These are commands that are specific to creatures. i.e. Norns, Grendels, Ettins and Shee/Geats.
Command / Value | Description |
stm# shou stimulus# | Stimulates all creatures within ear shot (a shout) with a hard-hired stimulus# from this list. Object is a pointer to an object (TARG, FROM, NORN etc.). |
stm# sign stimulus# | Stimulates
all creatures looking at the owner of this script (as if it's a sign) with a hard-hired stimulus# from this list. |
stm# tact stimulus# | Stimulates all creatures in contact with the owner of this script with a hard-hired stimulus# from this list. |
stm# writ object stimulus# | Stimulates
a specific target object with a hard-hired stimulus# from this
list. Object is where you need a pointer to an object (TARG, FROM, NORN etc.). |
stim
shou significance input intensity features chem0 amount0
chem1 amount1 chem2 amount2 chem3 amount3
stim sign significance input intensity features chem0 amount0 chem1 amount1 chem2 amount2 chem3 amoun3 stim tact significance input intensity features chem0 amount0 chem1 amount1 chem2 amount2 chem3 amount3 stim writ significance input intensity features chem0 amount0 chem1 amount1 chem2 amount2 chem3 amount3 |
Similar
to the stm# command, stim stimulates the target creature
with a set of stimulus items:
significance = amount to nudge significance neurone by |
norn variable | Set current pet creature to
a variable. For example "norn targ" |
driv n | State of creature's Drive# n (hunger etc) |
drv! | Creature's MOST PRESSING Drive# returns 0 if no drives pressing Can be used in statements such as: "DOIF DRIV DRV! GT 128" to test level of strongest drive |
chem n | The concentration of a chemical in creature's bloodstream |
baby | Moniker of
the child's genome if the creature is pregnant, in non pregnant creatures this value is set to 0. Useful to modify scripts for pregnant creatures |
aslp | Set
to 1 if creature is asleep, 0 is awake. When a creature is asleep it will close its eyes, snore little zeds, and become insensible to some stimuli. "aslp 1" will make a creature fall asleep, and "aslp 0" will make a creature wake up |
camn | The creature's age in minutes. |
cage | The creature's age stage (0 to 7) |
dead | Set to 1 if the creature is dead, 0 if alive. |
fire x y amount | Fire the neurone whose position is
xy. 'amount' is the signal strength 0 to 255 is a 'safe' signal. |
trig lobe cell amount | Fires a particular neurone located by the given lobe and cell. |
chem chemical# amount | Add this amount of chemical# to the target creature's bloodstream. |
appr | Makes
the creature walk towards the object it is focusing on (_it_), the script
will only continue with next instruction when the creature is within
reach. This is used in activation scripts to make creatures move towards the object they are activating. |
walk | The creature will wander in its current direction. |
touc | Commands the creature to reach out and touch the object it is paying attention to (_it_) . If this cannot be done then the script automatically ends there. |
poin | Similar to touc, except that the creature keeps it's head pointing towards the camera. |
aim: act | Set the target point on the _IT_ object for subsequent APPR and/or TOUC commands. Act can be: 0 = activate1, 1 = activate2, 2 = deactivate |
say# n | Speak word number n in a speech bubble, and send that word as a signal message to all creatures in earshot. |
say$ [string] | Speak given string in a speech bubble. What it says cannot be understood by other creatures as no messages are sent. |
sayn | Makes the target creature tell you its most pressing need. |
impt n | Signifies how important
the next voluntary action is. The higher the number, the less likely it is that another action will override this one before it has finished. n is the amount the current decision neurone is nudged by. This instruction should be used at the start of every creature action script, and may be used within a script if the importance changes during a later phase. |
done | Tells
the creature that the current voluntary or involuntary action has been completed. For voluntary
actions it resets the decision neurone to force creature to make a new decision, and ensures current importance is zero. Put this command at the end of any temporary voluntary action (e.g. action1 but not walk east) and after every involuntary action. |
ltcy action mindelay maxdelay | Used to set the Latency for the target creature's given involuntary action (from 0 to 7). The action will be prevented from repeating for a delay between mindelay and maxdelay. (delay is measured in 4/10th sec intervals) |
drea max | Start dreaming,
and processing instincts, instead of receiving sensory data from environment.
Used during deep sleep or while the creature is a foetus in an egg. Once activated, up to max instincts will be processed, then the dream state switches off automatically. Each instinct takes about 5 seconds, during which the creature is insensible. Be careful when deciding what value to use - too low and instincts take too many sleeps to get processed, too high and creatures remain insensible for too long and risk starvation. |
drop | Makes
the target creature drop any objects it is carrying. This can be used when forcing the creature to drop the remains of a meal. |
f**k | This is only relevant to male creatures. It makes them pass any waiting sperm to female he is attending to. This female will conceive if she's fertile & receptive. |
snez | Makes the target creature sneeze & infect nearby creatures or environment with any live bacteria it has within it. |