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Interaction commands

The following commands are available in response to events in Interaction windows:
Go to screen VAL
changes the player character's current room to the VAL. If this is in response to one of the screen edge events, the character will be placed on the opposite side of the screen. Otherwise, you must use the Data column to specify where on the new screen the man is placed.

You specify which edge by using these numbers: 1000=left, 2000=right, 3000=bottom, 4000=top. He will be placed in the middle of that side, unless you add the pixel offset along the edge, which you can get from the "Mouse Position" label in the Room Settings pane. For example, Data=2150 would place him near the bottom of the right-hand side.

(Do nothing)
nothing happens.
Stop man walking
the player character stops moving if he is currently moving.
Player dies
this command does not actually do anything other than call the on_event text script event.
Run animation VAL
(currently not implemented)
Display message VAL
displays a message. If the number is below 40, then the room message of that number will be displayed. If the number is above 500, then the relevant global message is displayed.
Remove object VAL
turns the specified object off. It will no longer appear on this screen, until it is turned back on by the "Turn object on" command.
Remv obj VAL, add inv
turns the specified object off, and adds the inventory number in the Data column to the player's inventory.
Add inventory VAL
Adds the specified inventory item to the player's inventory.
Run script
Runs a text script. Click the "..." button to edit the script. Section 4.4, above, introduces the text script system.
Run graphical script
(currently not implemented)
Play sound VAL
plays the sound effect SOUNDx.WAV or SOUNDx.VOC, where X is the number you supply. If the number is >=1000, then this command will instead change the background music to MUSICx.MID/MOD/XM, where X is the number you supply minus 1000.
Play FLI/FLC VAL
plays either FLICVAL.FLC or FLICVAL.FLI. If you set the Data column to 1 then the player can skip the animation by pressing ESC. Otherwise, they must watch the whole thing. For information on converting AVI files to FLC, see the FAQ section.
Turn object VAL on
turns the specified object on. Either it was previously turned off using the "Remove object" command, or it was set to initially Off in the Room Editor.
Run dialog topic VAL
starts a conversation, using topic number "VAL" from the Dialog Editor.