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RULES:
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IDsEvery ID should be unique and it cannot be repeated in the whole dialogue.
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no duplicatesdialog option can't be displayed twice. If a player choose one option, it's marked as "used" and it won't show again in that dialog.
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ID endID "end" is executed when there are no more available options (usually "wait for emergency services to arrive"). You should put "end" option in every dialogue to be sure that dialouge will end even if you made some mistake in linking IDs.
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ID addressEvery dialog should have a question about an address.
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ID addressa0Should be linked to address, contain [[ADDRESS]] as a part of the text. In most cases "back" option is recommend after addressa0.
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ID back"back" as an option will instead add all remaining options from previous Operator's line.
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ID reminder, reminder2Every dialogue should have two reminders, which are displayed after a few second of player's inactivity. Most popular reminder phrases are: Hello? Are you still there? etc. etc.
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[[ADDRESS]]It's a mark of the moment when a real, randomized address should be displayed. For example sentence: "It was near [[ADDRESS]]." might be displayed in game like "It was near 235 Green Street".
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< > Don't use < > signs.
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actionHangupEvery sentence which shall end the dialogue (e.g. Ok, I'm waiting.) must contain "actionHangup" in actionOnEnd column.
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" " YOU CANNOT USE DOUBLE QUOTE SYMBOL " ANYWHERE
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{ }you should can use { } to display short version of the sentence on the button. For example {SHOOT HIM} will be displayed as one of the dialog options, but after player choose it, he will hear and see "You have to defend yourself the best way you can. I can't let him hurt you.".
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. . . . . . . . . . . . Longer pauses need to be marked with DOTS WITH SPACES, so the display can break the lines correctly
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Column:Description of all columns
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XMLelementextremly important, please don't use anything else than in description in the next section.
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elementPropertiesdescription of on site element (like witness, criminal, fire etc.). You can use only elements listed in one of the next sections.
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blockedByif you insert ID of some element in blockedBy column, it means that another SCENE element must be resolved before this one can be resolved
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idID of an element, dialogue or dialogue option. May be a number or word, without spaces. MUST BE UNIQUE IN WHOLE CONVERSATION
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operatorDetermines which side is talking: operator or caller. MUST be "Operator:" to be playable by operator's side
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emotionsDescription of emotions, used for recordings only.
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textenenglish text of the dialogue or a description of an element / conversation / AAR
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defaultid of next dialog option. If option2 or 3 aren't fulfilled the dialog automatically procced to option with that id.
obsolete - use 'option=XX' in elementProperties instead
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option2id of the second dialog option. The player will have a choice between those two options or caller will draw one of his options.
obsolete - use 'option=XX' in elementProperties instead
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option3id of the third dialog option.
obsolete - use 'option=XX' in elementProperties instead
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actionOnEndwhat should happen after that element ends or is resolved - check "actionOnEnd" section
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addToAARID of an After Action Report element to be added to the report summary after the quote is finished or an element resolved
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COMMENTplace for notes (not displayed nor used in the game)
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Content of XMLelementScheme of the call
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conversation
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sceneDescription of a scene of incidient (who and what is on the place of the indcident)
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injuriedshould have definied HP level (from 1 to 100), may have HP change also
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witnessshould be interviewed by the police
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criminalsomebody who will commit the crime. It should have definied prisonChance and fightRisk.
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passerbydoesn't require any actions
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...There isn't any maximum limit of elements on scene, but there must be at least one (usually caller).
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/sceneEnd of scene description
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dialogstart of dialog section
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dialogOptionevery line of dialogue text must have "dialogOption" in XMLelement column.
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dialogOption
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...
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dialogOptionreminder
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dialogOptionreminder2 [last two lines should have IDs reminder and reminder2 and contains text which could be display when player is inactive.]
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/dialogend of dialog section
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aarstart of After Action Report which contains summary of the call displayed in summary
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reportElementcontains ID and text displayed as a part of the report.
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reportElementNo more than 10
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/aarend of AAR section
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/conversationend of the whole conversation/call description
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Scene Element typesDESCRIPTIONpossible PARAMETERS in elementProperties
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suspect OR criminalthose will always need a police intervention
isActive; sex; type; weapon; photo; hp; prisonChance; bill; fightRisk;
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witnessneeds a police, but most likely wont be taken to custody
isActive; sex; type; weapon; photo; hp; prisonChance; bill; fightRisk;
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passerby
doesnt need anything, but beware that they can become hurt too (they are more like a decoration)
isActive; sex; type; weapon; photo; hp; prisonChance; bill; fightRisk;
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injuredusually need an assistance. if hpchange is below 0, they need to be hospitalized
isActive; sex; type; weapon; photo; hp; hpchange;
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deadneed a medic or policemen to be examined
isActive; sex; type; weapon; photo;
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fireit burns - if wokchange is positive it will grow, if negative - it will were off on its ownisActive; work; workchange;
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techtechnical job to be doneisActive; work; icon;
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decojust a decoration, nothing has to be done as long as it wont burnisActive; work; icon;
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timerinvisible - can be used to spawn events or change parameters over timeisActive; time;
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PARAMETERSDESCRIPTIONACCEPTABLE VALUESEXAMPLE
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THOSE MUST BE DIVIDED WITH SEMICOLON ";"
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isActivetrue or false - will be visible and possible to resolve or nottrue
false
isActive = false;isActive = true;
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sexM for Man, W for WomanW
M
sex = M;sex = W;
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typeDepend of the type, the proper photo will be generated; could be: White / AfAm / Old / ChildrenWhite
AfAm
Old
Children
type = AfAm;
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weaponDefines what type of equipment a criminal has. e_knife
e_baseball
e_pistol
e_rifle
e_shotgun
weapon = e_bat;weapon = e_pistol;
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hphealth points in a range from 1 to 100 (maximum health). Default = 1001 - 100hp = 70;
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hpchangechange per second of HP (should be negative as health of injured person is dropping down).
IF negative, then hospitalization is needed,
IF 0 or higher, then the person does not need to go to a hospital
reasonable:
-2 to 0
hpchange = -0.2;
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workamout of work needed to resolve (seconds to extinguish)0 - 1000work = 120;
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workchangehow fast per sec the work amount changesreasonable:
-10 to +10
workchange = 0.3;
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prisonChancehow likely the person should be taken to prison0 - 1prisonChance = 0.5
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billamount of bill/ticket to be given, in $0 - 100 000bill = 1000
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photoa link to the photo of a person / otherwise will be a random person adequate to TYPEcheck CONTENT tab
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icona link to the picture / otherwise GEARS will be displayedcheck CONTENT tab
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timeafter this amount of seconds the actionOnEnd in TIMER element will be executed0 - 400time = 60;
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actionsOnEndreplace <> with a valueEXAMPLE
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THOSE MUST BE DIVIDED WITH SEMICOLON ";"
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bgsound=<filename>full filename of the background sound (with NO extension) to be played from now on. Leave blank to cancel the background
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actionHangupends the conversation
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actionSetLocationsets a random location
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opinionEffectdetermines what value of reputation player will get for resolving that case. If player will ingore or fail the case, he'll recevie the opposite value. opinionEffect = 3;the player will get 3 points of reputation for resolving and -9 for ignoring the case (or another value depend on level of difficulty; in a case of the normal level, a penalty for ignoring is multiplied by 3)opinionEffect = - 2;player will get -2 for resolving the case and +2 for ignoring (it should be used in non-emergency call; it's not a penalty, so it isn't multiplied)
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onIgnoreYou can precise what number of reputation's points player will get after ignoring the case. Should be used with opinionEffect which determines number of points for resolving.opinionEffect = 3; onIgnore = -6;player will get 3 points of reputation for resolving and -18 for ignoring the case (or another value depend on level of difficulty; in a case of the normal level, a penalty for ignoring is multiplied by 3)
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speed=<>sets if the incident/event should start to move (in km/h). Set it to 0 to stopspeed = 90;
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<ID>.<parameter><operator><value>
sets a parameter of given ID element by operator ( only = or += can be used)caller.hp += 30;Element on Scene with ID "caller" gains 30HP points (added to basic value)uncons.hp += -40;Element on Scene with ID "uncons" will loose 40HP pointsfather.hp = -60;Element with ID "father" hp will now be 60 points
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<ID>->active=true/falsesets if DIALOG OPTION is reachable (can be made reachable again too)send->active=false;Dialog option with ID will now be inactive (player wont see it nor be able to use it)
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elementPropertiesYou can use those parameters with:example:
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dialog options:
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chancedetermines chance to play this dialog option among the Caller options. By default it's 0.33, so if you want to make option more likely choose value above 0.33chance = 0.50;
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optionAdditional dialog options (give ID after =)option = nosend;
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scene properties