditional on whether an object is currently on-screen. With the trap control flag Invert, it relays when the object is…
ResetTweqState ResetTweqState Works with all tweq types except Lock or Delete. When the tweq halts, the appropriate properties for the object will be reset to default values.…
RecallDevice RecallDevice When turned on, all ControlDevice linked objects are teleported to the location of the Player object. This is meant to be used to move a teleport…
TrigProxFrob TrigProxFrob When frobbed, TurnOn will be sent if the frobber is currently within a certain area. A proximity object, identified by a Route link, will be check…
PoliteVOTrap PoliteVOTrap Plays a voice-over schema only if there are no AIInvest links to the Player object. Why? Because it doesn’t make sense for Garrett to be cutting …
TrigSchemaDoneSpec TrigSchemaDoneSpec Triggers on SchemaDone with a specific schema name Inherits GenericTrigger Messages SchemaDone Parameters schema (object)
AIGoMissing AIGoMissing When slain or knocked-out, a marker is created at the idling origin of the AI. The archetype MissingPerson is used and should be created with an ap…
MissingMarker MissingMarker Delayed response when an object goes missing. Makes the object suspicious after a timer. Messages GoMissing, NotMissing Parameters missing_del…
UndeadRadar UndeadRadar React to an UndeadStim stimulus by adjusting the Renderer\Dynamic Light proportional to the intensity of the stim. The Script\Timing property contr…
TrigBreadcrumb TrigBreadcrumb A bounding-box trigger in which a passing AI can “sense” the Player. Place these in hallway junctions then link each trap to each of the nearby…
FollowBreadcrumb FollowBreadcrumb Responds to the message Breadcrumb. The AI will be directed to go to the object the message specifies. If the AI is at high alert, then nothin…
RainSFX RainSFX Turn off particles when weather effects are disabled. Messages Sim, DarkGameModeChange
TrackAttach TrackAttach Adjusts the position of an attached object to follow the moving base object. Requires the DarkHooks helper module. Messages DHNotify Links Phys…
ElevatorCar ElevatorCar When the lift is about to move, activate the joint tweq in reverse and wait for it to complete. On TweqComplete, activate the lift. On WaypointReac…
TrigElevator TrigElevator Triggers when moving terrain starts and stops. Messages Starting, Stopping
TrapPhysical TrapPhysical Control an object’s presence in the world. Inherits GenericTrap Properties Renderer\Has Refs
TrigProximity TrigProximity Trigger for activating devices when the Player is nearby. Inherits GenericTrigger Messages TurnOn, TurnOff Parameters proximity (number) R…
ScaleTweqJoints ScaleTweqJoints Manipulates a joint tweq of an object. The tweq range in Tweq\Joints is multiplied by the scale value to set the joint position. Inherits Gene…
KnockOnDoor KnockOnDoor Signal an AI when you frob a door that is closed and locked. The AI has an Owns link to the door it will respond to. Messages FrobWorldEnd Links …
OnScreenText OnScreenText Display text from a book file on-screen. Supports multiple pages, color, and auto-scroll. All of the page options are written in the book file. Th…
InteractFrobHack InteractFrobHack Like the script CorpseFrobHack but allows you to frob an active AI. To use it, you need the metaproperty FrobInteract. Set the Engine Feature…
AIInteraction AIInteraction Triggers an object in response to an Interact message. The object is chosen from any number of ScriptParams links that have the same data as was …
PlayerInteraction PlayerInteraction When the object is tool-frobbed, an Interact message is sent to the destination of the frob. The Inventory\Object Name of the object is sent …
AwarenessFilter AwarenessFilter When placed on another object, an AI can send a CanISeeYou or CanIHearYou message to test for awareness of the object from the AI. When placed …
TrapSignalAwareness TrapSignalAwareness When turned on, a signal is sent to all AI that have an AIAwareness link to some other object. Objects to check for are specified with Con…
PrivateRoom PrivateRoom Allows an AI that is normally non-hostile to become alarmed if it sees the Player in a room. When the Player enters the room, a metaproperty (M-Pla…
HighlySuspicious HighlySuspicious A replacement for SuspiciousReactions. Responds to a Suspicious message (which is usually sent from a pseudo-script) based on parameters read …
VendorRelay VendorRelay Will relay TurnOn, at a price. Loot cost can be given as the total value, or as three numbers for gold, gems, and goods. Inherits GenericTrigger …
LootExchange LootExchange On TurnOn, converts an amount of the Player’s loot from gems/goods into gold. The exchange rate is a real number and can be given as a fraction. …
PurchaseItem PurchaseItem Trap for managing a single item that can be bought from an in-game store. Uses ScriptParams links to coordinate with the item being purchased, the…
ShoppingCart ShoppingCart The main part of an in-game store. Purchased tems are added to the object’s inventory before being paid for. If there is a Cart link, then that ob…
LootStats LootStats Tracks loot that is acquired/spent during a mission. Allows loot carry-over like LastMissionLoot. You should only use one of the scripts at a time. …
AIFactory AIFactory Creates a random AI. Link to a number of archetypes. Properties and links from this object will be copied to the AI. Messages Sim Links ScriptPara…
NewCrystal NewCrystal Substitute this object for another when contained by the player. Acts like the standard Crystal script, but lets you specify what the arrow (or what…
NewKey NewKey The StdKey script of Thief has a bug that prevents schemas with the tags LockState and Event StateChange from playing correctly. Specifically, the scrip…
NewGasLight NewGasLight An enhanced replacement for GasLight or Extinguishable. With this script, frobbing a light turns it off, as well as on. You can also add an emitte…
NewSecurityDoor NewSecurityDoor This version of the SecurityDoor script will ignore state changes when there is an AIDoor link to the door. It also recognizes double-doors lin…
tnhscript/index.txt · Last modified: 2010/11/22 19:11 (external edit)