691 lines
21 KiB
Text
691 lines
21 KiB
Text
// Generated by util/forgeVocabulary.lua from assets/Forge/Author.singe. Do not edit.
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=== Layers
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[cols="1,3,2"]
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|===
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| Name | What it does | Parameters
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| `bezel`
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| The arcade score panel around the picture, showing the vars score (and score2), lives (and lives2), and credits as they change.
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| `twin` (boolean)
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| `disc`
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| The video the game is played over. The file is what the editor scrubs; games.dat names it when the game runs.
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| `file` (file), `start` (number)
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| `hud`
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| An RmlUi document over everything. bind maps element ids to game vars, refreshed as they change.
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| `bind` (table), `document` (file)
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| `music`
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| A track that plays from the start, looping.
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| `file` (file), `volume` (number)
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| `overlay`
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| Flat drawing over everything: sprites, scores, prompts.
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| --
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| `parser`
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| A text parser, the Sierra way: a prompt the player types at, and words the game knows. What is typed raises the said event.
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| `ignore` (table), `prompt` (string), `words` (table)
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| `scene3d`
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| The 3D scene: physics in three axes, a sun, a sky, fog. Positions are world units.
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| `ambient` (table), `exposure` (number), `fog` (table), `fov` (number), `gravity` (number), `sky` (file), `sun` (table)
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| `world2d`
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| A flat world with gravity: physics in the XY plane, drawn into the overlay.
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| `gravity` (number)
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|===
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=== Looks
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[cols="1,3,2"]
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|===
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| Name | What it does | Parameters
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| `billboard`
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| A sprite in the scene, always facing the camera: a tree, a puff, a health bar.
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| `d` (number), `file` (file), `h` (number), `height` (number), `w` (number)
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| `box`
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| A filled rectangle, centred on the instance -- or standing on it, with anchor feet.
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| `anchor` (feet), `b` (number), `g` (number), `h` (number), `r` (number), `w` (number)
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| `grid`
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| A map of tiles from a sheet, its top left at the instance: columns is the sheet's width in tiles, tile the tile's size, map the rows of tile numbers (1 is the first; 0 is empty), rows separated by semicolons.
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| `columns` (number), `file` (file), `map` (string), `tile` (number)
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| `light`
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| A point or spot light, or a sun, on the instance.
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| `b` (number), `g` (number), `intensity` (number), `r` (number), `range` (number), `shadow` (boolean), `type` (point, spot, sun)
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| `mesh`
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| A box, sphere, cylinder, or plane with a colour or a texture. Floors, walls, crates, targets. An occluder is not seen but hides what is behind it: a pillar that is only in the painting.
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| `b` (number), `d` (number), `g` (number), `h` (number), `metallic` (number), `occluder` (boolean), `r` (number), `roughness` (number), `shape` (box, sphere, cylinder, plane), `texture` (file), `unlit` (boolean), `w` (number)
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| `model`
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| A glTF model under the instance, scaled and turned, playing a clip. w, h, d say how big it counts as.
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| `clip` (string), `d` (number), `file` (file), `h` (number), `rx` (number), `ry` (number), `rz` (number), `scale` (number), `w` (number)
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| `none`
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| Nothing drawn: a trigger, a spawner, a hitbox over video, a camera.
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| `d` (number), `h` (number), `w` (number)
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| `particles`
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| A steady stream of particles from the instance: a fire, smoke, a thruster, rain. Colour, size, speed, and life as an emitter takes them.
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| `b` (number), `g` (number), `gravity` (number), `life` (number), `r` (number), `rate` (number), `size` (number), `speed` (number), `spread` (number)
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| `sprite`
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| An image, centred on the instance -- or standing on it, with anchor feet. frames splits a sheet into that many columns; the var frame picks one. The var angle turns it, starting from the entity's rz. faces says which way the art looks (right unless said, or none): while the var facing is the other way the image is mirrored, so art drawn one way walks both.
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| `anchor` (feet), `faces` (right, left, none), `file` (file), `frames` (number)
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| `text`
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| A line of text, its top left at the instance. The var text is what it says.
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| `b` (number), `g` (number), `r` (number), `text` (string)
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| `text3d`
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| A line of text standing in the scene. The var text is what it says.
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| `height` (number), `text` (string)
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|===
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=== Behaviours
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[cols="1,3,2"]
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|===
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| Name | What it does | Parameters
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| `animator`
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| A clip per state: idle, walk, attack, hit, dead, or any state a rule sets. A clip that does not loop raises animationDone when it ends.
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| `attack` (string), `dead` (string), `fade` (number), `hit` (string), `idle` (string), `loop` (string), `walk` (string)
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| `body`
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| A thing physics moves: a crate, a ball, debris. Mass, bounce, friction, and buoyancy as Jolt takes them.
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| `bounce` (number), `buoyancy` (number), `friction` (number), `mass` (number), `shape` (box, sphere)
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| `branching`
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| Dragon's Lair: a track of branches, each a disc frame window, the move it wants, and where the disc goes on success and on failure. Raises branchTaken and branchMissed.
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| `track` (track)
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| `camera`
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| The scene is drawn from this instance. fixed looks at a point; follow keeps an offset from a target; first sits on a target's eyes and the mouse looks; orbit circles a target; rail rides a track of points with stops.
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| `eye` (number), `lag` (number), `lookX` (number), `lookY` (number), `lookZ` (number), `mode` (fixed, follow, first, orbit, rail), `target` (string), `track` (track), `x` (number), `y` (number), `z` (number)
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| `character`
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| Walks, falls, and jumps in the scene: the engine's character controller. Moves by the vars dx and dy, relative to the camera.
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| `height` (number), `jump` (number), `radius` (number), `speed` (number)
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| `drift`
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| Moves steadily, for a cloud, a platform, or a target.
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| `vx` (number), `vy` (number)
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| `frames`
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| Steps a sprite look's frame: a range of frames per state, as "idle=1-1, walk=2-5", at a rate a second. A sheet drawn facing both ways names the other way's frames stateLeft or stateRight (walkLeft), used while the var facing is that way instead of mirroring the look.
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| `fps` (number), `states` (string)
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| `gun`
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| The pointer as a gun for one player: a press of the trigger raises hit on what is under it, or miss. Ammo counts down; a shot off the screen reloads. With aim centre it fires from the middle of the picture -- a first-person gun.
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| `aim` (centre), `ammo` (number), `player` (number), `reload` (offscreen), `trigger` (switch)
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| `health`
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| The var health; the damage action lowers it, and at zero the instance raises death and is destroyed unless keep is set. With ragdoll, a model falls limp instead and goes after linger seconds.
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| `keep` (boolean), `linger` (number), `max` (number), `ragdoll` (boolean)
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| `hitbox`
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| The instance's hit shape comes from a track of boxes keyed by disc frame or time; between keys it is interpolated, outside them there is none.
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| `track` (track)
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| `hotspot`
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| Something a verb can be used on: a name for the sentence line, a place to walk to first, and a polygon (x,y pairs) when its look's box will not do.
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| `name` (string), `polygon` (table), `walkX` (number), `walkY` (number), `walkZ` (number)
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| `joint`
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| Joins this body to another's -- or to the world, with no other -- by a hinge, a ball, or a slider through a world point along an axis.
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| `ax` (number), `ay` (number), `az` (number), `dx` (number), `dy` (number), `dz` (number), `other` (string), `type` (hinge, ball, slider)
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| `keys`
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| Reads a player's keys into the vars dx and dy (-1 to 1) and fire, so rules and movers read intent rather than hardware.
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| `down` (scancode), `fire` (scancode), `left` (scancode), `player` (number), `right` (scancode), `up` (scancode)
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| `mover`
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| Moves by the vars dx and dy at a speed, kept on the screen when clamp is set. Pair it with keys.
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| `clamp` (boolean), `speed` (number)
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| `patrol`
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| Walks a list of points in turn -- a creep's lane, a guard's round -- looping or stopping, and raises patrolEnd at the last.
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| `loop` (boolean), `points` (table)
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| `platformer`
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| Runs, falls, and jumps: the engine's character controller in 2D. Rules say which way with run and jump. Its point is its feet, so its look stands on it. Sets the var facing, and the var state to idle, walk, jump, or fall unless a rule set another.
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| `jump` (number), `speed` (number)
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| `projectile`
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| Flies at a velocity and is dropped past the edge (or far away, in 3D) or after life seconds. With aim, a sprite turns to point the way it flies.
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| `aim` (boolean), `life` (number), `vx` (number), `vy` (number), `vz` (number)
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| `racer`
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| Drives a vehicle round a track of points on its own: steering toward the next, throttling by how straight the road is.
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| `reach` (number), `throttle` (number), `track` (track)
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| `seek`
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| Moves straight toward a target -- an entity's id, or "camera" -- and raises arrived within stopAt of it.
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| `fly` (boolean), `speed` (number), `stopAt` (number), `target` (string)
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| `shooter`
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| Spawns a type from an offset while the var fire is set (or always, with auto), no faster than the rate.
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| `auto` (boolean), `offsetX` (number), `offsetY` (number), `rate` (number), `spawns` (type)
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| `soft`
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| A mesh look made soft: a cloth, or a body inflated to a pressure.
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| `mass` (number), `pressure` (number), `stiffness` (number), `type` (cloth, body)
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| `solid`
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| Immovable ground or a wall, in a world2d or a scene3d room. With moving, a body that follows wherever the instance is moved -- a paddle, a lift.
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| `moving` (boolean)
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| `sound`
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| A clip per event: spawn, hit, death, or any event the instance sees. Values are file names. volume is the clips' own, 0 to 100, under the game's.
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| `death` (file), `hit` (file), `pressed` (file), `spawn` (file), `volume` (number)
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| `spawner`
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| Makes instances of a type every so many seconds at its own position or at one of its points, up to max alive at once and total in all.
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| `every` (number), `max` (number), `pick` (turn, random), `points` (table), `spawns` (type), `total` (number)
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| `spin`
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| Turns steadily: the var angle in 2D (a sprite turns with it), the node about Y in 3D, in degrees a second.
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| `rate` (number)
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| `target`
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| Something a gun can hit. In 2D its look's box; in 3D a body the size of its look, plus zones -- boxes on named bones, so a shot says which part it hit.
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| `zones` (table)
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| `thrust`
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| A body pushed along its nose by the var dy and turned by dx: a hovercraft, a ship, a plane without lift.
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| `force` (number), `turn` (number)
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| `timer`
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| Raises the timer event with its name after some seconds, or every so many. start false waits for timerStart.
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| `after` (number), `every` (number), `name` (string), `start` (boolean)
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| `trigger`
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| A volume that reports what enters and leaves it, as the enter and leave events. A checkpoint, a doorway, a prize.
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| --
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| `turret`
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| Fires at the nearest instance of a type within range, no faster than the rate: spawns a projectile aimed at it, or, with no projectile, does the damage itself.
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| `damage` (number), `range` (number), `rate` (number), `spawns` (type), `speed` (number), `targets` (type)
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| `vehicle`
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| A car, motorcycle, tank, or boat on the engine's vehicle physics, driven by the vars dy (throttle, up is forward) and dx (steering) from keys. Wheels hang at the four corners the sizes say; a boat needs none.
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| `mass` (number), `radius` (number), `suspension` (number), `thrust` (number), `torque` (number), `type` (car, motorcycle, tank, boat), `wheelX` (number), `wheelZ` (number), `width` (number)
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| `walker`
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| Walks the room's walk areas (2D) or its floors (3D) on the navigation mesh: walkTo sends it, a click on the floor can, follow keeps it after an entity (or the camera), and it raises arrived. Its state is walk or idle as it goes.
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| `every` (number), `follow` (string), `radius` (number), `speed` (number), `stopAt` (number)
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| `water`
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| Fills a mesh look with water: its top is the surface, and bodies inside float or sink by their buoyancy.
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| `density` (number), `drag` (number)
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|===
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=== Events
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[cols="1,3,2"]
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|===
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| Name | What it does | Parameters
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| `animationDone`
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| A clip that does not loop ended on self; event.state says which state it was for.
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| `state` (state), `type` (type)
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| `arrived`
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| A seeking instance reached its target.
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| `type` (type)
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| `branchMissed`
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| The window closed without the move and the disc went to the fail frame.
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| --
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| `branchOpen`
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| A branch's window opened; event.move says what it wants.
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| --
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| `branchTaken`
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| The move was made in time and the disc went to the success frame.
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| --
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| `collision`
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| An instance of type a began touching one of type b (self is a, other is b).
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| `a` (type), `b` (type)
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| `death`
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| self's health reached zero.
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| `type` (type)
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| `enter`
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| An instance of type b entered a trigger of type a (self is the trigger, other what entered).
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| `a` (type), `b` (type)
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| `frame`
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| Every frame.
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| --
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| `frameReached`
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| The disc passed a frame.
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| `frame` (number)
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| `gameOver`
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| The game ended.
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| --
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| `hit`
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| A gun shot landed on self; other is the gun.
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| `player` (number), `type` (type)
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| `leave`
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| An instance of type b left a trigger of type a.
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| `a` (type), `b` (type)
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| `midi`
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| A MIDI note came in on the port the game opened; event.pitch and event.velocity say which and how hard. (pitch, since note is what a rule's comment is called.)
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| `pitch` (number)
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| `miss`
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| A gun shot hit nothing; self is the gun. event.offscreen says whether it left the screen.
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| `player` (number)
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| `patrolEnd`
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| A patrolling instance reached the last of its points.
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| `type` (type)
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| `pressed`
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| A key or a switch went down.
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| `key` (scancode), `player` (number), `switch` (switch)
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| `railEnd`
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| A rail camera reached the end of its track.
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| --
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| `released`
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| A key or a switch came up.
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| `key` (scancode), `player` (number), `switch` (switch)
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| `roomEnd`
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| A room is about to be left.
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| `room` (room)
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| `roomStart`
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| A room has been entered.
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| `room` (room)
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| `said`
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| A line was typed at the parser: its verb, noun, and second noun as the words table knows them, or unknown for a word it does not. The most specific rule wins.
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| `noun` (string), `second` (string), `verb` (string)
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| `soundDone`
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| A clip that playSound or a sound behaviour started has ended; event.file says which, and self is the instance that played it.
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| `file` (file), `type` (type)
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| `spawn`
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| self has just been made.
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| `type` (type)
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| `stopped`
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| A rail camera reached a stop; event.name says which. pathNext moves it on.
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| `name` (string)
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| `timer`
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| A timer on self went off; event.name says which.
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| `name` (string), `type` (type)
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| `verb`
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| A verb was used on a hotspot (self), with an item or not: "use key on door". The most specific rule wins.
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| `item` (string), `target` (string), `verb` (string)
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|===
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=== Conditions
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[cols="1,3,2"]
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|===
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| Name | What it does | Parameters
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| `below`
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| An instance has fallen past a line -- a pit, or the bottom of the screen.
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| `entity` (entity), `y` (number)
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| `chance`
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| True with a probability, 0 to 1.
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| `p` (number)
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| `discBetween`
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| The disc is between two frames -- the window a QTE is answered in.
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| `from` (number), `to` (number)
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| `every`
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| True once every so many seconds, for a rule that fires steadily.
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| `seconds` (number), `tag` (string)
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| `has`
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| The inventory holds an item.
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| `item` (string)
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| `hitPart`
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| The shot landed on a named zone of the target: head, weakspot.
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| `part` (string)
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| `hover`
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| A player's pointer is over the named hotspot.
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| `player` (number), `target` (string)
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| `inState`
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| An instance's state is this.
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| `entity` (entity), `state` (state)
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| `keyHeld`
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| A key is down.
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| `key` (scancode)
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| `keyPressed`
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| A key went down this frame.
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| `key` (scancode)
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| `onGround`
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| A platformer has ground under it.
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| `entity` (entity)
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| `onScreen`
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| An instance's box is at least partly on the overlay.
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| `entity` (entity)
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| `once`
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| Only the first time this rule would run -- per instance and per room unless scope is "game".
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| `scope` (string), `tag` (string)
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| `pointerIn`
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| A player's pointer is over an instance.
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| `entity` (entity), `player` (number)
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| `pointerOffscreen`
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| A player's pointer is off the picture, which is how a light gun reloads.
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| `player` (number)
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| `switchHeld`
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| A pad, gun, or mouse switch is down.
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| `switch` (switch)
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| `test`
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| An expression is true: self.health <= 0, count("zombie") == 0, score > 1000.
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| `expr` (expression)
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| `timeBetween`
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| The game is between two moments, in seconds.
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| `from` (number), `to` (number)
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| `touching`
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| Two instances overlap.
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| `entity` (entity), `other` (entity)
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| `waiting`
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| A rail camera is held at a stop.
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| `entity` (entity)
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|===
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=== Actions
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[cols="1,3,2,1"]
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|===
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| Name | What it does | Parameters | Waits
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| `addScore`
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| Add to the score.
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| `amount` (number)
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| `addVar`
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| Add to a var on an instance, or on the game with no entity.
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| `amount` (number), `entity` (entity), `name` (string)
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| `cameraCut`
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| Draw the scene from another camera instance.
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| `entity` (entity)
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| `credit`
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| A coin: one more credit.
|
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| --
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| `damage`
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| Take from an instance's health; at zero it dies.
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| `amount` (number), `entity` (entity)
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| `destroy`
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| Remove an instance.
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| `entity` (entity)
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| `die`
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| The Sierra death: a message, then the game starts over.
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| `text` (expression)
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| yes
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| `discTo`
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| Send the disc to a frame -- the branch a QTE takes.
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| `frame` (number)
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|
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| `emit`
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| A burst of particles at an instance: an explosion, sparks, a puff.
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| `b` (number), `count` (number), `entity` (entity), `g` (number), `r` (number), `speed` (number)
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| `face`
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| Turn a walker to face left or right, or toward an instance.
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| `direction` (string), `entity` (entity), `target` (entity)
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| `fade`
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| Fade the picture to black, or back (with out false), and wait.
|
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| `out` (boolean), `seconds` (number)
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| yes
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|
|
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| `flash`
|
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| Flash the screen a colour.
|
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| `b` (number), `g` (number), `r` (number), `seconds` (number)
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|
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| `gameOver`
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| End the game: rules stop, the gameOver event fires, restart begins again.
|
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| --
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| `give`
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| Put an item in the inventory.
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| `item` (string)
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| `goTo`
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| Go to a room, taking the named entity along and placing it at a point there -- or where the entity called at stands in that room.
|
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| `at` (string), `entity` (entity), `room` (room), `x` (number), `y` (number), `z` (number)
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|
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| `jump`
|
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| Ask a platformer to jump.
|
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| `entity` (entity)
|
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| `loadGame`
|
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| Bring a slot back.
|
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| `slot` (number)
|
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| `lookAt`
|
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| Turn an instance toward another.
|
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| `entity` (entity), `target` (entity)
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|
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|
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| `lua`
|
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| Anything the vocabulary cannot say. The way out, and it is meant to be used.
|
|
| `code` (lua)
|
|
|
|
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|
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| `moveTo`
|
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| Put an instance somewhere.
|
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| `entity` (entity), `x` (number), `y` (number), `z` (number)
|
|
|
|
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|
|
| `nextVerb`
|
|
| Cycle to the next verb in the game's list.
|
|
| --
|
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|
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| `pathNext`
|
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| Send a rail camera on from its stop.
|
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| `entity` (entity)
|
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|
|
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|
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| `playAnimation`
|
|
| Play a model's clip, once or looping.
|
|
| `clip` (string), `entity` (entity), `loop` (boolean)
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|
|
|
|
|
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| `playMusic`
|
|
| Play a track, looping.
|
|
| `file` (file)
|
|
|
|
|
|
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| `playSound`
|
|
| Play a clip, at a volume of its own (0 to 100) under the game's.
|
|
| `file` (file), `volume` (number)
|
|
|
|
|
|
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| `push`
|
|
| Shove a body, or a ragdoll's bone, along a direction.
|
|
| `bone` (string), `entity` (entity), `x` (number), `y` (number), `z` (number)
|
|
|
|
|
|
|
| `reload`
|
|
| Fill a gun's ammo.
|
|
| `entity` (entity)
|
|
|
|
|
|
|
| `restart`
|
|
| Begin the game again from its first room.
|
|
| --
|
|
|
|
|
|
|
| `run`
|
|
| Drive a platformer left (-1) or right (1) this frame.
|
|
| `direction` (number), `entity` (entity)
|
|
|
|
|
|
|
| `saveGame`
|
|
| Keep the whole game -- room, positions, vars, inventory -- in a numbered slot.
|
|
| `slot` (number)
|
|
|
|
|
|
|
| `say`
|
|
| Show a line for a while, and wait for it. With a hud it goes in the element called say; otherwise it is drawn.
|
|
| `seconds` (number), `text` (expression)
|
|
| yes
|
|
|
|
| `setState`
|
|
| Change an instance's state.
|
|
| `entity` (entity), `state` (state)
|
|
|
|
|
|
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| `setText`
|
|
| Change what a text instance says.
|
|
| `entity` (entity), `text` (expression)
|
|
|
|
|
|
|
| `setVar`
|
|
| Set a var on an instance, or on the game with no entity.
|
|
| `entity` (entity), `name` (string), `value` (expression)
|
|
|
|
|
|
|
| `setVerb`
|
|
| Choose the verb the next click uses.
|
|
| `verb` (string)
|
|
|
|
|
|
|
| `shake`
|
|
| Shake the camera for a moment.
|
|
| `amount` (number), `seconds` (number)
|
|
|
|
|
|
|
| `show`
|
|
| Show or hide an instance.
|
|
| `entity` (entity), `visible` (boolean)
|
|
|
|
|
|
|
| `spawn`
|
|
| Make an instance of a type at a point.
|
|
| `type` (type), `x` (number), `y` (number), `z` (number)
|
|
|
|
|
|
|
| `spawnAtPointer`
|
|
| Make an instance of a type where the player's pointer is: on the overlay in 2D, on the floor the ray meets in 3D.
|
|
| `player` (number), `type` (type)
|
|
|
|
|
|
|
| `stopMusic`
|
|
| Stop the track that is playing.
|
|
| --
|
|
|
|
|
|
|
| `submitScore`
|
|
| Send the score to the master service's board for this game, queued until it can go.
|
|
| `board` (string)
|
|
|
|
|
|
|
| `take`
|
|
| Take an item out of the inventory.
|
|
| `item` (string)
|
|
|
|
|
|
|
| `talk`
|
|
| Run a dialogue from the game's dialogues, and wait for it to end.
|
|
| `dialogue` (string)
|
|
| yes
|
|
|
|
| `timerStart`
|
|
| Start a named timer on an instance.
|
|
| `after` (number), `entity` (entity), `name` (string)
|
|
|
|
|
|
|
| `useItem`
|
|
| Choose an inventory item for the next click: "use key on ...".
|
|
| `item` (string)
|
|
|
|
|
|
|
| `wait`
|
|
| Wait some seconds before the next action.
|
|
| `seconds` (number)
|
|
| yes
|
|
|
|
| `walkTo`
|
|
| Send a walker to a point, and wait until it gets there.
|
|
| `entity` (entity), `x` (number), `y` (number), `z` (number)
|
|
| yes
|
|
|
|
| `walkToHotspot`
|
|
| Send a walker to a hotspot's walk point (the one the verb was used on, with self), and wait.
|
|
| `entity` (entity), `target` (entity)
|
|
| yes
|
|
|
|
| `walkToPointer`
|
|
| Send a walker where the player's pointer is, and wait.
|
|
| `entity` (entity), `player` (number)
|
|
| yes
|
|
|
|
|===
|
|
|