typing -VAL:Blah- will replace “Blah” with the value of a custom variable; obviously, you'll be typing the name of an actual custom variable there, not Blah (unless you created a variable named Blah for some reason). If you haven't set a variable by that name yet, the game will just display a 0 by default.
Usage example: You have -VAL:Money- gold left will read as “You have X gold left,” where X is the value of the custom variable Money. If Money is currently 55, for instance, the dialog will read “You have 55 gold left.”
<Unit>0,1,Sabrina/Strider,1,6,Down,Iron Sword/Bandages</Unit>
<Unit>0,1,Sabrina/Strider,1,6,Down,Iron Sword-E-/Bandages</Unit>
requirements="r:Human,Lizardman"
requirements="c:Swordsman,Spearman,Warrior"
requirements="l:3"
requirements="r:Human,Spriggat/c:Swordsman/l:6"
I've just fixed a bug where the game would default to a 3-second turn timer in local multiplayer matches if you didn't choose another setting. That has now been fixed, and the installers updated online.
<Condition>Exploration Mode,true</Condition>
IfGoneGoTo Herman Bladesmith,2
IfStatGoTo Herman Bladesmith,Strength,l,7,3
GoTo 4
<Script>Nightfall
<Action>ChangeCondition/Global Lighting,Night</Action>
<Action>ChangeCondition/Fog of War,true</Action></Script>
<Script>Daybreak
<Action>ChangeCondition/Global Lighting,Daylight</Action>
<Action>ChangeCondition/Fog of War,false</Action></Script>
IfItemGoTo/Anyone,Golden Orb,true,6
IfItemGoTo/Durango Hasslegourd,Bandages,false,3
-NAME-, look out--it's moving!
OnStat Emma Strider,Level,=,2
<Dialog>OnReachingSpace/5,3//-FNAME- has reached the magic space! Strength increased by 20! -FNAME-'s Strength is now -STAT:-FNAME-,Strength-.
<Action>SetStat/-FNAME-,Strength,+,20</Action>
<Reply>.../EndConv</Reply></Dialog>
<Condition>Fatigue,0,1</Condition>
<Condition>Fatigue,1,0.5</Condition>
<Script>PressurePlateTrap
<Action>SpawnParticlesAt/Smoke,-Y-,-X-</Action>
<Action>SpawnParticlesAt/Sparks,-Y-,-X-</Action>
<Action>DamageChar/-FNAME-,8,Heat</Action>
</Script>
<Unit trigger="Use,UseSwitch">0,99,Switch,7,11,None,None</Unit>
<Dialog>OnTurn/0//
<Action>SetVal/LightsAreOff,=,0</Action>
<Action>EndConvImmediately/</Action>
<Reply>.../EndConv</Reply></Dialog>
<Script>UseSwitch
<Action>IfValRun/LightsAreOff,=,0,TurnLightsOff</Action>
<Action>IfValRun/LightsAreOff,=,1,TurnLightsOn</Action>
<Action>IfValRun/LightsAreOff,=,2,PrepLightsForTurningOn</Action>
</Script>
<Script>TurnLightsOff
<Action>ChangeCondition/Global Lighting,Night</Action>
<Action>SetVal/LightsAreOff,=,2</Action>
</Script>
<Script>TurnLightsOn
<Action>ChangeCondition/Global Lighting,Indoors</Action>
<Action>SetVal/LightsAreOff,=,0</Action>
</Script>
<Script>PrepLightsForTurningOn
<Action>SetVal/LightsAreOff,=,1</Action>
</Script>
<Dialog branch="0" r="-1">
OnReachingSpace/6,0,,0//Exit the lissit camp?
<Reply>Stay./EndConv</Reply>
<Reply>Leave./NextScene</Reply>
</Dialog>
<Unit>0,99,Chest,17,20,None,-R-</Unit>
<Unit>0,99,Chest,2,20,None,R[0-4]</Unit>
GENERATE_RANDOM_LEVEL[Mines,DeviousSchemes2,1,28,10-16,Bandit/Swordsman:Bandit/Bowman:Bandit/Healer]
animations are looking really nice!
The Stone Golem Throw animations have been added to the game!
<Pattern name="single">
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,1,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
</Pattern>
<Pattern name="row_split">
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,1,0,1,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
<Reticles>0,0,0,0,0,0,0</Reticles>
</Pattern>
OnGrab ,-1
OnGrab Jimmy Smitts,0,7,9
RemoveConv OnReachingSpace,4,4
<Dialog>OnTurn/0/Gambler/Let's roll some dice! D6: R[1-6] D10: R[1-10] 2D12: R[2-24] 5D20: R[5-100]
<Reply>.../NewBranch/1</Reply></Dialog>
SetVal DieValue,=,R[13-62]
<Unit>0,100,TentTrim,6,0,None,None</Unit>
<Obj charname="none" spritetype="CampfireLit"...shadowType="Small" shadowY="36" lighting="1.6,1.2,0.7"...
<Char charname="Shadow/Emma" spritetype="Swordsman_F"...shadowType="Small" shadowY="32" lighting="0,0,0"...
<Objective>Defeat all enemies</Objective>
<Objective>Emma and Sabrina must both survive</Objective>
<Objective>Eat your veggies</Objective>
<Objective>Be nice to your momma</Objective>
<Objective>Say hi to your aunt Sadie for me</Objective>
ModDmgForMoveType,*:2:flying
Within the square brackets of GENERATE_RANDOM_LEVEL[], delimited by forward slashes, include the following parameters:
1. dungeon type – tells the game which rooms to use when building the level; specifically, which subfolder within Maps > Generator Chunks to use. (If, for instance, you've created a folder within Generator Chunks called Forest with a bunch of rooms that are just grass and trees and bushes and such, and you want the game to generate a level using those chunks, you'd use Forest for this parameter.)
2. nextbattle – the name of the scene to go to once the level is successfully completed.
3. musictrack – the music to play for this level.
4. number of floors – how many levels the generated dungeon should contain. (Leave this at 1 for now.)
5. level size – a number representing both the width and height of each level (e.g. 15 will produce 15x15 square floors).
6. number of enemies – a range of enemies, with the lower bound and upper bound delimited by a hyphen (e.g. 8-12 will cause the level to spawn between 8 and 12 enemies).
7. level of enemies – a range of enemy levels, with the lower bound and upper bound delimited by a hyphen (e.g. 1-3 will result in all enemies spawned being between level 1 and level 3).
8. types of enemies – the names of all possible enemies that can spawn, with a comma between first and last names, with each individual enemy delimited by a colon (e.g. Bloodbeard's,Bandit:Bloodbeard's,Bowman:
Bloodbeard's,Healer will tell the game to choose from these three types of enemies when populating the level).
9. conditions – all Conditions you want the level to have, from global lighting to deployment. Delimit each condition's parameters using commas, as usual; the conditions should each be separated by a colon (e.g. Global Lighting,Cave:Protect Char,0,Lorenzo Llamas will set the level's lighting and make it so the player has to keep the character Lorenzo Llamas alive).
Usage example: GENERATE_RANDOM_LEVEL[Ancient Dungeon/Exit Cut Scene/Dungeon/1/30/10-14/2-6/Ancient,Ghost:Ruins,Bandit,:Ruins,Swordsman/Global Lighting,Cave] will cause the game to generate a single 30 x 30-tile level using room chunks from the “Ancient Dungeon” subfolder, lit with the “Cave” global lighting condition, playing the “Dungeon” music track, containing between 10 and 14 enemies (a mix of Ancient Ghosts, Ruins Bandits and Ruins Swordsmen) ranging in level from 2 to 6, and proceeding to the scene Exit Cut Scene.xml upon completion.
RemoveReply Want to buy my sword?::12
SpawnChar 1,Bandit:Swordsman,3,5,Down,,Add:Passive::Add:LevelUp:2
nextbattle="GENERATE_RANDOM_LEVEL[Forest/Camp 1/Dungeon/1/21/16-22/2-6/Bloodbeard's,Bandit:Bloodbeard's,Bowman/Global Lighting,Daylight:Protect Char,0,Emma Strider]"
ModDmgForAttack,+:1:Mind Blast
will increase the character's damage by 1 whenever he/she attacks with Mind Blast.ModCostForAttack,%:75:Cryo Blast
will decrease the cost to use Cryo Blast to 75% of its normal amount for the tagged character.Hero >
Champion – A strong, durable fighter that becomes even more resilient and capable, able to inspire allies to great feats. Can use Swords, Main Gauches and Rapiers. Gains +6 Health, +6 Energy, +2 Strength. Learns Inspire.
Assassin >
Whisper – Difficult to hit, incredibly mobile assassins. Can use Daggers and Throwing Knives. Gains +2 Energy, +1 Strength, +25% Dodge, and Stealth (tag: TargetValue,0.3).
Swordsman >
Fencer – Fast, good at going toe-to-toe with powerful physical enemies. Can use Swords, Main Gauches and Rapiers. Gains +2 Health, +2 Energy, +10% Dodge, +1 Counterattack, +20% Accuracy. Learns Feint, Disarm.
Bandit >
Marauder – Strong damage dealer with expanded access to armor and shields. Can use Axes, Halberds, small shields and Leather Armor or Chain Mail. Gains +4 Strength and +5 Health.
Spearman >
Pikeman – Specializes in drawing (and weathering) enemy attacks. Can wear heavy armor and use large shields, Spears, Halberds. Gains +7 Health, +20% Slash Resistance, +10% Pierce Resistance, and Prominence (tag: TargetValue,1.5).
Cavalier >
Mantis Knight – Tougher, with expanded options for close-range combat on the front lines. Can wear heavy armor and use large shields, Lances, Halberds. Gains +4 Health, +2 Strength, +5% Slash Resistance, +5% Pierce Resistance, and +1 Counterattack. Learns Charge.
Lizardman >
Drake – Stronger, faster, greater endurance, with access to basic armor. Can use Maces and Flails, small shields and Leather Armor. Gains +2 Health, +4 Energy, +2 Strength and +5% Dodge.
Bowman >
Bowmaster – Faster, more accurate; better at long-range harrassment, both with Bow and Arched Shot. Can use Bows and Longbows. Gains +20% Accuracy and +2 Speed.
Crossbowman >
Arbalist – Trained to modify and shoot different types of crossbow bolts. Can use Crossbows. Gains +3 Health, +2 Strength, Range Bonus of 1. Learns Poison Bolt and Piercing Shot.
Engineer >
Machinist – A more efficient builder with Golem-specific support skills and access to Leather Armor. Learns Engine Boost, Build Wood Barricade 2, Build Wood Bridge 2. Gains +1 Health, +8 Energy.
Psy Healer >
Caduceus – The caduceus is a master of shields. Learns Static Shield, Solid State Shield. Gains +2 Psy Defense and +6 Energy, +1 Mind Shield range.
Mentalist >
Puppetmaster – a powerful manipulator. Learns Kinetic Gale, Kinetic Wave, Levitate. Gains +2 Psy Power, +5 Energy, +1 Mind Control range, 50% cost for Kinetic Gust and Kinetic Pull.
Pyrokineticist >
Pyrokurios – A master of pyrokinesis. Learns Fire Gate. Gains +1 Health, +4 Energy, +3 Psy Power, +1 Pyro Blast range and 50% Pyro Blast cost.
Cryokineticist >
Cryokurios – A master of pyrokinesis. Learns Frost Armor and Cryo Cross. Gains +1 Health, +4 Energy, +3 Psy Power, +1 Cryo Blast range and 50% Cryo Blast cost.
Skiakineticist >
Skiakurios – A master of manipulating negative emotion. Learns Fury and Dark Vortex. Gains +1 Health, +4 Energy, +3 Psy Power, +1 Shadow Blast range and 50% Shadow Blast cost.
Photokineticist >
Photokurios – A master of photokinesis. Learns Light Bomb. Gains +1 Health, +4 Energy, +3 Psy Power, +1 Light Blast range and 50% Light Blast cost.
Shadowling >
Shadowheart – A devious fighter, able to teleport around the battlefield and prey on the mental weaknesses of its enemies. Learns Terror, Decoy. Gains +3 Health and +5 Energy. +1 Shadowport range and -1 Shadowport cost.
Spriggat >
Greater Spriggat – A mature spriggat in full command of its abilities is a deadly foe indeed. Gains +3 Health, +4 Energy, +1 Strength, +1 Psy Power and +1 Speed. -1 cost for its basic breath attack.
Spirit >
Specter – A spirit that has gained greater control over itself, and thereby possesses greater psy manipulation powers. Gains +16 Energy. Learns Transfer 2, Drain, Stimulate.
Stone Golem >
Megalith – A Stone Golem with combat experience is a terrifying opponent indeed. Learns Smash, Engine Boost. Gains +3 Health, +3 Strength, +20% Slash Resistance, +20% Pierce Resistance.
Bronze Golem >
Titan – Gains +12 Health, +2 Strength. Learns Spin Saw 2, Engine Boost.
<NewRoster>Emma/Strider,Sabrina/Strider</NewRoster>
<NewRoster Num="1">Silithis/Predat,Siripent/</NewRoster>
Roster Number,1
TransferChar Jennifer:Faust,1
RemoveSpawn Lord:Dakarai
OnGrab/-ANY-,0,-1,-1
OnGrab/-ANY-,0,-1,-1,Sword of Light
<Unit trigger="Pressure,Snare Trap">0,99,Snare,11,26,None,None</Unit>
<Script>Snare Trap
<Action>AddStatusAt/-Y-,-X-,Stunned,AutoAdd</Action>
<Action>RemoveTriggerObj/-Y-,-X-</Action>
<Action>SpawnFloatingText/Snare Trap!,-FNAME-,0xFFFF00</Action>
</Script>
<Action>WhoCanUse/Iron Sword</Action>
OnTurn/0/Goniff Bastid/Who can use an Iron Sword? -STR:_WhoCanUse-
<Action>Tweet/share?text=I%20beat%20Telepath%20Tactics!%20Can%20you%20top%20my%20final%20score%20of%20-SCORE-?&url=http:||sinisterdesign.net|products|telepath-tactics|</Action>
DelArr On Sale,all
ShuffleArr Sale Items
ForArr Sale Items,0,4,1,Get Sale Item
<Script>Get Sale Item
<Action>SetArr/On Sale,end,-STR:_ArrStr-</Action>
</Script>