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        <title>The Dromesday Book tnhscript</title>
        <description></description>
        <link>http://whoopdedo.org/doku/</link>
        <lastBuildDate>Sun, 08 Aug 2010 07:17:45 -0600</lastBuildDate>
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        <image>
            <url>http://whoopdedo.org/doku/lib/images/favicon.ico</url>
            <title>The Dromesday Book</title>
            <link>http://whoopdedo.org/doku/</link>
        </image>
        <item>
            <title>AIFactory</title>
            <link>http://whoopdedo.org/doku/tnhscript/aifactory</link>
            <description>Creates a random AI. Link to a number of archetypes. Properties and links from this object will be copied to the AI.

Messages  Sim  Links  ScriptParams(Spawn)</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:37 -0600</pubDate>
        </item>
        <item>
            <title>AIGoMissing</title>
            <link>http://whoopdedo.org/doku/tnhscript/aigomissing</link>
            <description>When slain or knocked-out, a marker is created at the idling origin of the AI. The archetype MissingPerson is used and should be created with an appropriate suspicious property.  The marker is also created when the AI goes into high-alert.  and an</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:38 -0600</pubDate>
        </item>
        <item>
            <title>AIInteraction</title>
            <link>http://whoopdedo.org/doku/tnhscript/aiinteraction</link>
            <description>Triggers an object in response to an Interact message. The object is chosen from any number of ScriptParams links that have the same data as was sent with the Interact message.  If no links with the specific data are found, it will pick a generic link that has the data</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:39 -0600</pubDate>
        </item>
        <item>
            <title>AwarenessFilter</title>
            <link>http://whoopdedo.org/doku/tnhscript/awarenessfilter</link>
            <description>When placed on another object, an AI can send a CanISeeYou or CanIHearYou message to test for awareness of the object from the AI. When placed on an AI, it can send CanISeePlayer or CanIHearPlayer messages to itself to test for awareness of the Player</description>
        <category>tnhscript</category>
            <pubDate>Tue, 17 Feb 2009 17:29:39 -0600</pubDate>
        </item>
        <item>
            <title>CommandControl</title>
            <link>http://whoopdedo.org/doku/tnhscript/commandcontrol</link>
            <description>Executes an internal Dromed command. Multiple commands may be executed by separating them with ;.

You can get a list of commands by typing in Dromed:

  dump_cmds cmds.txt

Most commands only work in Dromed, however. Some useful commands that work in a normal game are:</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:40 -0600</pubDate>
        </item>
        <item>
            <title>ContainerPhysics</title>
            <link>http://whoopdedo.org/doku/tnhscript/containerphysics</link>
            <description>Transfers the velocity of a container to the items it contains when the container is slain. The objects are randomly distributed within the dimensions of the container.

If the object is slain by a collision, the contents will bounce away from the collision. This is to avoid pushing the objects into solid space.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:41 -0600</pubDate>
        </item>
        <item>
            <title>DarkHooks</title>
            <link>http://whoopdedo.org/doku/tnhscript/darkhooks</link>
            <description>The helper module DH2.osl is required by some scripts. The file should be treated like another osm script module. You don’t need to do anything other than copy it into the Thief folder before playing.

If the DarkHooks library is not available, other scripts will still work. Only the scripts that require it will fail to operate. A warning message is printed in Dromed’s monolog, but otherwise an inoperative script may not be immediately apparent. You can use the</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:41 -0600</pubDate>
        </item>
        <item>
            <title>Design Note Parameters</title>
            <link>http://whoopdedo.org/doku/tnhscript/designnote</link>
            <description>The Editor→Design Note property is used to specify most parameters for a script. The design note is a string that can be a list of parameters, or a single parameter by itself. A parameters is a keyword, followed by an equals sign (=), then an argument. The argument may be surrounded with single or double quotes. Multiple parameters are seperated with a semi-colon (</description>
        <category>tnhscript</category>
            <pubDate>Mon, 10 Aug 2009 17:28:15 -0600</pubDate>
        </item>
        <item>
            <title>DoorFrobInert</title>
            <link>http://whoopdedo.org/doku/tnhscript/doorfrobinert</link>
            <description>Add and remove the FrobInert metaproperty based on the door state of this object.  If the door is breakable, then the metaproperty is permanently removed when the door is Slain. A wooden door, for example, is still solid even when slain, but a glass door isn’t.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:43 -0600</pubDate>
        </item>
        <item>
            <title>ElevatorCar</title>
            <link>http://whoopdedo.org/doku/tnhscript/elevatorcar</link>
            <description>When the lift is about to move, activate the joint tweq in reverse and wait for it to complete. On TweqComplete, activate the lift. On WaypointReached, stop the car and activate the joint tweq forward. Sends TurnOff to links from the waypoint it’s leaving and</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:43 -0600</pubDate>
        </item>
        <item>
            <title>FocusPlaque</title>
            <link>http://whoopdedo.org/doku/tnhscript/focusplaque</link>
            <description>Display the book text on-screen when the object is hilighted. Will remove the text when unfocused, unless the trap control flag NoOff is set.

Messages  WorldSelect, WorldDeSelect  Properties  Book\Text</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:44 -0600</pubDate>
        </item>
        <item>
            <title>FollowBreadcrumb</title>
            <link>http://whoopdedo.org/doku/tnhscript/followbreadcrumb</link>
            <description>Responds to the message Breadcrumb. The AI will be directed to go to the object the message specifies. If the AI is at high alert, then nothing happens. The minimum alert level will be set to 1 for 5 seconds.

Messages  Breadcrumb(data1=dest_obj)  
See Also

	*  TrigBreadcrumb</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:45 -0600</pubDate>
        </item>
        <item>
            <title>GenericControl</title>
            <link>http://whoopdedo.org/doku/tnhscript/genericcontrol</link>
            <description>A script which can take a string argument.

The script will respond to TurnOn and TurnOff messages similarly to GenericTrap. The effect is specified in the design note parameters on and off. If either parameter is omitted, then that message will be ignored.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:46 -0600</pubDate>
        </item>
        <item>
            <title>GenericPotion</title>
            <link>http://whoopdedo.org/doku/tnhscript/genericpotion</link>
            <description>Works with the standard script TimedPotion.  On StartPotion, add a metaproperty to the recipient.  Recipient is usually the frobber, or specified by the optional parameter potion_dest. The recipient name can be self to explicitly refer to the frobber.</description>
        <category>tnhscript</category>
            <pubDate>Tue, 17 Feb 2009 17:39:45 -0600</pubDate>
        </item>
        <item>
            <title>GenericScale</title>
            <link>http://whoopdedo.org/doku/tnhscript/genericscale</link>
            <description>A knob-like script which works with a numerical argument.

The script will respond to TurnOn and TurnOff messages similarly to GenericTrap. The effect is specified in the design note parameters on and off. Each parameter is a number that the scale will be set to when triggered. If the</description>
        <category>tnhscript</category>
            <pubDate>Tue, 17 Feb 2009 17:22:06 -0600</pubDate>
        </item>
        <item>
            <title>GenericTrap</title>
            <link>http://whoopdedo.org/doku/tnhscript/generictrap</link>
            <description>A switch-like script which responds to TurnOn and TurnOff messages.

Trap Control Flags

Before activating the trap, the message can be altered by the Trap Control Flags property. Except for the Once flag, which will set the Engine Features→Locked</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:48 -0600</pubDate>
        </item>
        <item>
            <title>GenericTrigger</title>
            <link>http://whoopdedo.org/doku/tnhscript/generictrigger</link>
            <description>A script that sends TurnOn and TurnOff messages to other objects.

Any script can be the recipient or sender of a message, and many do both. When a script is more likely to be the sender of a message than recipient, it is considered a trigger. Properties such as</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:49 -0600</pubDate>
        </item>
        <item>
            <title>GrabFrobInert</title>
            <link>http://whoopdedo.org/doku/tnhscript/grabfrobinert</link>
            <description>Removes the FrobInert metaproperty when the object is picked up.

The effect can also be achieved by adjusting the Inventory\Pick Bias property.

Inherits  ObjFrobInert  Messages  FrobWorldEnd</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:50 -0600</pubDate>
        </item>
        <item>
            <title>HighlySuspicious</title>
            <link>http://whoopdedo.org/doku/tnhscript/highlysuspicious</link>
            <description>A replacement for SuspiciousReactions. Responds to a Suspicious message (which is usually sent from a pseudo-script) based on parameters read from the string file Strings\SuspParm.str. The first data parameter is the name or ID of the suspicious object, the second is the suspicious type. If the suspicious type is generic, then it is translated based on the object’s archetype.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:51 -0600</pubDate>
        </item>
        <item>
            <title>tnhScript</title>
            <link>http://whoopdedo.org/doku/tnhscript/index</link>
            <description>These scripts can be found in the free-to-use module tnhScript.osm. Fan-mission authors may include the script module in their mission as long as they fully comply with the Dromed EULA.

Demo Fan-Mission


This fan-mission contains sample uses of most of the scripts.</description>
        <category>tnhscript</category>
            <pubDate>Mon, 23 Nov 2009 14:17:51 -0600</pubDate>
        </item>
        <item>
            <title>InteractFrobHack</title>
            <link>http://whoopdedo.org/doku/tnhscript/interactfrobhack</link>
            <description>Like the script CorpseFrobHack but allows you to frob an active AI.  To use it, you need the metaproperty FrobInteract. Set the Engine Features\FrobInfo property with the World flags set to Script. The metaproperty is removed when the AI is killed or knocked-out.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:53 -0600</pubDate>
        </item>
        <item>
            <title>InvCarryOver</title>
            <link>http://whoopdedo.org/doku/tnhscript/invcarryover</link>
            <description>The first of a pair of scripts that allow you to have persistant containers. To make an object carry over, create a ScriptParams link with data CarryOver from the container object to the item, or its archetype. When a mission ends, contained items that inherit from one of the carry-over archetypes will be recorded as campaign quest variables. The variables will be named inv_ plus the name of the archetype. If the parameter</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:54 -0600</pubDate>
        </item>
        <item>
            <title>InventoryMetaprop</title>
            <link>http://whoopdedo.org/doku/tnhscript/inventorymetaprop</link>
            <description>Adds a metaproperty to the Player while the object is in his inventory.

Messages  Contained  Parameters  inv_effect (object)   Metaproperty to add.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:55 -0600</pubDate>
        </item>
        <item>
            <title>InvLoadUp</title>
            <link>http://whoopdedo.org/doku/tnhscript/invloadup</link>
            <description>Creates objects based on quest variables that were set in a previous mission. It looks for quest variables that begin with inv_. If the parameter inv_code is set, then the variables names must also have that code. An object with the name of the variable (minus the prefix code) is created and added to the contents of the script object. If the parameter</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:55 -0600</pubDate>
        </item>
        <item>
            <title>KeyHelper</title>
            <link>http://whoopdedo.org/doku/tnhscript/keyhelper</link>
            <description>Sends UseKey to the object it’s being used on.

Messages  FrobToolEnd, UseKey  
See Also

	*  LockHelper</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:55 -0600</pubDate>
        </item>
        <item>
            <title>KnockOnDoor</title>
            <link>http://whoopdedo.org/doku/tnhscript/knockondoor</link>
            <description>Signal an AI when you frob a door that is closed and locked. The AI has an Owns link to the door it will respond to.

Messages  FrobWorldEnd  Links  Owns  Signals  knock_knock</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:56 -0600</pubDate>
        </item>
        <item>
            <title>LockHelper</title>
            <link>http://whoopdedo.org/doku/tnhscript/lockhelper</link>
            <description>Script that sends TurnOn based on various interactions with a locked object. The triggers are sent along ScriptParams links that have the data set to a corresponding event name.

 Event       Description   FrobLock    The object was frobbed while locked.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:56 -0600</pubDate>
        </item>
        <item>
            <title>LootExchange</title>
            <link>http://whoopdedo.org/doku/tnhscript/lootexchange</link>
            <description>On TurnOn, converts an amount of the Player’s loot from gems/goods into gold.

The exchange rate is a real number and can be given as a fraction.

Inherits  GenericTrap  Links  ControlDevice, ScriptParams(ErrorOutput)  Parameters  vendor (string)   gems_only or goods_only or even</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:57 -0600</pubDate>
        </item>
        <item>
            <title>LootStats</title>
            <link>http://whoopdedo.org/doku/tnhscript/lootstats</link>
            <description>Tracks loot that is acquired/spent during a mission.

Allows loot carry-over like LastMissionLoot. You should only use one of the scripts at a time.

Messages  Container  Quest Variables  DrSLootFound, DrSLootSpent, DrSCmLootFound, DrSCmLootSpent</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:57 -0600</pubDate>
        </item>
        <item>
            <title>MissingMarker</title>
            <link>http://whoopdedo.org/doku/tnhscript/missingmarker</link>
            <description>Delayed response when an object goes missing. Makes the object suspicious after a timer.

Messages  GoMissing, NotMissing  Parameters  missing_delay (time)</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:58 -0600</pubDate>
        </item>
        <item>
            <title>NewCrystal</title>
            <link>http://whoopdedo.org/doku/tnhscript/newcrystal</link>
            <description>Substitute this object for another when contained by the player. Acts like the standard Crystal script, but lets you specify what the arrow (or whatever) will be. Make a ScriptParams with data set to Crystal to the archetype of the replacement. The link can be from an archetype of the crystal object so creating many new crystals is as easy as the built-in types.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:58 -0600</pubDate>
        </item>
        <item>
            <title>NewGasLight</title>
            <link>http://whoopdedo.org/doku/tnhscript/newgaslight</link>
            <description>An enhanced replacement for GasLight or Extinguishable. With this script, frobbing a light turns it off, as well as on.

You can also add an emitter tweq to the light that will simulate a jet of gas. The emitter is activated when the light is extinguished with</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:59 -0600</pubDate>
        </item>
        <item>
            <title>NewKey</title>
            <link>http://whoopdedo.org/doku/tnhscript/newkey</link>
            <description>The StdKey script of Thief has a bug that prevents schemas with the tags LockState and Event StateChange from playing correctly. Specifically, the script is supposed to send PlayerToolFrob to the object being frobbed when the frobber is the player. But the message is sent after the</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:59 -0600</pubDate>
        </item>
        <item>
            <title>NewSecurityDoor</title>
            <link>http://whoopdedo.org/doku/tnhscript/newsecuritydoor</link>
            <description>This version of the SecurityDoor script will ignore state changes when there is an AIDoor link to the door. It also recognizes double-doors linked with ScriptParams.

Using this script prevents doors with the Engine Features\Suspicious property from being flagged when an AI opens it.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:27:59 -0600</pubDate>
        </item>
        <item>
            <title>ObjFrobInert</title>
            <link>http://whoopdedo.org/doku/tnhscript/objfrobinert</link>
            <description>Keeps linked objects frob-inerted until the object is Slain. Most useful for door-like objects such as a window, but it doesn’t need the door properties.

Messages  Slain, Destroy  Links  ScriptParams(FrobInert)   Linked to objects that will have the</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:00 -0600</pubDate>
        </item>
        <item>
            <title>OnScreenText</title>
            <link>http://whoopdedo.org/doku/tnhscript/onscreentext</link>
            <description>Display text from a book file on-screen. Supports multiple pages, color, and auto-scroll. All of the page options are written in the book file. The object only has the parameter page which is the page number that will be shown next.

Like any book, the text is in a STR file with each page in the string</description>
        <category>tnhscript</category>
            <pubDate>Thu, 12 Mar 2009 11:50:12 -0600</pubDate>
        </item>
        <item>
            <title>PickHelper</title>
            <link>http://whoopdedo.org/doku/tnhscript/pickhelper</link>
            <description>Sends PickBegin and PickEnd to the object it’s being used on.

Messages  FrobToolBegin, FrobToolEnd, PickBegin, PickEnd  
See Also

	*  LockHelper</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:00 -0600</pubDate>
        </item>
        <item>
            <title>PlayerInteraction</title>
            <link>http://whoopdedo.org/doku/tnhscript/playerinteraction</link>
            <description>When the object is tool-frobbed, an Interact message is sent to the destination of the frob. The Inventory\Object Name of the object is sent with the message. Objects that are named using the hack:Object name format will use only the part of the name before the colon.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:01 -0600</pubDate>
        </item>
        <item>
            <title>PoliteVOTrap</title>
            <link>http://whoopdedo.org/doku/tnhscript/politevotrap</link>
            <description>Plays a voice-over schema only if there are no AIInvest links to the Player object.

Why? Because it doesn’t make sense for Garrett to be cutting wisecracks while fending off a horde of ravenous Haunts.

Inherits  GenericTrap  Links  SoundDescription</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:01 -0600</pubDate>
        </item>
        <item>
            <title>PrivateRoom</title>
            <link>http://whoopdedo.org/doku/tnhscript/privateroom</link>
            <description>Allows an AI that is normally non-hostile to become alarmed if it sees the Player in a room. When the Player enters the room, a metaproperty (M-PlayerBreach) is added to the Player, and AIWatchObj links are created from every Human object to the Player</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:02 -0600</pubDate>
        </item>
        <item>
            <title>PurchaseItem</title>
            <link>http://whoopdedo.org/doku/tnhscript/purchaseitem</link>
            <description>Trap for managing a single item that can be bought from an in-game store. Uses ScriptParams links to coordinate with the item being purchased, the store script, and an optional cart to hold the purchased items.

The item controlled by this script is linked using a</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:02 -0600</pubDate>
        </item>
        <item>
            <title>RainSFX</title>
            <link>http://whoopdedo.org/doku/tnhscript/rainsfx</link>
            <description>Turn off particles when weather effects are disabled.

Messages  Sim, DarkGameModeChange</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:03 -0600</pubDate>
        </item>
        <item>
            <title>RandomPatrolPath</title>
            <link>http://whoopdedo.org/doku/tnhscript/randompatrolpath</link>
            <description>This script allows you to create multiple patrol paths for a single AI. Create the different patrol paths as normal, but manually link the AI to the each possible starting points using AICurrentPatrol. When Sim starts, all but one of the AICurrentPatrol</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:03 -0600</pubDate>
        </item>
        <item>
            <title>RandomStartingPoint</title>
            <link>http://whoopdedo.org/doku/tnhscript/randomstartingpoint</link>
            <description>Moves the starting point to a randomly-selected location before the Player object is created. A single starting point is created as normal. From that point, create ScriptParams links to markers at the other locations. One of the links can be to the actual starting point to consider its current position as well. Each</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:03 -0600</pubDate>
        </item>
        <item>
            <title>RecallDevice</title>
            <link>http://whoopdedo.org/doku/tnhscript/recalldevice</link>
            <description>When turned on, all ControlDevice linked objects are teleported to the location of the Player object.

This is meant to be used to move a teleport trap so when it is activated later, the Player returns to where he was before.

Inherits  GenericTrap  Links</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:04 -0600</pubDate>
        </item>
        <item>
            <title>ResetTweqState</title>
            <link>http://whoopdedo.org/doku/tnhscript/resettweqstate</link>
            <description>Works with all tweq types except Lock or Delete. When the tweq halts, the appropriate properties for the object will be reset to default values. The defaults are read from the immediate archetype of the object, or from the original rotation of the object for a rotate tweq. Joint tweqs use the</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:04 -0600</pubDate>
        </item>
        <item>
            <title>ScaleTweqJoints</title>
            <link>http://whoopdedo.org/doku/tnhscript/scalejointtweq</link>
            <description>Manipulates a joint tweq of an object. The tweq range in Tweq\Joints is multiplied by the scale value to set the joint position.

Inherits  GenericScale  Properties  Tweq\Joints, Shape\Joint Positions  Parameters  scalejoint (integer)   Joint number. Default is 1.</description>
        <category>tnhscript</category>
            <pubDate>Wed, 04 Mar 2009 02:18:32 -0600</pubDate>
        </item>
        <item>
            <title>ScriptController</title>
            <link>http://whoopdedo.org/doku/tnhscript/scriptcontroller</link>
            <description>Send a ScriptControl message to other objects. The first message data argument is the control string, as usual. The second argument can name the object to send the ScriptControl to. If the object isn’t given in the message argument, then it is relayed to all</description>
        <category>tnhscript</category>
            <pubDate>Tue, 17 Mar 2009 18:27:13 -0600</pubDate>
        </item>
        <item>
            <title>ShoppingCart</title>
            <link>http://whoopdedo.org/doku/tnhscript/shoppingcart</link>
            <description>The main part of an in-game store. Purchased tems are added to the object’s inventory before being paid for. If there is a Cart link, then that object is the container for the items. While unpaid items are in the inventory, the object will be locked. When using a different object for the cart, you should create a</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:05 -0600</pubDate>
        </item>
        <item>
            <title>SimpleGun</title>
            <link>http://whoopdedo.org/doku/tnhscript/simplegun</link>
            <description>This is a demo script and (probably) may not be around for long.

You frob an object and it shoots a projectile. Simplistic and boring and not at all Thief-like.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:06 -0600</pubDate>
        </item>
        <item>
            <title>TimedGrenade</title>
            <link>http://whoopdedo.org/doku/tnhscript/timedgrenade</link>
            <description>A timed grenade is armed when it is thrown (but not dropped) from the player’s inventory. The grenade arms itself by playing a schema and activating a model tweq. After a delay, the grenade is slain. If the archetype for the grenade has a RenderFlash</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:06 -0600</pubDate>
        </item>
        <item>
            <title>TrackAttach</title>
            <link>http://whoopdedo.org/doku/tnhscript/trackattach</link>
            <description>Adjusts the position of an attached object to follow the moving base object.

Requires the DarkHooks helper module.

Messages  DHNotify  Links  PhysAttach  Properties  Physics\Model\State  Parameters  attachvec (vector)   Used internally.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:07 -0600</pubDate>
        </item>
        <item>
            <title>TrapCamAttach</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapcamattach</link>
            <description>Attach the camera to this object. Returns to normal viewing when turned off.

When the camera is attached to an object that isn’t the player, it may have a lens-effect overlay added. (i.e. the scouting orb) The overlay is only show for objects that have a physics model; most invisible objects do not. There is an option to never show the overlay, but it is only recognized by Dromed.</description>
        <category>tnhscript</category>
            <pubDate>Mon, 10 Aug 2009 17:25:38 -0600</pubDate>
        </item>
        <item>
            <title>TrapCampaignQVar</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapcampaignqvar</link>
            <description>Set the value for a quest variable that is stored in the campaign database.  The quest variable will always be saved to the campaign database, even if it was previously set in the mission database. All the operations of TrapSetQVar from Thief 2 are supported, including</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:07 -0600</pubDate>
        </item>
        <item>
            <title>TrapContainer</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapcontainer</link>
            <description>Moves the items that are contained by this object to a ControlDevice linked object. Turning off the trap will move contained items out of the linked container and into the trap. Linking to the starting point will move items into or out of the Player</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:08 -0600</pubDate>
        </item>
        <item>
            <title>TrapDisarmPlayer</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapdisarmplayer</link>
            <description>Remove offensive items from the player’s inventory.  Items are returned to the player when the trap is turned off.

Removes object of type Weapon, Projectile, Crystal, Grenadz, Potions.

Inherits  GenericTrap  Parameters  nopotions (boolean)   Let the player keep</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:08 -0600</pubDate>
        </item>
        <item>
            <title>TrapDispenser</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapdispenser</link>
            <description>Creates a new object and places it into a container. Link to the destination, which may be the starting point, with ControlDevice.

Inherits  GenericTrap  Links  ControlDevice  Parameters  dispense (object)   Type of object to create.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:08 -0600</pubDate>
        </item>
        <item>
            <title>TrapFadeOut</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapfadeout</link>
            <description>Gradually fade-out to black. The argument is the duration of the fade, in seconds. The screen will remain black until a TurnOff message is sent to the script. There is no fade-in, however. A negative argument does the same thing as TurnOff.

You can fake a fade-in with TrapRenderFlash. Trigger the render flash before sending</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:09 -0600</pubDate>
        </item>
        <item>
            <title>TrapFreezePlayer</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapfreezeplayer</link>
            <description>Prevent the player from moving. Basically, the extreme opposite of a speed potion.

The TurnOn and TurnOff responses are more like a trap than a scale. Turning it on sets the speed to 0. Turning it off resets the speed. When controlling the script directly with</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:09 -0600</pubDate>
        </item>
        <item>
            <title>TrapFrobber</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapfrobber</link>
            <description>Translate a TurnOn message into FrobWorldEnd.  Most useful for converting a book, plaque, or scroll into a trap.

It is not necessary for the object to have the Engine Features\FrobInfo property.

Inherits  GenericTrap  Parameters  inv (boolean)   Simulate a</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:09 -0600</pubDate>
        </item>
        <item>
            <title>TrapFrobInert</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapfrobinert</link>
            <description>TurnOn makes the objects frobbable, TurnOff the opposite. Has all the expected behaviors of a trap.

Inherits  ObjFrobInert  Messages  TurnOn, TurnOff, Timer  Properties  Script\Trap Control Flags, Script\Timing</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:10 -0600</pubDate>
        </item>
        <item>
            <title>TrapKillEvents</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapkillevents</link>
            <description>This can disable user input. All user input, which means even the escape key doesn’t work. So the script will always time out even if you don’t set the Script\Timing property. The default time is 10 seconds.

The event mask is a binary string representing the events to disable.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:10 -0600</pubDate>
        </item>
        <item>
            <title>TrapMoveRelative</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapmoverelative</link>
            <description>Move and apply velocity to an object relative to its current position.

Works similarly to a teleport trap. Instead of a reference object, you specify the position and rotation to move directly. The values you give will be added to the current position, rotation, and velocity of the object. Coordinates that you don’t specify are left as-is.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:10 -0600</pubDate>
        </item>
        <item>
            <title>TrapPhysical</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapphysical</link>
            <description>Control an object’s presence in the world.

Inherits  GenericTrap  Properties  Renderer\Has Refs</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:11 -0600</pubDate>
        </item>
        <item>
            <title>TrapRandomTimer</title>
            <link>http://whoopdedo.org/doku/tnhscript/traprandomtimer</link>
            <description>Relay TurnOn and TurnOff along ControlDevice links after a random delay.  The time will be at least min_time and no more than max_time.  Respects all TrapControlFlags.

Messages  TurnOn, TurnOff  Links  ControlDevice  Parameters  min_time (time)</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:11 -0600</pubDate>
        </item>
        <item>
            <title>TrapRelayRepeat</title>
            <link>http://whoopdedo.org/doku/tnhscript/traprelayrepeat</link>
            <description>Relay TurnOn a repeated number of times with a delay between firings.  By default, the relay will repeat indefinitely. The parameter repeat will limit how many times it fires. A negative value is the same as the default. TurnOff will halt the script. With</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:12 -0600</pubDate>
        </item>
        <item>
            <title>TrapRenderFlash</title>
            <link>http://whoopdedo.org/doku/tnhscript/traprenderflash</link>
            <description>Display a render flash and optionally play a sound. Make a RenderFlash link from the object (or its archetype) to the archetype of a flash SFX. To play a sound, use a SoundDescription link.

The way the flash is created causes the current weapon to be deselected.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:12 -0600</pubDate>
        </item>
        <item>
            <title>TrapSiblingRelay</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapsiblingrelay</link>
            <description>Aids when multiple objects can be used to control a trap.

Create a group of relays with this script on them. Using ScriptParams links with the data Sibling, connect the relays together. There should be exactly one link between any two relays. When any one of the relays receives</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:13 -0600</pubDate>
        </item>
        <item>
            <title>TrapSignalAwareness</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapsignalawareness</link>
            <description>When turned on, a signal is sent to all AI that have an AIAwareness link to some other object.  Objects to check for are specified with ControlDevice links.

By default, any first-hand awareness is accepted. The awareness parameter sets a more restrictive requirement.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:14 -0600</pubDate>
        </item>
        <item>
            <title>TrapText</title>
            <link>http://whoopdedo.org/doku/tnhscript/traptext</link>
            <description>Displays book text when turned on or frobbed. If there is no Book\Text then Editor\Design Note is displayed.

Putting book text in Editor\Design Note is convenient for quickly creating text. But it should not be used in real missions.

Inherits  GenericTrap  Messages</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:15 -0600</pubDate>
        </item>
        <item>
            <title>TrapThreshold</title>
            <link>http://whoopdedo.org/doku/tnhscript/trapthreshold</link>
            <description>Will send TurnOn after having received a certain number of prior TurnOn messages. That is, every nth TurnOn will be relayed. The counter that tracks messages can be decremented by sending TurnOff. The trap itself does not send TurnOff messages.

Normally, there is a separate counter for each object that the script gets a</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:17 -0600</pubDate>
        </item>
        <item>
            <title>TrigBreadcrumb</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigbreadcrumb</link>
            <description>A bounding-box trigger in which a passing AI can “sense” the Player.  Place these in hallway junctions then link each trap to each of the nearby traps that the hallways lead to.  The Player‘s movement through the trap is relayed to patrolling AI.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:18 -0600</pubDate>
        </item>
        <item>
            <title>TrigContact</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigcontact</link>
            <description>Sends TurnOn and TurnOff when another object makes or breaks contact with this one. Link from this object to another using ScriptParams with the data set to Contact. The linked object may be an archetype so any object which inherits from it will trigger.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:20 -0600</pubDate>
        </item>
        <item>
            <title>TrigDoorOpening</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigdooropening</link>
            <description>Sends messages when a door opens or closes. The messages sent can be handled by the script TweqOnOff to control a tweqable object. The Invert trap control flag causes the sense of the messages to be reversed.

 Door movement     Message sent    Begins to open</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:22 -0600</pubDate>
        </item>
        <item>
            <title>TrigElevator</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigelevator</link>
            <description>Triggers when moving terrain starts and stops.

Messages  Starting, Stopping</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:23 -0600</pubDate>
        </item>
        <item>
            <title>TrigFrobber</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigfrobber</link>
            <description>Translate a FrobWorldEnd into TurnOn. The reverse of TrapFrobber, basically.

The trap control flags are ignored, so you can use them for a more useful script.

This script can be used to generate arbitrary messages. But be careful about using messages that are supposed to be sent with extra data.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:25 -0600</pubDate>
        </item>
        <item>
            <title>TrigProxFrob</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigproxfrob</link>
            <description>When frobbed, TurnOn will be sent if the frobber is currently within a certain area. A proximity object, identified by a Route link, will be checked for Population links to the frobber.

Population links are created by bounds and room triggers. So you can create a</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:26 -0600</pubDate>
        </item>
        <item>
            <title>TrigProximity</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigproximity</link>
            <description>Trigger for activating devices when the Player is nearby.

Inherits  GenericTrigger  Messages  TurnOn, TurnOff  Parameters  proximity (number)   Radius of the activation area.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:27 -0600</pubDate>
        </item>
        <item>
            <title>TrigPurchase</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigpurchase</link>
            <description>Put this script on an item in the pre-mission store and it will trigger whether or not it was purchased. Specifically, it will test if the object is in the player’s inventory when the game begins running. Sends TurnOn if the item was purchased and</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:29 -0600</pubDate>
        </item>
        <item>
            <title>TrigSchemaDoneSpec</title>
            <link>http://whoopdedo.org/doku/tnhscript/trigschemadonespec</link>
            <description>Triggers on SchemaDone with a specific schema name

Inherits  GenericTrigger  Messages  SchemaDone  Parameters  schema (object)</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:30 -0600</pubDate>
        </item>
        <item>
            <title>TurnAtWaypoints</title>
            <link>http://whoopdedo.org/doku/tnhscript/turnatwaypoints</link>
            <description>Will turn a moving terrain object so it has the same orientation of the waypoint it just reached. This looks best when the objects are turned so they point in the direction they travel.

Set the initial values of Tweq\Rotate to the axes which will be rotated. Only the</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:30 -0600</pubDate>
        </item>
        <item>
            <title>TweqFrobInert</title>
            <link>http://whoopdedo.org/doku/tnhscript/tweqfrobinert</link>
            <description>Add and remove the FrobInert metaproperty based on the state of a joint tweq.  When the primary joint is in Reverse, then the objects are frobbable.

This works well with chest objects like the Footlocker.

Inherits  ObjFrobInert  Messages  TweqComplete</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:31 -0600</pubDate>
        </item>
        <item>
            <title>UndeadRadar</title>
            <link>http://whoopdedo.org/doku/tnhscript/undeadradar</link>
            <description>React to an UndeadStim stimulus by adjusting the Renderer\Dynamic Light proportional to the intensity of the stim. The Script\Timing property controls how long a stim will be effective, during which any lower stims will be squelched.

The UndeadStim</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:31 -0600</pubDate>
        </item>
        <item>
            <title>UnlinkOnContained</title>
            <link>http://whoopdedo.org/doku/tnhscript/unlinkoncontained</link>
            <description>When the object is contained, delete all links from another object.  The source(s) of the links is determined from a ScriptParams link with data Unlink.

Use this script when also using ObjFrobInert or one of its related scripts.  This script goes on the object that will be picked up. The</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:32 -0600</pubDate>
        </item>
        <item>
            <title>VendorRelay</title>
            <link>http://whoopdedo.org/doku/tnhscript/vendorrelay</link>
            <description>Will relay TurnOn, at a price.

Loot cost can be given as the total value, or as three numbers for gold, gems, and goods.

Inherits  GenericTrigger  Links  ControlDevice, ScriptParams(ErrorOutput)  Parameters  vendor (string)   gold_only, gems_only, goods_only, gold_first, even, exact</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:32 -0600</pubDate>
        </item>
        <item>
            <title>VisibleRelay</title>
            <link>http://whoopdedo.org/doku/tnhscript/visiblerelay</link>
            <description>Relays TurnOn and TurnOff conditional on whether an object is currently on-screen. With the trap control flag Invert, it relays when the object is not shown. The object to test is specified with a ScriptParams link with the data set to Visible. If there is no link, then the script’s object is used.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:32 -0600</pubDate>
        </item>
        <item>
            <title>ZeroGravRoom</title>
            <link>http://whoopdedo.org/doku/tnhscript/zerogravroom</link>
            <description>A room script. It sets the player’s gravity to zero when entered, and to normal gravity when exited. This is a copy of a script used in System Shock 2.

Create a negative-gravity room that lifts the player. Then at the point you want to stop, create another room with positive gravity and add this script to it. For best results, the room boundary should be at least 0.5-1.0 units above the floor that the player will walk out onto.</description>
        <category>tnhscript</category>
            <pubDate>Thu, 05 Feb 2009 16:28:33 -0600</pubDate>
        </item>
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