AvernumScript/Appendix/General notes about scripting

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General notes about scripting[edit]


Many calls expect to be given a value for which_char. This expects the number of a character, which will be from 0 to 119.

Note: You are not entering the character’s Character ID or their Personality. To find the number of a character; in the editor, select the character and look at the number in the first description line.

If you use such a call in a creature script, if you enter a value of -1 for which_char, the function will act on the creature whose script is running. In such a case, you can also enter ME for which_char. This does the same thing.


When a call expects a value for which_char_or_group, it wants the number of a character or group. This is exactly like which_char, except for one difference: the call can also act on every member of a group. If you want to have the call act on group x, give which_char_or_group a value of 1000 + x.

Note: Group 0 is always the party.

The Most Important Calls[edit]

You should pay special attention to these calls. They are the calls that are, in general, used the most frequently to write special encounters.

void begin_talk_mode(short start_node)[edit]

This call is the way to begin a conversation.

void block_entry(short do_blockage)[edit]

This call lets you block containers and spaces from the party.

void change_coins(short coin_amount) and short reward_give(short which_item)[edit]

Using these two calls can let you easily reward the party.

short char_ok(short which_char) and short spawn_creature(short which_char)[edit]

The first call lets you see if a character exists. The second call will instantly make a new one.

void end_scenario(short party_won)[edit]

Every scenario must use this call. Otherwise, the only way the party can leave the scenario is via the character editor.

void message_dialog(char text1,char text2)[edit]

This is the best call to display some simple text to the player.

void outdoor_enc_result(short which_result)[edit]

This call enables you to customize your outdoor encounters.

void set_flag(short a,short b,short new_value) and short get_flag(short a,short b)[edit]

These are the two primary calls for setting and checking Stuff Done flags.

void set_name(short which_char_or_group,char new_name) and void set_level(short which_char_or_group,short what_level)[edit]

These two calls enable you to instantly customize creatures in your towns:

void set_state_continue(short new_state)[edit]

This call lets you jump around states in scripts easily.