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* P E N T A S I M *
S C R I P T S
TABLE OF CONTENTS
─────────────────────────────────────────────────────
Introduction.......................................1
How Scripts Work...................................2
Using SCRIPTS.EXE..................................3
Unregistered Limits................................4
Writing Scripts....................................5
Color Codes........................................6
Script Example.....................................7
Distributing Scripts...............................8
Script Errors......................................9
Final Word........................................10
─────────────────────────────────────────────────────
┌─INTRODUCTION──────────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Many door games on the market right now have the ability to
utilize 3rd party IGM's or EPM's as I like to call them. Some
even allow for Sysop's to write their own Scripts using a chosen
Script environment for each different product.
I have found that for the most part, some of the Scripting that
can be done is so complex in some instances, that the Sysop might
as well learn to program :) In an effort to write something that
ALL Sysop's could easily use, I have come up with a Scripting
Language for Pentasim that should prove easy for most Sysop's.
It is not as complex to learn so of course it does give way to
some configurability.
That's not to say the Scripting is no fun, or it does not provide
a means for the Sysop to customize their game...It just may not be
as extensive as some other Scripting that can be done. It's still
fun though folks...and should be fairly easy for all to learn and
use.
****PLEASE: Do us both a favor and read this ENTIRE file before
contacting me saying "It doesn't work.." 'Cuz it
does...Trust me..:) Thanks!
┌─HOW─SCRIPTS─WORK──────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Scripts for Pentasim are simple ASCII text files that the Sysop
writes to perform various actions. In essence, they are a
happening from within the game. When the player chooses the
(V)enture Underground option at the Main Menu of Pentasim, the
game will pick a random number from 1 to the number of Scripts
that are installed, and then execute the event that has been
written in the Script file.
┌─USING─SCRIPTS.EXE─────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
I have tried to make the process of writing Scripts as easy as
possible by including SCRIPTS.EXE. This program will allow you
to do several things:
Install Script Files
Remove Script Files
Write New Script Files
Edit Existing Script Files
Test Your Script Files
View Script File Error Log
You will be able to quickly and easily see which Scripts you have
installed as well as install new ones or remove exisiting ones.
Keep in mind that SCRIPTS.EXE is NOT an Editor, it utilizes DOS
EDIT for writing and editing Scripts. Most Sysop's should feel
right at home working in DOS EDIT :)
In this environment though, it will be much easier for you to work
on your Scripts. In essence, you could go into SCRIPTS.EXE, begin
writing a NEW Script, then test what you have done so far. If
there was an error, you would be able to easily view WHICH error
happened, go back to editing your Script, and test it again.
In one session, you would be able to write a NEW Script, test it,
debug it, and install it right into the game without ever having
to leave the SCRIPTS.EXE environment. SCRIPTS.EXE is multinode
aware, so you can work in it even while a player is online in the
game, on another node if you like. Although, removing Scripts is
NOT recommended while a player is in the game :) In case that
player is IN that Script!
To start the program, simply type:
SCRIPTS
at your DOS prompt. Be sure that SCRIPTS.EXE remains in your main
Pentasim directory and any Script files that already exist are in
your SCRIPTS subdirectory.
I also suggest that you print this DOC file in order to use it for
reference while you are working in the SCRIPTS.EXE environment.
┌─UNREGISTERED─LIMITS───────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Sunrise Door Software has now removed the unregistered limits in
Pentasim Script Files. Upon initial release, you could only
install 1 Script File if Pentasim was unregistered.
As of v1.1, SCRIPTS.EXE now allows you to install up to the
full 21 Script Files. Enjoy folks!
┌─WRITING─SCRIPTS───────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Now the fun part...
Let's first go over the basic commands that can be used within
your Scripts. Here is a listing of the commands:
COMMANDS: SUB COMMANDS: WRAP COMMANDS:
======== ============ =============
DISPLAY RANDOM GRANT START CHOICE
INPUT CAPTURE FIND END CHOICE
CLEAR WAIT WIN START DECISION
CHOICES PAUSE LOSE END DECISION
CHOICE GOTO TAKEN START COMMENT
INPUT ROUTINE VANISH END COMMENT
GIVE EXIT NONE
TAKE BATTLE
Now let's discuss how we would use these commands and what each one
represents.
- DISPLAY -
This command will "display" lines of text to the screen. DISPLAY
should always be followed with the corresponding lines of text. Be
sure that the number you give after the DISPLAY command is equal to
the number of text lines you have :) An additional command of
positioning is added to this command as well.
Your text on 1 line should NEVER exceed 70 characters total. Words
do NOT wrap.
In the below example, the command tells the program to display the
next "2" lines of text and the "7" indicates that you want the first
line of text to be displayed on line 7. Even though the program
starts you out at line 7, this additional command is ALWAYS needed.
There is no default for this.
Each additional line AFTER the first line will be automatically
incremented by 1 line.
Ex. DISPLAY,2,7
- CLEAR -
This command will clear the screen and send a new default ANSI screen
ready for more text or whatever. The cursor positioning will then
default back to line 7.
Ex. CLEAR
- CHOICES -
This is the number of choices available to the player.
Ex. CHOICES,3
- CHOICE -
This is one of the choices, the corresponding hotkey to be used and
the choice text. If there are 3 CHOICES, then the choices should
be listed 1,2,3. Maximum choices you can have would be 9, since it
is single hotkey entry. Your keys can be anything you like.
Ex. CHOICE,A,Bag #1
^ ^
| |
| ------------------ Choice Text to Display
------ Choice Hot Key
- START CHOICE -
This will signal the START of the choices you have laid out for
the user to make. This command also has a parameter command after
it. The parameter command represents where you want the choices
displayed.
In the below example, if there were 3 choices, the first choice
would be displayed on line 10, second on line 11 and third on line
13.
Ex. START CHOICE,10
- END CHOICE -
This signals the END of the choices, telling the program that we are
done with the choices.
- INPUT -
This tells Pentasim to get the input from the user at this point.
INPUT should be issued *AFTER* CHOICES and each CHOICE command.
There is also a SUB command along with this command. The SUB
command is the prompt you want displayed to the user.
There is also another parameter on this command. In the example
below, the phrase "Make Your Selection:" would be displayed on line
15 and would wait right after the ":" for the users input.
Ex. INPUT,Make Your Selection:,15
****NOTE: It's preferable NOT to use Color Codes with the text
portion of your INPUT command. You CAN, but the program
looks at the length of the text field when deciding WHERE
to put the cursor.
The above text would be displayed like this:
Make Your Selection: x <- The cursor would be where the
x is.
While, if your command looked like this:
INPUT,^Make Your Selection:^,15
With the ^ representing the red color code, it would now
be displayed like this, since the ^'s add 2 more characters
to the text, even though the ^'s are not displayed to the
user:
Make Your Selection: x <- The cursor has been advanced
by 2 because of the ^'s.
Keep this in mind when using the INPUT command with Color
Codes.
- GIVE -
This option will simply choose something to GIVE to the player. An
item or items will be chosen at random, like Kroons, Health Capsules,
etc. There are ACTION words that are used along with this command.
Depending on the theme of your Script, there are a couple of words
to choose from.
For example, if it was a magical creature that was giving you
something, you would want the text to read something like this:
"You are granted 10,000 Kroons!" In another example, if the user
was looking in something, you would want the text to read something
like: "You find 10,000 Kroons".
The SUB commands that can be used with GIVE are as follows:
GRANT <- The player is GRANTED the item
FIND <- The player FINDS the item
WIN <- The player WINS the item
Ex. GIVE,FIND
- TAKE -
As in the above example, this will take something away from the
player. The program will choose something at random and if the
player does not have that, it will go through the list of what they
DO have and take something else.
It will always default to Health percentage points if the player does
not have ANYTHING.
This command also features SUB commands in order for the text to flow
smoother with the theme. These SUB commands are as follows:
LOSE <- The player LOSES the item
TAKEN <- The item is TAKEN from the player
VANISH <- The item VANISHES into thin air
Ex. TAKE,TAKEN
- RANDOM -
This command will choose for itself at random if it should TAKE or
GIVE something to the player. I think this option is best, so on
any given day, the player does not know what will happen if this is
used in relation say to a CHOICE situation.
This command must have the corresponding SUB command along with it.
The GIVE corresponding SUB command is the one used here, while if the
game decides to TAKE something, it will use the corresponding phrase
that goes with each GIVE command.
Here's how the phrases are laid out:
GRANT - VANISH
FIND - TAKEN
WIN - LOSE
In the below example, the key phrase "granted" will be used because
of the GRANT SUB command, if the RANDOM chooses to GIVE something to
the player. If RANDOM chooses to TAKE something, then the SUB
command would automatically be represented by VANISH, meaning the
phrase might go something like this: "1,000 of your Kroons vanish"
Ex. RANDOM,GRANT
The commands GIVE, TAKE & RANDOM will either GIVE or TAKE the
following:
* Kroons
* Health Points
* Health Capsules
* Power Capsules
* Food Capsules
* The MasterChip
- START DECISION -
This is another WRAP command that tells the program it is time to
make a decision and must ALWAYS be wrapped around your COMMAND,ACTION.
This MUST be the next line after your INPUT command line.
Ex. START DECISION
- END DECISION -
Again this is WRAPped around your COMMAND,ACTION's and MUST be the
last command after your COMMAND,ACTION. It tells the program that
we are done making a decision and it's time to move on.
Ex. END DECISION
****IMPORTANT: Any blocks within your START DECISION & END DECISION
like this for example:
A
TAKE,TAKEN
B
RANDOM,GRANT
Each corresponding HOTKEY listed for the users choice
can only have *1* command after it. After your END
DECISION, you can then move on with something else.
- GOTO -
This is a very powerful command in the Pentasim Script Language.
GOTO will allow you to move to another section in your Script file,
quickly and easily.
GOTO can only be used within a START DECISION - END DECISION. As in
the case of GIVE,GRANT within a DECISION, GOTO is formatted in the
same fashion, as a COMMAND,ACTION. In this case, the COMMAND is GOTO,
while the ACTION is the name of your ROUTINE that you want to go to.
Once GOTO is found in the DECISION block, the rest of the block is
ignored as well as everything else, UNTIL the ROUTINE command is
encountered. We'll talk about ROUTINE next.
****NOTE: You can only GOTO a ROUTINE that is placed further down in
your Script. Thus, you can only GOTO a ROUTINE once.
Ex. GOTO,MYROUTINENAME
- ROUTINE -
As noted above, this command is used in conjunction with the GOTO
command. Your Script may include something where the player was to
choose from 3 different paths to go down. The GOTO command, when
used in a DECISION block, could GOTO 1 of 3 different ROUTINEs in
your Script file.
You can name your ROUTINE anything you wish. Keep in mind that the
program will not know what to do with a ROUTINE command that it
encounters unless it has been sent there using the GOTO command.
So, if you had the choice of 3 different paths to take as mentioned
above, and had 3 GOTO commands within your DECISION block, be sure
that each ROUTINE further down in your Script either EXITed or was
sent to another ROUTINE further down, before it encountered a ROUTINE
command that it does not know what to do with.
With the sample ROUTINE command line below, the next line and following
lines would be executed after a call to GOTO,MYROUTINENAME.
TEST2.SCR and TEST3.SCR have GOTO and ROUTINE examples in them that
will explain this most likely easier than I can in this DOC :)
Ex. ROUTINE,MYROUTINENAME
- BATTLE -
This command will allow you to create new enemies for the player to do
battle with, within your Script File. BATTLE can be used as a command
by itself, or within a DECISION block, Ex. When the player chooses
option #3 in your Script File.
The battle routine is identical to what the player sees when battling
Cyborg's in the main game. It also works exactly the same way.
****NOTE: Within Pentasim, when a player executes your Script, if
they have a Power Capsule or Food Capsules, they will be
able to use them. Within the SCRIPTS.EXE test, these will
not be shown because the TEST player really doesn't have
any stats :) How the battle goes, player wins, or your
enemy wins is no reflection of how it will go in Pentasim
either. This all depends on the players stats, weapon,
armor, etc, in the main game.
The format for the BATTLE command, regardless of where it is called
is:
BATTLE,Your Enemy Name
When BATTLE is called, you must provide the enemy name you wish the
player to battle...This is BATTLE's ACTION command. The enemy name
can be anything you like. Keep in mind, when the enemy name is used
within the battle it will be used AS IS. If your enemy name was
DeathMaster then it would be displayed like this for example:
Player's Health: 100% DeathMaster's Health: 100%
^
|--- The 's is added by Pentasim.
If your enemy needs a description, then you should do so BEFORE you
call BATTLE.
If the player defeats your enemy, then the player will get Kroons from
the enemy. The amount is a random number depending on where the player
is in the game. If the player loses to your enemy, then they will be
CAPTURED and the Script will automatically exit. The player will then
be done for the day. They will also lose all Kroons they had on hand
at the time.
A couple of other small things to note:
You should always call WAIT after your call to BATTLE. Ex. If you had
3 choices for the player to make, 1 choice gave them something, 1
choice went to another ROUTINE and the third choice was a BATTLE
command, then after your END DECISION command you will have to place
a WAIT command.
The choice that goes to another ROUTINE will of course ignore the WAIT
command and just head to the ROUTINE that you called, while the other
2 NEED a WAIT command. If you GIVE the player something, the WAIT
command will allow them to see what they have got before proceeding
while the WAIT command will allow them to see that they have defeated
your enemy and how many Kroons they received. Makes sense right?
If the player LOST the BATTLE, then they will be told so, how many
Kroons they lost and the fact that they have been captured. The game
will PAUSE for an automatic 5 seconds here and then kick them right
out of the game.
After your call to WAIT a CLEAR command would be in order. To simply
CLEAR the remnants of the BATTLE or the GIVE from the screen and start
fresh.
Ex. BATTLE,Enemy Name
TEST4.SCR includes BATTLE examples which you can work from.
- CAPTURE -
In Pentasim, being captured is basically the same as being killed in
other RPG games. Once a player is captured, they are unable to play
anymore that day and they will lose all on hand Kroons. Try not to be
mean with this option :) Once this option is called, the Script will
end there and the player will be done for the day.
When the CAPTURE command is seen by the program, this line will be
displayed:
2 Cyborg's appear and haul you off to the Detention Centre!
Keep this in mind when you use the CAPTURE command. Remember, players
do NOT get KILLED. If for instance in your Script, a boulder dropped
out of the sky because of the option they chose and landed on them :)
(OUCH!)...then you could say something like "a Boulder drops out of
the sky and lands right on top of you...Your health goes waaay down."
Then issue the CAPTURE command and the above line will be written next.
Since this is a command that can be placed along with other
COMMAND,ACTION statements as in a DECISION, the formatting must remain
contstant. As there is no SUB command for CAPTURE, the SUB NONE is
used. Meaning, once CAPTURE is found, it performs it's own ACTION and
does not need an ACTION companion. There are 2 ways to call CAPTURE
within your Script, depending on where you call it.
The first example below would be used within a DECISION while the other
can be called anywhere else in the Script and does not need the
corresponding NONE on the end of it.
Ex. CAPTURE,NONE
Ex. CAPTURE
- WAIT -
This command will simply wait for a key to be pressed before it
proceeds. This command displays the Pentasim "Any Key" prompt centered
on line 23. There is no need for you to display anything when calling
WAIT.
Ex. WAIT
- PAUSE -
This command will put in a pause in your Script. The length of the
pause is determined by the number following the PAUSE command.
In the example below, the Script would pause for 3 seconds before
proceeding to the next line of Script.
Remember, PAUSEing too long might make the user think the game has
locked up and they will drop carrier, so be careful with how long you
PAUSE for.
Ex. PAUSE,3
- START COMMENT -
This command will allow you to enter as many lines of comments as you
wish. Be sure that your comments are always wrapped in this and the
END COMMENT command.
****NOTE: Comment blocks should not be placed where the program EXPECTS
to find another command. Ex. When CHOICES is first called,
comment blocks will not be allowed until after your END
DECISION command, as all above noted commands are expected
after a call to CHOICES one after another, with NOTHING in
between them.
If comments are needed, make them BEFORE a call to CHOICES or
AFTER your END DECISION command.
Ex. START COMMENT
- END COMMENT -
Tells the program that you are done writing comments and it's time to
move on.
Ex. END COMMENT
- EXIT -
Last but not least, this command placed anywhere in the Script, will
cause the Script to be stopped and exited.
This command, like CAPTURE, can also be called within a DECISION. For
example, one of your options may be for the user to quit the Script.
Example 1 below is used within a decision, while just the simple EXIT
with no SUB command is used any where else in your Script.
This should ALWAYS be the LAST thing your Script has in it as well.
Ex. EXIT,NONE
Ex. EXIT
****NOTE: Some important things to remember...
* Keep track of your lines. If you have hit line 22 then
you should use the CLEAR command to start off with a
fresh screen. Otherwise the Script will exit with an
ERROR.
* NEVER use "" quotes like these in any text OTHER than
the text that is used in conjunction with the DISPLAY
command. The Script will exit with an ERROR on this
one for sure :)
* Be sure there are NEVER any BLANK lines in your Script.
Each line should be listed right after the last line.
If you want to put comments in, use the START COMMENT
END COMMENT wrap commands.
* You are limited in HOW many times something can be executed
in your Script File as well. Each Script File is allowed
a maximum of 5 BATTLE's and 2 GIVE, TAKE or RANDOM commands.
Basically, the player can only do BATTLE 5 times in your
Script and be given or have something taken away 2 times.
That's not to say that you can't have 10 DECISION blocks
with numerous GIVE or TAKE commands, but once a command is
executed then the counter starts :)
This was put in place so things don't get out of hand and
no one has an unfair advantage. Nothing worse in my opinion
than a 3rd party addon giving the player a gizillion of
something!
* We haven't discussed it yet, but keep in mind anywhere
you can enter text, either to be DISPLAYed or along with
the INPUT command for example, you can use color codes.
┌─COLOR─CODES───────────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
At any time in your text that you display to the screen, you can use
color codes to spice things up a bit. Here are the codes:
~ = Blue ` = Green @ = Cyan
^ = Red | = Magenta { = Yellow
} = White * = Low Intensity % = Blinks
The "*" Low Intensity and the "%" Blinks commands are used in
conjunction with the other color commands. Here are some examples of
using the color codes.
The ^red^ fox jumped over the }white} fence!
Each color is started with it's code and ended with the same code.
This tells the program that you want to end that color. The above
example would display most of the line in the default low intensity
Cyan color that is used throughout most of Pentasim. The "red" would
be displayed in Red, while the "white" would be displayed in white.
Here is another example:
The ~red fox jumped~ over the white |fence|!
This line would display "red fox jumped" in Blue and "fence" in
Magenta. The rest of the line would be in the default color.
Let's say you wanted to display the "red" in dark red and "fence" you
wanted to blink in Blue. You would do this:
The *^red^ fox jumped over the white %~fence~!
The Low Intensity command as well as the Blinking command always
proceed the color command and is only entered once. There is no need
for a second "*" after red for example.
Hopefully the above examples should explain the use of color codes well
enough. Play around with them and see what you can come up with.
Keep in mind that the 70 character limit for each display line only
includes the actual TEXT. The color codes do not count as a character,
as they of course are not displayed on the screen.
┌─SCRIPT─EXAMPLE────────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Here is a basic example of what you can do with Scripts in Pentasim.
You can also check out the TEST.SCR, TEST2.SCR, TEST3.SCR &
TEST4.SCR files in the SCRIPTS subdirectory for more examples.
****NOTE: The example is broken up so it can be more easily
explained...There should NEVER be any BLANK lines in your
Script file.
DISPLAY,2,7 <- Displays the next 2 lines of text starting at
line 7.
You find yourself in an underground @valley@ with @3@ large rocks
directly in front of you. Which @rock@ do you turn over?
*******************************************************************
CHOICES,3 <- Tells the game that there are 3 choices the user can
make.
START CHOICE,10 <- This is the WRAP command that MUST be at the start
of your choices and always immediately follows the
CHOICES command. The "10" tells the game to start
displaying the choices at line 10.
CHOICE,A,Rock #1 <- These are the corresponding 3 choices that the
user can make. Each line is automatically
CHOICE,B,Rock #2 incremented by 1. The "A", "B", and "C" are
each choices HOT KEYS.
CHOICE,C,Rock #3
Meaning if the user hits the A key, then they
have selected choice number 1.
"Rock #1" and so on is the text to display FOR
each choice, so the user knows what it is they
are choosing.
END CHOICE <- This command must ALWAYS end your CHOICE selections,
in order to tell the game that we are done choosing
and it's time to move on.
INPUT,Make your Choice:,13 <- Tells the game that it's time to get
input from the user. "Make Your
Choice:" is the prompt that will be
displayed to the user, while the "13"
is the row to display the prompt on.
START DECISION <- Tells the game that we now want to make a decision
on whatever HOTKEY the user chose. This MUST be
called before you list your decisions and what
happens with each one.
A <- The corresponding HOTKEY that was listed above for
choice 1.
GIVE,FIND <- What happens when the user chooses that key. In this
case the game would GIVE them something and use the
SUB command FIND when describing what they get. This
would be very appropriate for THIS Script, since the
user is looking under rocks....He/she would then
"find" something.
B
GIVE,FIND
C <- More decision keys and what happens with each one.
GIVE,FIND
END DECISION <- Tells the game we are done making a decision and it is
time to move on. This MUST be called once you have
listed all of your decisions and what happens with
each one.
*********************************************************************
****NOTE: Everything between the "*"'s MUST be blocked together when
used in ANY Script file. I suppose I could have put WRAP
commands around this too, but decided not to :) Rememeber:
NO Comment blocks or ANY other commands can be entered within
this block. Anytime you give the user a choice and make them
make a decision, this entire block is to be used in the above
order!
WAIT <- Causes the "any Key" prompt to be displayed on line 23,
centered, as in the main Pentasim game. As soon as the user
hits any key, the program will resume.
EXIT <- Exits the Script file. Meaning we are done! This MUST be
the last thing listed in the Script file.
Now....Since we really made a mess of the actual file with all of the
describing...:), here's how it should look.
DISPLAY,2,7
You find yourself in an underground `valley` with }3} large rocks
directly in front of you. Which @rock@ do you turn over?
CHOICES,3
START CHOICE,10
CHOICE,A,Rock #1
CHOICE,B,Rock #2
CHOICE,C,Rock #3
END CHOICE
INPUT,Make your Choice:,13
START DECISION
A
GIVE,FIND
B
GIVE,FIND
C
GIVE,FIND
END DECISION
WAIT
EXIT
Wasn't that easy? Yes, you can slap me now...:) Read over this doc a
few times and do some small examples yourself and you'll see that it is
pretty easy once you get the hang of it. Easier than programming...I
can vouch for that!
┌─DISTRIBUTING─SCRIPTS──────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
You can distribute Scripts any way you like. Any Scripts created for
use with Pentasim are Public Domain. Script files created for Pentasim
are not to be SOLD nor are any fees to be charged for them.
If you create something you are rather proud of, then by all means ZIP
it up with a file_id.diz and upload it to other BBS's or pass it along
to your friends.
The nice thing about Scripts written for Pentasim, is that they allow
the Sysop to customize their game, while others can get a copy and use
it in their game quite easily as well.
This is one of the main reasons I chose NOT to compile the Script
files. It allows others to make changes in a Script file they may have
gotten from somewhere else and also to drive the users nuts....:) Say
for example that you had something similar to the Script above, but
instead of using GIVE in all three choices, choice 2, you placed a TAKE
command. So a user has been able to play the Script several times and
now knows that if he/she chooses option #2, they will get something
taken away from them. Wouldn't it be fun to see the look on their face
after you decided to go into the Script and quickly switch the commands
around after a week or so....:)
┌─SCRIPT─ERRORS─────────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
Here is a listing of the ERRORS that you will see written to the Script
ERROR file which will be placed in the Pentasim main directory. It will
be called:
SCRIPTS.ERR.
- Invalid Row Positioning -
Anywhere you have control of the positioning on the screen, as in the
DISPLAY,2,7 command or if your DISPLAY lines or CHOICE lines exceed
the 22 limit. Ex. You try to DISPLAY 6 lines of text starting at
line 20.
START CHOICE Command Missing
Your START CHOICE command is either missing or is improperly placed.
- Invalid Command After END CHOICE -
The INPUT command does not follow your END CHOICE command.
- Missing START DECISION Command -
Your START DECISION command is either missing or is improperly placed.
- Invalid Action Command -
Your ACTION command is not from the list of valid choices or is missing
entirely.
- Invalid or Missing Command Parameter -
You have placed a command parameter where it is not valid or have not
used a parameter from the command list.
- Script File Not Found -
The Script file that is installed and has been chosen for the user is
not in the SCRIPTS subdirectory.
- Too Many BATTLE Commands -
You are attempting to allow the user to battle more than the allowed 5
battles per Script File.
- Too Many GIVE, TAKE or RANDOM Commands -
You are attempting to give or take items more than the allowed 2 times
per Script Files.
┌─FINAL─WORD────────────────────────────────────────────────────┐
└───────────────────────────────────────────────────────────────┘
I know that this is a lot to take in and some of you may be thinking...
"I thought he said this was EASY?"
I still say that it IS easy compared to some other Scripting Languages
out there...Even if it doesn't feel like it right now :) Keep in mind
that there IS a lot to take in here and some of it will take a little
time.
You ARE learning a language after all and you may spend several hours
before you feel comfortable with it, but that's still better than
spending several YEARS to learn a programming language isn't it?
Play with it, have fun with it...Learn from the examples in the SCRIPTS
subdirectory and look at what OTHER people are doing and hopefully you
WILL have some fun and make Pentasim that much MORE fun on your BBS!
Some things may be added or changed at any point within the Pentasim
Scripting Language. If anyone has any ideas, suggestions, or even
wishes for things you would like to see added or changed, let me know.
I'm always open to suggestions!
Good luck and take care folks...