A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | ||||||||||||||||||||||||||
2 | RULES: | |||||||||||||||||||||||||
3 | IDs | Every ID should be unique and it cannot be repeated in the whole dialogue. | ||||||||||||||||||||||||
4 | no duplicates | dialog 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. | ||||||||||||||||||||||||
5 | ID end | ID "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. | ||||||||||||||||||||||||
6 | ID address | Every dialog should have a question about an address. | ||||||||||||||||||||||||
7 | ID addressa0 | Should be linked to address, contain [[ADDRESS]] as a part of the text. In most cases "back" option is recommend after addressa0. | ||||||||||||||||||||||||
8 | ID back | "back" as an option will instead add all remaining options from previous Operator's line. | ||||||||||||||||||||||||
9 | ID reminder, reminder2 | Every 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. | ||||||||||||||||||||||||
10 | [[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". | ||||||||||||||||||||||||
11 | < > | Don't use < > signs. | ||||||||||||||||||||||||
12 | actionHangup | Every sentence which shall end the dialogue (e.g. Ok, I'm waiting.) must contain "actionHangup" in actionOnEnd column. | ||||||||||||||||||||||||
13 | " " | YOU CANNOT USE DOUBLE QUOTE SYMBOL " ANYWHERE | ||||||||||||||||||||||||
14 | { } | 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.". | ||||||||||||||||||||||||
15 | . . . . . . . . . . . . | Longer pauses need to be marked with DOTS WITH SPACES, so the display can break the lines correctly | ||||||||||||||||||||||||
16 | ||||||||||||||||||||||||||
17 | Column: | Description of all columns | ||||||||||||||||||||||||
18 | XMLelement | extremly important, please don't use anything else than in description in the next section. | ||||||||||||||||||||||||
19 | elementProperties | description of on site element (like witness, criminal, fire etc.). You can use only elements listed in one of the next sections. | ||||||||||||||||||||||||
20 | blockedBy | if you insert ID of some element in blockedBy column, it means that another SCENE element must be resolved before this one can be resolved | ||||||||||||||||||||||||
21 | id | ID of an element, dialogue or dialogue option. May be a number or word, without spaces. MUST BE UNIQUE IN WHOLE CONVERSATION | ||||||||||||||||||||||||
22 | operator | Determines which side is talking: operator or caller. MUST be "Operator:" to be playable by operator's side | ||||||||||||||||||||||||
23 | emotions | Description of emotions, used for recordings only. | ||||||||||||||||||||||||
24 | texten | english text of the dialogue or a description of an element / conversation / AAR | ||||||||||||||||||||||||
25 | default | id 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 | |||||||||||||||||||||||
26 | option2 | id 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 | |||||||||||||||||||||||
27 | option3 | id of the third dialog option. | obsolete - use 'option=XX' in elementProperties instead | |||||||||||||||||||||||
28 | actionOnEnd | what should happen after that element ends or is resolved - check "actionOnEnd" section | ||||||||||||||||||||||||
29 | addToAAR | ID of an After Action Report element to be added to the report summary after the quote is finished or an element resolved | ||||||||||||||||||||||||
30 | COMMENT | place for notes (not displayed nor used in the game) | ||||||||||||||||||||||||
31 | ||||||||||||||||||||||||||
32 | ||||||||||||||||||||||||||
33 | ||||||||||||||||||||||||||
34 | Content of XMLelement | Scheme of the call | ||||||||||||||||||||||||
35 | conversation | |||||||||||||||||||||||||
36 | scene | Description of a scene of incidient (who and what is on the place of the indcident) | ||||||||||||||||||||||||
37 | injuried | should have definied HP level (from 1 to 100), may have HP change also | ||||||||||||||||||||||||
38 | witness | should be interviewed by the police | ||||||||||||||||||||||||
39 | criminal | somebody who will commit the crime. It should have definied prisonChance and fightRisk. | ||||||||||||||||||||||||
40 | passerby | doesn't require any actions | ||||||||||||||||||||||||
41 | ... | There isn't any maximum limit of elements on scene, but there must be at least one (usually caller). | ||||||||||||||||||||||||
42 | /scene | End of scene description | ||||||||||||||||||||||||
43 | dialog | start of dialog section | ||||||||||||||||||||||||
44 | dialogOption | every line of dialogue text must have "dialogOption" in XMLelement column. | ||||||||||||||||||||||||
45 | dialogOption | |||||||||||||||||||||||||
46 | ... | |||||||||||||||||||||||||
47 | dialogOption | reminder | ||||||||||||||||||||||||
48 | dialogOption | reminder2 [last two lines should have IDs reminder and reminder2 and contains text which could be display when player is inactive.] | ||||||||||||||||||||||||
49 | /dialog | end of dialog section | ||||||||||||||||||||||||
50 | aar | start of After Action Report which contains summary of the call displayed in summary | ||||||||||||||||||||||||
51 | reportElement | contains ID and text displayed as a part of the report. | ||||||||||||||||||||||||
52 | reportElement | No more than 10 | ||||||||||||||||||||||||
53 | /aar | end of AAR section | ||||||||||||||||||||||||
54 | /conversation | end of the whole conversation/call description | ||||||||||||||||||||||||
55 | ||||||||||||||||||||||||||
56 | ||||||||||||||||||||||||||
57 | ||||||||||||||||||||||||||
58 | Scene Element types | DESCRIPTION | possible PARAMETERS in elementProperties | |||||||||||||||||||||||
59 | suspect OR criminal | those will always need a police intervention | isActive; sex; type; weapon; photo; hp; prisonChance; bill; fightRisk; | |||||||||||||||||||||||
60 | witness | needs a police, but most likely wont be taken to custody | isActive; sex; type; weapon; photo; hp; prisonChance; bill; fightRisk; | |||||||||||||||||||||||
61 | 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; | |||||||||||||||||||||||
62 | injured | usually need an assistance. if hpchange is below 0, they need to be hospitalized | isActive; sex; type; weapon; photo; hp; hpchange; | |||||||||||||||||||||||
63 | dead | need a medic or policemen to be examined | isActive; sex; type; weapon; photo; | |||||||||||||||||||||||
64 | fire | it burns - if wokchange is positive it will grow, if negative - it will were off on its own | isActive; work; workchange; | |||||||||||||||||||||||
65 | tech | technical job to be done | isActive; work; icon; | |||||||||||||||||||||||
66 | deco | just a decoration, nothing has to be done as long as it wont burn | isActive; work; icon; | |||||||||||||||||||||||
67 | timer | invisible - can be used to spawn events or change parameters over time | isActive; time; | |||||||||||||||||||||||
68 | ||||||||||||||||||||||||||
69 | PARAMETERS | DESCRIPTION | ACCEPTABLE VALUES | EXAMPLE | ||||||||||||||||||||||
70 | THOSE MUST BE DIVIDED WITH SEMICOLON ";" | |||||||||||||||||||||||||
71 | isActive | true or false - will be visible and possible to resolve or not | true false | isActive = false; | isActive = true; | |||||||||||||||||||||
72 | sex | M for Man, W for Woman | W M | sex = M; | sex = W; | |||||||||||||||||||||
73 | type | Depend of the type, the proper photo will be generated; could be: White / AfAm / Old / Children | White AfAm Old Children | type = AfAm; | ||||||||||||||||||||||
74 | weapon | Defines what type of equipment a criminal has. | e_knife e_baseball e_pistol e_rifle e_shotgun | weapon = e_bat; | weapon = e_pistol; | |||||||||||||||||||||
75 | hp | health points in a range from 1 to 100 (maximum health). Default = 100 | 1 - 100 | hp = 70; | ||||||||||||||||||||||
76 | hpchange | change 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; | ||||||||||||||||||||||
77 | work | amout of work needed to resolve (seconds to extinguish) | 0 - 1000 | work = 120; | ||||||||||||||||||||||
78 | workchange | how fast per sec the work amount changes | reasonable: -10 to +10 | workchange = 0.3; | ||||||||||||||||||||||
79 | prisonChance | how likely the person should be taken to prison | 0 - 1 | prisonChance = 0.5 | ||||||||||||||||||||||
80 | bill | amount of bill/ticket to be given, in $ | 0 - 100 000 | bill = 1000 | ||||||||||||||||||||||
81 | photo | a link to the photo of a person / otherwise will be a random person adequate to TYPE | check CONTENT tab | |||||||||||||||||||||||
82 | icon | a link to the picture / otherwise GEARS will be displayed | check CONTENT tab | |||||||||||||||||||||||
83 | time | after this amount of seconds the actionOnEnd in TIMER element will be executed | 0 - 400 | time = 60; | ||||||||||||||||||||||
84 | ||||||||||||||||||||||||||
85 | actionsOnEnd | replace <> with a value | EXAMPLE | |||||||||||||||||||||||
86 | THOSE MUST BE DIVIDED WITH SEMICOLON ";" | |||||||||||||||||||||||||
87 | bgsound=<filename> | full filename of the background sound (with NO extension) to be played from now on. Leave blank to cancel the background | ||||||||||||||||||||||||
88 | actionHangup | ends the conversation | ||||||||||||||||||||||||
89 | actionSetLocation | sets a random location | ||||||||||||||||||||||||
90 | opinionEffect | determines 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) | ||||||||||||||||||||
91 | onIgnore | You 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) | ||||||||||||||||||||||
92 | speed=<> | sets if the incident/event should start to move (in km/h). Set it to 0 to stop | speed = 90; | |||||||||||||||||||||||
93 | <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 points | father.hp = -60; | Element with ID "father" hp will now be 60 points | ||||||||||||||||||
94 | <ID>->active=true/false | sets 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) | ||||||||||||||||||||||
95 | ||||||||||||||||||||||||||
96 | elementProperties | You can use those parameters with: | example: | |||||||||||||||||||||||
97 | dialog options: | |||||||||||||||||||||||||
98 | chance | determines 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 0.33 | chance = 0.50; | |||||||||||||||||||||||
99 | option | Additional dialog options (give ID after =) | option = nosend; | |||||||||||||||||||||||
100 | scene properties |