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奥秘DLG文本参数阅读法 从入门到初步精通教程

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发表于 2008-6-17 16:51:52 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本文只适用于奥秘文本的DLG文件部分,由于本人能力有限只能探讨比较常见和基础的情况。

在我经过激烈的思想斗争和对良知的考问,终于决定在汉化工作进行“过半”的时候将这个迟到的教学帖写出来,供新进成员和日理万机的润色校对工作者们参考。我为自己的懒惰和低效向各位致以十二万分的歉意。

其实对于如何翻译一个文本相信很多人已经轻车熟路,也没有什么太奥妙的技巧可言,本文介绍的方法只是作为辅助和参考,理论也尚不完善,希望大家多多指正错误、补充新内容,并把这种比较方便的方法介绍给更多的人。

怎么说呢,非常遗憾,我们汉化的游戏不是一条主线一气呵成的那种不撞南墙不回头的“中式rpg”。大家在翻译DLG文本的时候可能会发现,虽然文本中的每一句话都可能在游戏中出现,但是文本的顺序却像意识流的小说一样,反过来掉过去也分不清是谁在和谁说话,甚至不知道那个是玩家说的,哪个又是NPC说的。在不了解情况时,可以进入游戏中测试对话的结构,不过这个方法既不方便也不是每个人都能做到,如果不搞清楚状况按自己的想法翻译,最后的结果往往是不知所云、答非所问的。我在已经翻译完成的文本中发现有很多文件都存在这种错误,在此请允许我对负责校对的兄弟们表达我对他们无限的钦佩和同情。

为了解决或者说缓建这种问题,就要求翻译者必须能够阅读代码中的参数(好吧  我承认这种提法的确不怎么专业),通过这种方法摸清整个文本的结构。

大家在翻译的时候一定都注意到所有的对话文件一般都是由7个大括号{}组成的——不论是玩家的对话还是NPC的对话,首先我来按照自己的理解来尝试解释一下这7个{}的含义:

{1 编号}  {2 NPC与男性玩家的对话内容/玩家与npc的对话选项}   {3 NPC与女性玩家的对话内容}   {4 主角智力IN判定}  {5 其他判定条件}  {6 下一句对话的编号}   {7 造成的结果等}

其中 蓝色部分为npc特有,  红色为主角特有

为了方便这里把第一个{}叫做{1},依此类推
下面我想通过解决一些实际问题来解释上面的这串括号的含义。

首先说一个大问题: 哪句话是主角说的,哪一句是npc说的。这个基本上根据语气都能区分,不过这里还是提供一条理论依据:

一般情况下,{3}不为空者 都是npc说的,npc文本的特点还有,{2}{3}内容基本相同,只是在称呼上 前者一般是先生,后者是女士;{4}{5}{6}均为空。

特殊情况不是没有的。比如Lil夫人有个只给女性角色的任务(任务内容自己发挥想象),这个文本就只有对女性对话的部分,另外我也见过与女性矮人对话的文本 - -;不过主角貌似不可能是女矮人。

npc的{6}一般也是空的,不过如果这个人有语音或者其他什么东西的话则另当别论。
例如:{1}{I can't believe it...!  I mean, you...  And then the zeppelin...!  And the fire...!  And the altar says that...!  Do you have any idea what all of this means?}{I can't believe it...!  I mean, you...  And then the zeppelin...!  And the fire...!  And the altar says that...!  Do you have any idea what all of this means?}{}{1}{}{gf2004 1, gf2626 1, gf2627 1, in -2804, gf2129 1, qu1010 2, ru2013},
这个是游戏开始的第一句话,出自virgil之口,不过这里他对男女玩家说的话都一样。大家注意到第5个{}并不是空的,里面有个1,不过这种情况并不常见,而且我也不知道它的含义是什么,姑且无视……

这里有一点需要留意,{2}{3}同一句话 两个不同版本,前一个必然是对男性说的。我记得有一次 有人把{2}里的lad(小子)当成了lady,翻译成了女士,如果他知道这个法则就不会出错了。

大家都知道黑岛RPG当中 傻子主角是块活宝,奥秘里自然也有傻瓜。在翻译文件的时候一定要注意主角的语句那个是正常人,那个是傻瓜,相信玩辐射喜欢用IN=1的人不希望看到一个满口流利中文,逻辑缜密还会说成语的傻瓜吧。

区分傻子与正常人十分重要 ,请务必牢记这条法则:

在{4}中,就是所谓的智力判定,括号里的参数一般只有2种情况{5}或者{-4},前者是正常人,后者是傻子,npc这里都是空。
所谓的傻子对话,被称为dumb dialog options,实际上除了智力小于5的人使用这种对话选项之外,还被弱智天才和“芬兰肯斯坦夫妇”3种背景的人使用。

上文中的(正)5代表IN大于等于5,-4代表IN小于等于4。当然,这里也不可避免有特殊情况,当傻子和正常人说话的内容相同的时候,{}里面参数是1,这种情况不太多见,比如傻子和正常人都会说的话,像yes,no,sure……再有比如(我是说比如)在风月场所挑选小姐的时候……

对于傻瓜对话翻译错误的情况更是多不胜数,有的翻译人员可能至今还没意识到傻瓜的存在……

而且只要文本中主角有对话,必然有正常人和傻子两种版本(使用口才说服的情况除外,要提升口才,前提就是智力要过关。不过奥秘中也有高智商傻瓜存在,所以很遗憾,他们都不会说服),并且他们在文本中以十分对称的顺序存放,很容易找到。

如果在翻译正常人的话遇到不确定的地方,你可以到傻子的相应文本中去找灵感;反之如果傻子又说了一个发音诡异拼写更诡异的单词,你也可以到正常人那里看看他到底说的是什么。
举一个例子:

傻子说:{Sub pheranian kee op}{}{-4}当时谁都不明白这是什么意思
后来看到正常人说的{He's waiting at the Kensington Broadway kiosk for you.}{}{5}
然后我们到他所说的地方去看了一眼,哪里原来是tarant地铁的所在地,这时才恍然大悟原来说的是subterranean kiosk!一个傻瓜难倒了一群人啊

关于{5}的讲解,这个完全是我拿来凑数的,由于主角的每一句几乎都有傻与不傻两个,所以每次说话都要判断主角的IN,而其他的判定不像智力这么重要,所以单独放在一个括号里,我还不了解他的全部用途,这里只讲几个最最常见的

1 {me 1} / {me 0}
前者代表主角之前和这个npc见过面,并且知道对方的名字,后者则相反
比如:
{6}{Sir!  Who are you?  How can I help?}{}{5}{me 0}{9}{}
这个是主角看到垂死的Kendrick 说的话,但是此时主角并不认识他。
{3}{Kendrick!  What's happened here?}{}{5}{me 1}{5}{}
这句话主角直接叫出了他的名字,因为参数是me 1 ,这也说明在Kendrick还活的很健康的时候主角就和他对过话了。
为了方便记忆,我们姑且想象他的含义是 met once.

2
其他游戏中的常见参数
同样 正书代表大于等于,负数代表小于等于
例如:
{4}{Please excuse my intrusion, sir. I meant no offense.}{}{5}{re-40, ch-9}{12}{ }
这里的{re-40, ch-9}代表 假如对方的reaction小于等于40,而且你的魅力CH又小于等于9,该选项就会出现

还有
{98}{I'll leave now and return when I have the funds available.}{}{5}{$$-999}{}{fl 133}
$$代表你的钱数,对方向你索要1000金币,如果你的钱数不足1000,这个选项就出现了

下面这个{6}是本文的重点了。它的作用非常关键,原理倒是简单的无话可说
请看下面的对话
{2}{And who might you be?}{}{5}{re 41, lf1 0}{30}{}
……
……
{30}{I be Jacob Bens.  ...}{I be Jacob Bens.  ...}{}{}{}{lf1 1}
明显的,前一句话是主角说的,问对方叫什么,第6个{}内容是30;再看后一句的文本编号,{30},内容是说 “我叫雅各布 本斯。”非常明显两句话是关联的,而且
主角的语句中第六个{}里的数字,就是接下来npc的回应的句子。

这样一来,主角—〉npc是完全确定了的,至于 npc—>主角还不是十分确定,不过一般情况下,这时主角的选项都紧跟在npc的语句之后。
这 也就是理解整个文本构架的命门所在了

虽然看起来没什么了不起,但是这在文本的翻译过程中有十分重要的辅助作用 。
还是举例吧:

1
{44}{You're Dr. Fenwick? You aren't what I expected.}{}{5}{gf2125 1}{58}{}
主角说 “你就是芬威克博士?和我想象的有点出入。”看第六个{},58,我们来找找第58句:
{58}{Yep. I get that a lot. Most people mistake me for the janitor, or some such nonsense. Must be because I'm just not interested in all the  high falootin' nonsense most "Doctors" spout, I reckon.}{Yep. I get that a lot. Most people mistake me for the janitor, or some such nonsense. Must be because I'm just not interested in all the  high falootin' nonsense most "Doctors" spout, I reckon.}{}{}{}{}
这位仁兄说“是啊,经常有人这么说。很多人都以为我是个传达室的老头呢!……”如果不知道这两句的关系,我想你很难决定什么叫做“Yep. I get that a lot.”尽管你每个字都认识。

2
{124}{you will get youself in to trouble for your lacking of manners.}{}{5}{}{fl131}{co}

{131}{you will be dead for lacking a head!}{you will be dead for lacking a head!}{}{}{}{}

这里主角先说 你没礼貌会惹上麻烦的。

结果对方回答:你没了脑袋会死的。

了解了这一层关系,翻译的时候应当注意把这里翻译成对仗的形式。而不是简单的翻译成 我要把你的脑袋拧下来。这种对仗在文本里也很常见,基本都是在寻衅的时候 = =
3
{287}{What are you going on about? I'm the only one of my clan here.}{What are you going on about? I'm the only one of my clan here.}{}{}{}{}
句子倒是没有什么生词,但是并不知道他确切指的什么——going on about是个十分暧昧的短语呢,这句话的编号是287,如果你在文本中搜索{287}就会发现这样的句子:
{248}{Weren't you and your clan banished for sharing your technology?}{}{5}{lf0 0, gf1040 0,lf7 0,lf2 0}{287}{}
主角说 “你和你的部落不是因为科技泄漏而被放逐的吗?”而我们 已经看到了npc的回应,所以我们可以确定npc的话应该翻译成“你在说些什么啊?只有我被放逐了而已”

4
有一些情况(可能还比较多见){6}里面是0,或者是负数。
如果是0,一般就是对话结束了。
例如:
{61}{E:}{}{5}{}{0}{}  

顺带一提:有很多人问,这个{C: }{d:}是盘符还是dos命令,其实都不是。这是奥秘的“通用文本”,通常出现在见面打招呼和对话结束等地方,它代表一系列意思相近的句子,在游戏中则会随意选择其中的一句。
比如这里的{E:},在游戏里有可能就是一句普通的 farewell,或者goodbye,也有可能是 good day to you ,说完了对话自然也结束了,于是有个{0}

{}里如果是负数,这个就有点复杂了。说明对方的回应在另外一个文本里面。至于是哪一个……你还是问程序员好了……

其实只要能灵活运用第六个{}的技巧,翻译应该就能变得轻松,而且重要的是准确的多。


最后来说说这个最后一个{} 恩,实际上我知道的也很少,姑且说之吧

这个{7}在主角和npc的语句中都可能出现 ,也都可能不出现

如果有npc说话有语音,那么这个括号里会有内容,其他的情形还不了解……

如果是主角的语句里{7}有内容,那么多办代表结果

最常见的一种:
1
{75}{Dwarves deserve to live in the ground, you arrogant bastard!}{}{5}{}{201}{re-10 }
矮人活该在地下生活,你这个傲慢的混蛋!

如果你选择了这句话,恭喜,对方的好感reaction -10  reaction 地到一定程度自然就开打没商量。reaction增加的情况也与此类似。

2
{191}{as a matter of fact, I have met many fine humans. But as a race, you lack maturity.}{as a matter of fact, I have met many fine humans. But as a race, you lack maturity.}{}{}{}{ }

{193}{As an individual, you are soon to lack a head.}{}{5}{}{0}{fl 340 ,co}

又是一个对仗。不过我们主要看结果,主角选择了这句话之后发生了什么呢?看看{7}:{fl 340 ,co}。里面有个co,我认为这个可以解释为combat,换句话说,你捅漏子啦,这个npc开始攻击你了……

至于fl 340,则代表这个npc在攻击你的同时头上出现的一句话,由于已经不是对话状态下说出来的,所以用fl表示,而且,前面的那个{0}说明对话已经结束,两个人都可以自由活动了……

3
{151}{If you are so coarse an individual, so be it. Here's 200 coins for your trouble.}{If you are so coarse an individual, so be it. Here's 200 coins for your trouble.}{}{}{}{$$200 }

{$$200 }, $$金钱,你的金钱增加了200(不过这说明你得到的钱数与你的魅力无关)

除此之外 ,结果 还包括你接受了一个任务,你的地图更新了之类的,具体情况有兴趣的人可以继续深入研究。



4
最近的新发现

举例:

偷窃大师的对话 ,你要想当大师,他叫你必须先去裸奔orz,如果你已经完成了他的要求,他会问你是不是受够了,
你可以这样回答 :

{196}{No,  I want to do it some more.}{}{5}{lf23 0}{211}{lf23 1, fl  211}

意思就是你要 继续裸奔(= =b),不过应该只要选了就可以,大家看到 “{5}其他判定条件”里面是{lf 23 0}, 我理解这里lf23是个参数,如果lf23=0,这个选项就会出现,而“{7} 结果”呢:  {lf23 1 , … }, 也就是说 lf23这个参数被赋值为 1 ,虽然不知道它的作用,不过我们明白,something has changed…

之后的对话我们不去管,想像主角继续在tarant主街上裸奔就是了,然后又回来找这个变态的npc复命,npc信守诺言,给与主角大师称号,bulabulabula……

最后 变态npc说:

{215}{Wait, you have been a good sport about this. Please accept this fine pistol as a token of our friendship, I have an endless supply of these things. Occupational hazard I guess.}{Wait, you have been a good sport about this. Please accept this fine pistol as a token of our friendship, I have an endless supply of these things. Occupational hazard I guess.}{}{}{}{in -2032}

他奖励你一柄手枪,而这句话要如何触发呢? 找他的前一句话:

主角是这么说的:

{201}{You have a twisted sense of Logic, sir. Good bye.}{}{5}{lf23 1}{215}{}

这个当然是骂npc变态的啦,不过请注意他的参数! “{5} 其他条件判定”{lf23 1}  !
大家也明白了吧?这也就是说,如果你前面选择“继续裸奔”,lf23这个参数就会变成1 ,只有他是1的情况下,这个选项才会出现,而最终你的回报就是能够触发npc以手枪相赠的对话!

假如你没能让lf23 =1呢,也就是说你选择了这句话

{195}{Of course, I am more than ready to stop this foolishness.}{}{5}{}{204}{}

这句话的出现条件没有限制,就是说这一句肯定会出现,而如果你选了他,也没有任何参数变化,

虽然最后也能得到偷窃大师称号,但是由于lf23 依然= 0  所以不能得到手枪!注意下面的句子

{200}{You have a twisted sense of Logic, sir. Good bye.}{}{5}{lf23 0}{218}{fl 218}

表面上看 对话是一样的,但是看了参数就发现不同了:{5}里面的{lf23 0}大家都懂了,而{6}呢,里面是218 而不是上文中奖励手枪的215

看看这个{218}号句子:

{218}{You are welcome. Come on back for a friendly exchange of witicisms(?witticism) any time! Good day.}{You are welcome. Come on back for a friendly exchange of witicisms any time! Good day.}{}{}{}{}

手枪没有了,这是必然的吧

所以~~大家都去裸奔吧!

这个例子说明 :类似 lf23这样的参数在游戏中起到判断特殊条件的作用,灵活使用可以达到各种神奇的效果,当然也说明我们可以投机取巧(上例中可见,只要选择了那个“继续奔”的选项,参数就会改变,而不必真的去再奔一遍。不过这只是我的推测,也许里面还另有玄机也未可知。),大家也多多留意吧!欢迎各位把自己的发现贴出于他人分享~





差不多就是这些了,殷切希望大家在翻译的时候多注意语境,另外对于游戏剧情也建议适当了解,了解文本中人物的身份对拿捏译文也会有所帮助。

最后,又到了励志的时间了~~~    誓死效忠黑煤窑!把汉化进行到底!
沙发
发表于 2008-6-17 17:55:16 | 只看该作者
[s:11] 嗯,邮购说得不错,当初一个傻瓜的错误单词搞得我很郁闷~~~
板凳
发表于 2008-6-17 21:46:15 | 只看该作者
好帖
地板
发表于 2008-6-17 21:54:51 | 只看该作者
感觉翻译时的语境最难把握拉,看科技文献看多了,翻译出来的东西都感觉比较生硬。 [s:22]
5#
发表于 2008-7-16 00:51:16 | 只看该作者
牛人...那个男女不同的对话,我可是看了好久才看出来。大家要注意有时候千万不能直接把第一句译文复制放到第二句,有时候第一句是SIr,第二句就是Lady。
6#
发表于 2008-7-16 00:52:44 | 只看该作者
哦,邮购,原来王勇就是他啊,久仰久仰...
7#
发表于 2008-7-27 20:35:51 | 只看该作者
游戏对话原文本身就有很多拼写、语法错误,新出的那个非官方补丁起初想解决这些问题,但还是因为改不胜改放弃了……
8#
发表于 2008-12-6 22:25:03 | 只看该作者
虽然看不懂,努力学习中...........
9#
发表于 2009-7-10 12:48:46 | 只看该作者
格式比较乱,仅供参考,摘自editdocs.zip http://www.terra-arcanum.com/downloads/

$$    if num1 > 0, true if PC and followers have at least num1 gold
    if num1 < 0, true if PC and followers have no more than -num1 gold
al    if num1 > 0, true if PC’s alignment is >= num1
    if num1 < 0, true if PC’s alignment is <= -num1
ar    if num1 > 0, true if PC is aware of area num1 (it is marked on his map)
    if num1 < 0, true if PC is NOT aware of area -num1
ch    if num1 > 0, true if PC’s Charisma is >= num1
    if num1 < 0, true if PC’s Charisma is <= -num1
fo    if num1 is 0, true if NPC is not a follower of PC
    if num1 is 1, true if NPC is a follower of PC
gf    true if global flag num1 is equal to value num2
gv    true if global variable num1 is equal to value num2
ha    if num1 > 0, true if PC’s Haggle is >= num1
    if num1 < 0, true if PC’s Haggle is <= -num1
ia    if num1 > 0, true if PC is in area num1
    if num1 < 0, true if PC is NOT in area –num1
in    if num1 >= 0, true if PC or any follower has item with name index num1
    if num1 < 0, true if NPC has item with name index –num1
lc    true if local counter num1 is equal to num2
le    if num1 > 0, true if PC’s level is >= num1
    if num1 < 0, true if PC’s level is <= -num1
lf    true if local flag num1 is equal to num2
ma    if num1 > 0, true if PC’s Magical Aptitude is >= num1
    if num1 < 0, true if PC’s Magical Aptitude is <= -num1
me    if num1 is 0, true if NPC has not met PC before
    if num1 is 1, true if NPC has met PC before
na    if num1 > 0, true if PC’s alignment is >= -num1
    if num1 < 0, true if PC’s alignment is <= num1
    Examples:
       Na 100 is true if the PC’s alignment is –100 or greater (-90, -50, 0,  80, 500, etc)
       Na –100 is true if the PC’s alignment is –100 or lower ( -150, -300, -500, etc)
ni    if num1 >= 0, true if PC and followers do NOT have item with name index num1
    if num1 < 0, true if NPC does NOT have item with name index –num1
pa    if num1 > 0, true if follower with name index num1 is in the PC’s party
    if num1 < 0, true if follower with name index num1 is NOT in the PC’s party
pe    if num1 > 0, true if PC’s Perception is >= num1
    if num1 < 0, true if PC’s Perception is <= -num1
pf    true if PC flag num1 is equal to value num2
ps    if num1 > 0, true if PC’s Persuasion is >= num1
    if num1 < 0, true if PC’s Persuasion is <= -num1
pv    true if PC variable num1 is equal to value num2
qa    true if quest num1 is in a state >= num2
qb    true if quest num1 is in a state <= num2
qu    true if quest num1 is in state num2
ra    if num1 > 0, true if PC’s race is num1
    if num1 < 0, true if PC’s race is not –num1
re    if num1 > 0, true if NPC’s reaction to PC is >= num1
    if num1 < 0, true if NPC’s reaction to PC is <= -num1
rp    if num1 > 0, true if PC has the reputation num
    if num1 < 0, true if PC does NOT have rumor –num
rq    if num1 > 0, true if rumor num1 is quelled
    if num1 < 0, true if rumor –num1 is NOT quelled
ru    if num1 > 0, true if PC has rumor num1 in log
    if num1 < 0, true if PC does NOT have rumor –num1 in log
sc    if num2 > 0, true if PC knows at least num2 spells in college num1
    if num2 <= 0, true if PC knows no more than -num2 spells in college num1
sk    if num2 > 0, true if PC’s rank in skill num1 is >= num2
    if num2 < 0, true if PC’s rank in skill num1 is <= -num2
ss    if num1 > 0, true if the current story state is >= num1
    if num1 < 0, true if the current story state is <= -num1
ta    if num1 > 0, true if PC’s Tech Aptitude is >= num1
    if num1 < 0, true if PC’s Tech Aptitude is <= -num1
tr    if num2 > 0, true if PC’s training in skill num1 is >= num2
    if num2 < 0, true if PC’s training in skill num1 is <= -num2
wa    if num1 is 0, true if NPC is not currently waiting for his leader to pick him up
    if num1 is 1, true if NPC is currently waiting for his leader to pick him up
wt    if num1 is 0, true if NPC has not waited for his leader and the time expired
    if num1 is 1, true if NPC waited for his leader and the time expired

$$    ranges from 0 to millions of gold
al    ranges from –1000 (pure evil) to 1000 (pure goodness) with 0 being neutral. 100 is tinged with good, 300 is squarely good, 500 is quite good, 700 is damn good, 900 is saintly. Reverse for evil.
ar    indexes are stored in data/mes/area.mes
ch    ranges from 1 (very hateable personality) to 20 (god-like presence), with 10 being average. 3 is very annoying, 7 is annoying, 13 is nice to be around, and 17 is love to be around.
fo    num1 MUST be 0 or 1
gf    num1 ranges from 1000 to 3199
gv    num1 ranges from 1000 to 1999
ha    ranges from 1 (couldn’t sell a life preserver to a drowning man) to 20 (could sell a refrigerator to an Eskimo), with 5 being default. 3 means he can rarely get a good deal, 7 means he can sometimes get a good deal from nice people, 10 means he can negotiate good deals but rarely great ones, 15 means he can usually get great deals.
ia    indexes are stored in data/mes/area.mes
in    indexes are stored in data/oemes/oname.mes
lc    num1 ranges from 0 to 3, num2 from 0 to 255
le    levels can range from 1 to 20
lf    num1 ranges from 0 to 31, num2 from 0 to 1
ma    this ranges from 0 to 100, with 0 being the default. 100 is a master mage, 80 is an awesome mage, 60 is a great mage, 40 is a good mage, and 20 is a starting mage.
me    num1 MUST be 0 or 1
na    ranges from –1000 (pure evil) to 1000 (pure goodness) with 0 being neutral. 100 is tinged with good, 300 is squarely good, 500 is quite good, 700 is damn good, 900 is saintly. Reverse for evil.
ni    indexes are stored in data/oemes/oname.mes
pa    indexes are stored in data/oemes/oname.mes
pe    ranges from 1 (notices nothing) to 20 (notices everything), with 10 being average. 3 will miss a lot of stuff, 7 will miss things that are not obvious and some that are, 10 will miss some non-obvious things, 13 will rarely miss hidden things, and 17 will notice anything that is not well-hidden.
pf    num1 ranges from 1000 to 3199
ps    ranges from 1 (no one cares about his opinion) to 20 (people think his words are law), with 5 being default. 3 means he must struggle to convince people the sky is blue, 7 means he can convince people with great effort, 10 means he can convince people to do things if they are predisposed, 15 means he can convince people to do things they might regret.
pv    num1 ranges from 1000 to 1999
qa    the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
qb    the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
qu    the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
ra    races are 1.human, 2.dwarf, 3.elf, 4.half elf, 5.gnome, 6.halfling, 7.half orc, 8.half ogre
re    reaction is usually between 0 and 100, with 50 being neutral. Below 0 is pure hatred, and above 100 is pure love.
rp    reputations are 1000 or greater
rq    rumor numbers are 1000 or greater
ru    rumor numbers are 1000 or greater
sc    spell colleges range from 0-15 and spells known from 0-5
sk    skills range from 0-11 for basic skills, and 12-15 for tech skills. The rank ranges from 0-20.
ss    The story state value ranges from 0 on up
ta    this ranges from 0 to 100, with 0 being the default. 100 is a master technologist, 80 is an awesome technologist, 60 is a great technologist, 40 is a good technologist, and 20 is a starting technologist.
tr    skills range from 0-11 for basic skills, and 12-15 for tech skills. The training ranges from 0-3, 0 being untrained and 3 being master.


$$    if num1 >= 0, add num1 money to PC
    if num1 < 0, remove this much gold from PC and followers
al    if +num1, then add num1 to PC’s alignment
    if -num1, then subtract num1 from PC’s alignment
    if <num1, then PC’s alignment cannot be greater than num1
    if >num1, then PC’s alignment cannot be less than num1
    if num1, then set PC’s alignment to num1
ce    start the character editor on the NPC in passive mode (this will terminate dialog)
co    start combat between speakers and terminate dialog
et    ONLY USABLE ON PC LINES!
    Tests whether PC can have expert training in skill num1. If he can, then, continue dialog at num2. If he cannot, the NPC will say why and then dialog will continue at the response line for this line. Please note that only two reasons are tested for (not enough rank and no training) and that specifically we do not test for money or if the PC already has expert training (or higher).
fl    float line num1 above NPC’s head and terminate dialog
fp    give 1 fate point to the PC
gf    set global flag num1 equal to value num2 (can only be 0 or 1)
gv    set global variable num1 equal to value num2
ii    start the inventory UI in identify mode
in    if num >= 0, transfer item with name index num1 from PC or follower to NPC
    if num < 0, transfer item with name index -num1 from NPC to PC
jo    ONLY USABLE ON PC LINES!
    ask NPC to join PC’s group. If num1 is 0, then pay attention to charisma limits. If num1 is 1, then override charisma limits. If successful, continue dialog at num2. If unsuccessful, the NPC will say why and then dialog will continue at the response line for this line.
lc    set local counter num1 equal to num2
lf    set local flag num1 equal to num2
lv    make NPC leave the party
mm    mark map area num1 as known on PC’s map
nk    kill the NPC involved in this dialog
np    add newspaper num1 with priority num2 (0 means no priority, 1 means high priority – make this tomorrow’s paper)
or    Set NPC’s origin to num
pf    set PC flag num1 equal to value num2 (can only be 0 or 1)
pv    set PC variable num1 equal to value num2
qu    set quest num1 as being in state num2. the states are unknown 0, mentioned 1, active 2, achieved 3, completed 4, other 5 and botched 6.
re    if +num1, then add num1 to NPC’s reaction to PC
    if -num1, then subtract num1 from NPC’s reaction to PC
    if <num1, then NPC’s reaction to PC cannot be greater than num1
    if >num1, then NPC’s reaction to PC cannot be less than num1
    if num1, then set NPC’s reaction to PC to num1
ri    start the inventory UI in repair mode
rp    if num1 > 0, add reputation num1 to PC
    if num1 < 0, remove reputation –num1 from PC
rq    quell rumor num               
ru    add rumor num to PC log               
sc    NPC will stay close               
so    NPC will spread out               
ss    set the current story state to num1 if it is lower than num1               
su    start the schematic UI on the PC               
tr    set the training of skill num1 to num2               
uw    ONLY USABLE ON PC LINES!               
    ask NPC to unwait and rejoin PC’s group (assumes NPC was told to wait). If num1 is 0, then pay attention to charisma limits. If num1 is 1, then override charisma limits. If successful, continue dialog at num2. If unsuccessful, the NPC will say why and then dialog will continue at the response line for this line.               
wa    make the NPC wait here               
xp    award experience points to the PC as if he had solved a quest of level num1               

        NPC-Only    G:    Greeting    optional params
            M:    Money    $,number
        PC-Only    A:    Appreciate   
            B:    Barter/Gamble   
            C:    Check story state   
            D:    Directions    $,number list
            E:    Exit   
            F:    Forget it   
            H:    Healing   
            K:    asK more questions   
            L:    Load WorldMap   
            N:    No   
            P:    newsPaper   
            Q:    Quest   
            S:    Sorry   
            T:    Training    number list
            U:    Use skill    number
            W:    Who are you?   
            X:    X Marks the Map    $,number list
            Y:    Yes   
            Z:    Zap spell    number
        Both    I:    Insult   
            R:    Rumor    $,number list
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