AICompile
Script Compiler for Baldur’s Gate
Public Release Version 1.0

Table Of Contents

Disclaimer:
Using the Script Compiler:
Creating Scripts:
Initial Planning:
Preparation:
Coding:
Compiling:
Definitions:
Creature:
Trigger:
Condition:
Action:
Response:
Response Set:
Creature and Object Identification
Some Special Object Identification Functions
"NAME"
LastAttackerOf(ObjectType Caller)
LastCommandedBy(ObjectType Caller)
LastHeardBy(ObjectType Type)
LastHelp(ObjectType Type)
LastHitter(ObjectType Type)
LastSeenBy(ObjectType Type)
LastTalkedToBy(ObjectType Type)
LastTargetedBy(ObjectType Caller)
LastTrigger(ObjectType Type)
LeaderOf()
LeastDamagedOf()
MostDamagedOf()
Myself
Nearest(ObjectType Type)
NearestEnemyOf(ObjectType Caller)
Player1
Player2
Player3
Player4
Player5
Player6
Protagonist
ProtectedBy(ObjectType Caller)
ProtectorOf(ObjectType Caller)
StrongestOf()
StrongestOfMale
WeakestOf()
Trigger Descriptions
Event Triggers
AttackedBy(ObjectType X, Style Y)
Die()
Died(Object: X)
Heard(Object:X, Integer: Y)
Help(ObjectType X)
HitBy(ObjectType X, Style Y)
HotKey(HotKey X)
ReceivedOrder(ObjectType X, OrderID Y)
Said(Object:X)
Trigger(Integer TriggerId)
Status Triggers
ActionListIsEmpty()
Class(ObjectType X,CLASS)
Delay(Integer: X)
Exists(ObjectType X)
False()
Gender(ObjectType X,GENDER)
General(ObjectType X,GENERAL)
HasWeaponEquiped(O:Object*)
HaveAnySpells()
HaveSpell(Integer X)
HP(ObjectType X, Y)
HPGT(ObjectType X, Y)
HPLT(ObjectType X, Y)
HPPercent(ObjectType X, Integer: Y)
HPPercentGT(ObjectType X, Integer: Y)
HPPercentLT(ObjectType X, Integer: Y)
InParty(ObjectType X)
InWeaponRange(O:Object*)
LOS(ObjectType X, RANGE)
NotStateCheck(ObjectType X, Integer:Y)
NumCreature(ObjectType X, Integer: Y)
NumCreatureGT(ObjectType X, Integer: Y)
NumCreatureLT(ObjectType X, Integer: Y)
NumTimesInteracted(Integer:NPC, Integer num)
NumTimesInteractedGT(Integer:NPC, Integer num)
NumTimesInteractedLT(Integer:NPC, Integer num)
OutOfAmmo()
Race(ObjectType X,RACE)
RandomNum(Integer: Range, Integer: Value)
RandomNumGT(Integer: Range, Integer: Value)
RandomNumLT(Integer: Range, Integer: Value)
Range(ObjectType X, RANGE)
See(ObjectType X)
Specifics(ObjectType X,SPECIFICS)
StateCheck(ObjectType X, Integer:Y)
Time(TIME)
TimeOfDay()
True()
Action Descriptions
Attack(ObjectType X, Style Y, ObjectType Z)
AttackOneRound(Object X)
AttackReevaluate(O:Target,I:Period)
Continue( )
EquipMostDamagingMelee()
EquipRanged()
Formation(ObjectType Leader, Point Offset)
GetItem(ResRef X)
GiveOrder(ObjectType X, OrderID Y)
GroupAttack(Object X)
Help()
Hide()
Mouse Functions:
MoveToObject(ObjectType X)
MoveToOffset(Point: P)
ProtectObject(ObjectType X)
ProtectPoint(Point X, Integer range)
RandomWalk()
RunAwayFrom(ObjectType X, Time)
SendTrigger(ObjectType X, Integer ID)
SetInterrupt(Integer X)
Shout(Integer Y)
SmallWait(Integer X)
Spell(ObjectType X, SpellID Y)
SpellPoint(Point X, SpellID Y)
Wait(Integer X)
Sample Script File
Syntax Overview
File
Weight
Condition
Response
Trigger
Action
ObjectType
Example File

Disclaimer:

The "Baldur’s Gate Script Compiler," this document, and any information contained herein, are provided in an "as is" state. No support will be provided for either the use of the compiler or for any script files generated by the compiler. Neither BioWare Corp. or Interplay Productions are responsible for any problems encountered in running the compiler or in creating scripts.

BALDUR'S GATE: Developed and (c)1998 BioWare Corp. All Rights Reserved. Baldur's Gate, Forgotten Realms, the Forgotten Realms logo, Advanced Dungeons & Dragons, the AD&D logo, and the TSR logo are trademarks of TSR, Inc., a subsidiary of Wizards of the Coast, Inc., and are used by Interplay under license. All Rights Reserved. BioWare, the BioWare logo and The BioWare Infinity Engine are the trademarks of Bioware Corp. All Rights Reserved. Interplay, the Interplay logo, Black Isle Studios, the Black Isle Studios logo, and "By Gamers. For Gamers." are trademarks of Interplay Productions. All Rights Reserved. Exclusively licensed and distributed by Interplay Productions. LUA copyright 1994-1998 TeCGraf, PUC-Rio. LUA written by Waldermar Celes, Robert Ierusalimschy and Luiz Henrique de Figueirido. All other trademarks and copyrights are property of their respective owners. All rights reserved.

Using the Script Compiler:
Before using the script compiler, you must copy the entire ScriptCompiler directory from Baldur’s Gate CD1 to your hard drive. You will be unable to run the script compiler directly from the CD. Once the ScriptCompiler directory has been copied, follow the instructions in the following sections.

Creating Scripts:
Initial Planning:
Decide what you want the script to do before actually starting one. For example, "When attacked by an XX I want my character to react according to the range of my attacker. If I am within a range of 4 search squares I will run to get some distance between us. If I am further than 4 search squares I will attack with a ranged weapon."

Preparation:
After you have decided what you want the script to do open notepad or whatever else you would like to use and begin entering in the commands you will need. For mine I will need to use the commands, AttackedBy, Range, RunAwayFrom, EquipRanged and Attack.

Coding:
This is how my script would look:
IF
AttackedBy([ANYONE],DEFAULT)
Range(LastAttackerOf(Myself),4)
THEN
RESPONSE #100
RunAwayFrom(LastAttackerOf(Myself),45)
END

IF
!Range(LastAttackerOf(Myself),4)
THEN
RESPONSE #100
EquipRanged()
Attack(LastAttackerOf(Myself))
END

In the first part of the script I check to see if I was attacked by [ANYONE]. The object type parameter uses any function that returns an object type or objects referenced by ENEMYALLY, RACE, CLASS, etc. Examples of these are: [ANYONE], [ENEMY], [PC], etc. The object type can also be Myself. But in this case it would be useless since you would not attack yourself.

Once I have determined if someone attacked me I check to see if the Range was within 4 search squares. (The screen is about 30 search squares). If the last attack of myself is within range I run away from the target for about 3 seconds. The time is given in 15ths of a second.

If the range of the target is not within 4 search squares the script falls through to the next set of checks. In this next set I just check to see if the target’s range is not (using the ! to reference not) within 4 search squares. If so then I equip my ranged weapon and attack the last attacker of myself.

If I do not have a ranged weapon or ammo the function will equip a melee weapon and then approach the target to get within weapons range.

 
Compiling:
Once the script is done I save it to the Source directory of the script compiler. The filename must be 1 – 8 characters with the extension .BAF. I then run the compiler by typing COMPILE <FILENAME>. The compiler will notify you of any errors in the script by placing a error file in the ERRORS directory with the script’s filename and extension .ERR. If the file size is 0 then the script compiled successfully. And the final script will be placed in the COMPILED directory with the filename and extension .BS. This will then have to be copied into your SCRIPTS directory of Baldur’s Gate.

 
Definitions:
Creature:
Creatures include all objects capable of action. This includes player characters.

Trigger:
A trigger is sent to a creature when a certain event occurs. A trigger includes the knowledge of the cause of the trigger

Condition:
A combination of triggers joined with ands.

Action:
A specified response to a condition. An action requires the knowledge of who (or what) to perform the action upon.

Response:
A combination of actions which will be performed sequentially. It is possible for a response to be interrupted.

Response Set:
A combination of Responses, each with a weighting from 1 to 100. This weighting is used to randomly determine which response is actually executed.

 
Creature and Object Identification
Creature and Object Identification is done through the ObjectType Class.
ObjectType is arranged as follows
BYTE EnemyAlly General
BYTE General|
BYTE Race|
BYTE Class|
BYTE specifics V
LONG Instance Specific
BYTE SpecialCase
EnemyAlly is a range between the PC and the evil NPC’s Creatures can fall anywhere along this range.
General specifies the generic characteristics of the creature (Humanoid, animal, object etc.…)
Race is the race of the creature (Elf, Dwarf …)
Class is the class information (Mage, fighter …) Alternatively it can be used for more detailed information (e.g. Drow is more specific then elf)
Specifics holds the identification for special NPC’s
Instance is unique for each creature within the game. It should not generally be specifies in the AI scripting but will be set by the AI code once a target is selected
SpecialCase is used to specify whether or not to use any special case information. Currently this will only be used for LAttacked and LTargetted. Protecting, Protector and Myself must be stored in a different way so that you can do things like Protecting.Lattacked.

To specify all of a subtype, set the more specific variables to 0.
e.g. To specify all Enemy Dwarfs, set Class, specifics and instance to 0.
 
Some Special Object Identification Functions
The following functions return ObjectType variables corresponding to some special cases. They are called using the following syntax:
Function(Source)

For Example: LAttacked(Spud) will return the ObjectType of the last thing to attack Spud.
If One of Leader, Weakest, Strongest, MDamaged, LDamaged is called, the Source will be used ONLY to determine which group to use.

For Example: Leader(Spud) will return the leader of Spud’s Group
These functions can be used as the Source for any other of these functions. HOWEVER, this nesting can only go 5 deep.

For Example: Protector(LAttacked(LTargeted(Protecting(Myself)))) is valid and will return the protector of the person last attacked by the person last targeted by the person protecting myself. Any more then this depth of nesting is NOT allowed, however.
Note: If you ever use this level of nesting, please seek professional help.
"NAME"
-Returns ObjectType with the instance field filled out if the object currently exists.

LastAttackerOf(ObjectType Caller)
-Returns ObjectType
- The Creature that last did Caller damage

LastCommandedBy(ObjectType Caller)
-Returns ObjectType
-Returns the last person who issued Caller an order

LastHeardBy(ObjectType Type)
-Returns ObjectType
-last heard by type

LastHelp(ObjectType Type)
-Returns ObjectType
-Last person type heard call for help

LastHitter(ObjectType Type)
-Returns ObjectType
-Last person who hit type

LastSeenBy(ObjectType Type)
-Returns ObjectType
-Last seen by type

LastTalkedToBy(ObjectType Type)
-Returns ObjectType
-Last talked to by type

LastTargetedBy(ObjectType Caller)
-Returns ObjectType
- The Creature that Caller last targeted for attack

LastTrigger(ObjectType Type)
-Returns ObjectType
-Last triggerer of type

LeaderOf()
-Returns ObjectType
-Current leader of Player group

LeastDamagedOf()
-Returns ObjectType
- Group member with highest percentage of remaining hit points

MostDamagedOf()
-Returns ObjectType
- Use Source to specify Enemy / Ally status of group
- Group member with the lowest percentage of remaining hit points

Myself
-Returns ObjectType
-Yourself
-Me

Nearest(ObjectType Type)
-Returns ObjectType
-Returns the instance of the nearest ObjectType of the given Type.

NearestEnemyOf(ObjectType Caller)
-Returns ObjectType
-Returns the nearest creature with Enemy / Ally flag opposite to the Caller.

Player1
-Returns ObjectType
-Character in portrait slot 1

Player2
-Returns ObjectType
-Character in portrait slot 2

Player3
-Returns ObjectType
-Character in portrait slot 3

Player4
-Returns ObjectType
-Character in portrait slot 4

Player5
-Returns ObjectType
-Character in portrait slot 5

Player6
-Returns ObjectType
-Character in portrait slot 6

Protagonist
- The Protagonist

ProtectedBy(ObjectType Caller)
- Returns ObjectType
- The Creature currently protected by Caller

ProtectorOf(ObjectType Caller)
- Returns ObjectType
- The Creature Caller is currently being protected by

StrongestOf()
-Returns ObjectType
- Group member with the highest threat rating

StrongestOfMale
- Returns ObjectType
- Male group member with the highest threat rating

WeakestOf()
-Returns ObjectType
- Group member with lowest threat rating

Trigger Descriptions
Event Triggers
Event Triggers only last until the next AI cycle. At that point they are examined and processed. At the end of the AI cycle all of the triggers are removed from the pending list.

AttackedBy(ObjectType X, Style Y)
Returns: Boolean (True or False)
Description: I was just attacked by creature X using style Y.
Information required:
Attack type: DEFAULT
MELEE
RANGED
X is an ObjectType variable.

Die()
Returns: Boolean (True of False)
Description: I have just died

Died(Object: X)
Returns: Boolean (True or False)
Description: X just died in my hearing range.

Heard(Object:X, Integer: Y)
Returns: Boolean (True or False)
Description: I heard X shout Y

Help(ObjectType X)
Returns: Boolean (True or False)
Description: a call for help is heard from X
Information required: X is an ObjectType

HitBy(ObjectType X, Style Y)
Returns: Boolean (True or False)
Description: I have just been hit by X the style is Y

HotKey(HotKey X)
Returns: Boolean(True or False)
Description: key X has just been pressed when I was the selected creature
Currently hotkeys are restricted to letters A through Z.

ReceivedOrder(ObjectType X, OrderID Y)
Returns: Boolean (True or False)
Description: Just received order Y from X
Information Required: X specifies the creature that sent the order. OrderID specifies type of the order.

Said(Object:X)
Returns: Boolean (True or False)
Description: X said something to me

Trigger(Integer TriggerId)
Returns: Boolean (True or False)
Description: I have just been sent the trigger TriggerId

Status Triggers
Status triggers are checked every time through the AI cycle. As a result they always apply if they are true.

ActionListIsEmpty()
Returns: Boolean (True or False)
Description: I have no actions on my queue

Class(ObjectType X,CLASS)
Returns: Boolean (True or False)
Description: Is the Class of X equal to CLASS?
Information Needed: X is an ObjectType CLASS is the class
MAGE
FIGHTER
CLERIC
THIEF
BARD
PALADIN
FIGHTER_MAGE
FIGHTER_CLERIC
FIGHTER_THIEF
FIGHTER_MAGE_THIEF
ANKHEG
BASILISK
BASILISK_GREATER
BEAR_BLACK
BEAR_BROWN
BEAR_CAVE
BEAR_POLAR
CARRIONCRAWLER
DOG_WILD
DOG_WAR
DOPPLEGANGER
DOPPLEGANGER_GREATER
DRIZZT
ELMINSTER
ETTERCAP
GHOUL
GHOUL_REVEANT
GHOUL_GHAST
GIBBERLING
GNOLL
HOBGOBLIN
KOBOLD
KOBOLD_TASLOI
KOBOLD_XVART
OGRE
OGRE_MAGE
OGRE_HALFOGRE
OGRE_OGRILLON
SAREVOK
FAIRY_SIRINE
FAIRY_DRYAD
FAIRY_NEREID
FAIRY_NYMPH
SKELETON
SKELETON_WARRIOR
SKELETON_BANEGUARD
SPIDER_GIANT
SPIDER_HUGE
SPIDER_PHASE
SPIDER_SWORD
SPIDER_WRAITH
VOLO
WOLF
WOLF_WORG
WOLF_DIRE
WOLF_WINTER
WOLF_VAMPIRIC
WOLF_DREAD
WYVERN
OLIVE_SLIME
MUSTARD_JELLY
OCRE_JELLY
GREY_OOZE
GREEN_SLIME
NO_CLASS

Delay(Integer: X)
Returns: Boolean (True or False)
Description: returns False except every X seconds
Use: Use to avoid excessive calling of slow triggers

Exists(ObjectType X)
Returns: Boolean (True or False)
Description: Is X a valid ObjectType?
Information Needed: X is an ObjectType variable.

False()
Description: Always return FALSE

Gender(ObjectType X,GENDER)
Returns: Boolean (True or False)
Description: Is the X’s gender equal to GENDER?

General(ObjectType X,GENERAL)
Returns: Boolean (True or False)
Description: Is the General type of X equal to GENERAL?
Information Needed: X is an ObjectType GENERAL is the general type.
HUMANOID
ANIMAL
DEAD
UNDEAD
GIANTHUMANOID
FROZEN
MONSTER

HasWeaponEquiped(O:Object*)
Description: Does the Object have a weapon equiped?

HaveAnySpells()
Returns: Boolean (True or False)
Description: Do I have any Spells?

HaveSpell(Integer X)
Returns: Boolean (True or False)
Description: Do I have spell X

HP(ObjectType X, Y)
Returns: Boolean (True or False)
Description: X’s current hit points are EXACTLY Y
Information needed: the value of Y (as a percentage). X is an ObjectType.
Development Notes: the specificID flag can be used to store the percentage

HPGT(ObjectType X, Y)
Returns: Boolean (True or False)
Description: X’s current hit points are GREATER THEN Y
Information needed: the value of Y (as a percentage) . X is an ObjectType.
Development Notes: the specificID flag can be used to store the percentage

HPLT(ObjectType X, Y)
Returns: Boolean (True or False)
Description: X’s current hit points are LESS THEN Y
Information needed: the value of Y (as a percentage) . X is an ObjectType.
Development Notes: the specificID flag can be used to store the percentage

HPPercent(ObjectType X, Integer: Y)

HPPercentGT(ObjectType X, Integer: Y)

HPPercentLT(ObjectType X, Integer: Y)

Returns: Boolean (True or False)
Description: Is the HP percent of X equal to Y?
InParty(ObjectType X)
Returns: Boolean (True or False)
Description: Is X in the Party

InWeaponRange(O:Object*)
Description: Is object in Weapon range?

LOS(ObjectType X, RANGE)
Returns: Boolean (True or False)
Description: Is Object X within RANGE search map blocks? Also, is there a clear line of sight to X?
Information Needed: X is an ObjectType variable. RANGE is an integer count of intervening blocks.

NotStateCheck(ObjectType X, Integer:Y)
Returns: Boolean (True or False)
Description: Is X in state Y

NumCreature(ObjectType X, Integer: Y)

NumCreatureGT(ObjectType X, Integer: Y)

NumCreatureLT(ObjectType X, Integer: Y) Returns: Boolean (True or False)
Description: Is the number of X’s visible Equal to Y

NumTimesInteracted(Integer:NPC, Integer num)

NumTimesInteractedGT(Integer:NPC, Integer num)

NumTimesInteractedLT(Integer:NPC, Integer num) Returns: Boolean (True or False)
Description: Have I interacted with NPC num times?

OutOfAmmo()
Returns: Boolean (True or False)
Description: Is my current weapon out of ammo. Melee always returns false.

Race(ObjectType X,RACE)
Returns: Boolean (True or False)
Description: Is the Race of X equal to RACE?
Information Needed: X is an ObjectType RACE is the race to be compared to.
Development Notes: Simply compare X.m_type.Race to RACE.
HUMAN
ELF
HALF_ELF
DWARF
HALFLING
ANKHEG
BASILISK
BEAR
CARRIONCRAWLER
DOG
DOPPLEGANGER
ETTERCAP
GHOUL
GIBBERLING
GNOLL
HOBGOBLIN
KOBOLD
OGRE
SKELETON
SPIDER
WOLF
WYVERN
SLIME
FAIRY
NO_RACE
 
RandomNum(Integer: Range, Integer: Value)

RandomNumGT(Integer: Range, Integer: Value)

RandomNumLT(Integer: Range, Integer: Value) Returns: Boolean (True or False)
Description: Generate a number from 0 to Range and check against Value.

Range(ObjectType X, RANGE)
Returns: Boolean (True or False)
Description: Is Object X within RANGE search map blocks?
Information Needed: X is an ObjectType variable.
Development Notes: Pure distance, no line of sight. Use SpecificID for Range.

See(ObjectType X)
Returns: Boolean (True or False)
Description: Object X is in visual range
Information Needed: Several options for specifying X
  1. The ObjectType class must be specified for X (this allows a general description)
  2. Foe / friend
Specifics(ObjectType X,SPECIFICS)
Returns: Boolean (True or False)
Description: Is the Specific information of X equal to SPECIFICS?
Information Needed: X is an ObjectType SPECIFICS is the specific information flag.

StateCheck(ObjectType X, Integer:Y)
Description: Check if X is in State Y

Time(TIME)
Returns: Boolean (True or False)
Description: The game time is TIME. Game time is the time that has passed in the game world.
Information needed: TIME specifies the time (in seconds) since the beginning of the game

TimeOfDay()
Returns: Boolean (True or False)
Description: Is the time of day TOD?
Information needed: Time of day (TOD) is a reference to the current world time in hours. Constants are:
MIDNIGHT
NOON
DAWN_START
DAWN_END
DUSK_START
DUSK_END

True()
pDescription: Always returns Truep
 
Action Descriptions
Overall Development Note:
For any action that requires movement before the action, set the current action to move (with the correct target) and set the next action as the desired action. In general, when a movement is taking place, it will continue as long as the next action is No Action or the target of the next action is the same as the target of the movement and the next action is one that would require movement to the target.

Attack(ObjectType X, Style Y, ObjectType Z)
Description: Attack creature X using Style Y. If no X then attack Z by default.
Information Required: Y specifies the style of attack desired
DEFAULT
RANGED
MELEE
X is used to specify the target. Unless X includes an Instance, then X will be used to indicate the preferred target. Once a target is selected, an Instance will be obtained so that target don’t constantly change. A second ObjectType Z is used to specify general targets.
Development Notes: To do this, place all of type X or Z on the search map. Add Threat radii. However, give the creatures of type X a much lower threat radius penalty.

AttackOneRound(Object X)
Description: Attack X for one round

AttackReevaluate(O:Target,I:Period)
Description: Attack target but reevaluate target every Period clock ticks

Continue( )
Description: Use the actions currently selected, but continue looking for more.
Information Required: none

EquipMostDamagingMelee()
Description: Equip melee weapon which does the most damage

EquipRanged()
Description: Equip a ranged weapon.

Formation(ObjectType Leader, Point Offset)
Description: follow the leader with offset of Offset.

GetItem(ResRef X)
Description: Get Item X and add it to inventory. Walk to the item if necessary.
Information Required: X is a ResRef

GiveOrder(ObjectType X, OrderID Y)
Description: Give order Y to X. X must have a trigger to respond to the order or nothing will happen
Information Required: X specifies the creature(s) to send the order to. OrderID specifies type of the order.
Development Notes: Send a ReceivedOrder trigger to X. Limit range to hearing range of Targets

GroupAttack(Object X)
Description: Attack all of type X

Help()
Description: Call for help
Information Required: None
Development Notes: Send a Call for help Heard trigger to ALL creatures in hearing range (regardless of which side they are on)

Hide()
Description: Hide in shadows / Move silently
Information required: None
Development Notes: This action should continue until an action that would counter this occurs. That is you should be able to simultaneously move silently and move. Perhaps a flag in the thief character should indicate that the character is moving silently.

Mouse Functions:
ClickLButtonPoint
(Point X, SCROLLSPEED)
ClickRButtonPoint(Point X, SCROLLSPEED)
DoubleClickLButtonPoint
(Point X, SCROLLSPEED)
DoubleClickRButtonPoint
(Point X, SCROLLSPEED)
MoveCursorPoint
(Point X, SCROLLSPEED)
ClickLButtonObject
(ObjectType X, SCROLLSPEED)
ClickRButtonObject
(ObjectType X, SCROLLSPEED)
DoubleClickLButtonObject
(ObjectType X, SCROLLSPEED)
DoubleClickRButtonObject
(ObjectType X, SCROLLSPEED)
Description: Click or move cursor to designated spot

MoveToObject(ObjectType X)
Description: Plot a path to X and begin moving
Information requires: X is an ObjectType
Development Notes: Once a path is obtained, it should be followed as long as no other action is chosen. Further, if the Move To X action reoccurs then, if the two destinations are equal, the existing path should be used.

MoveToOffset(Point: P)
Description: Move to P offset from current location

ProtectObject(ObjectType X)
Description: Protect Object X. Stay within a certain distance of X. Attack enemies in range.
Information required: X is an ObjectType.
Development Notes: Center the In Range check around X. If outside range, move back.

ProtectPoint(Point X, Integer range)
Description: Protect X. Stay within a certain distance of X. Attack enemies in range.
Information required: X is an ObjectType.
Development Notes: Center the In Range check around X. If outside range, move back.

RandomWalk()
Description: Wander around randomly

RunAwayFrom(ObjectType X, Time)
Description: Run away from X for Time seconds.
Information required: X is an ObjectType, Time is in seconds
Development Notes:

SendTrigger(ObjectType X, Integer ID)
Description: Send trigger number ID to X.

SetInterrupt(Integer X)
Description: Turn interrupt on or off

Shout(Integer Y)
Description: Send all in range Heard trigger

SmallWait(Integer X)
Description: Enter ready state for X 15ths of a second

Spell(ObjectType X, SpellID Y)
Description: Cast the spell Y on target X.
Information Required:
The desired spell can be specified as follows:
CLERIC_BLESS
CLERIC_COMMAND
CLERIC_CURE_LIGHT_WOUNDS
CLERIC_DETECT_EVIL
CLERIC_ENTANGLE
CLERIC_MAGIC_STONE
CLERIC_PROTECT_FROM_EVIL
CLERIC_REMOVE_FEAR
CLERIC_SANCUTARY
CLERIC_SHILLELAGH
CLERIC_AID
CLERIC_BARKSKIN
CLERIC_CHANT
CLERIC_CHARM_PERSON
CLERIC_FIND_TRAPS
CLERIC_FLAME_BLADE
CLERIC_GOOD_BERRIES
CLERIC_HOLD_PERSON
CLERIC_KNOW_ALIGNMENT
CLERIC_RESIST_FIRE
CLERIC_SILENCE_15_FOOT
CLERIC_SLOW_POISON
CLERIC_SPIRITUAL_HAMMER
CLERIC_DRAW_UPON_HOLY_MIGHT
CLERIC_ANIMATE_DEAD
CLERIC_CALL_LIGHNING
CLERIC_DISPEL_MAGIC
CLERIC_GLYPH_OF_WARDING
CLERIC_HOLD_ANIMAL
CLERIC_PROTECTION_FROM_FIRE
CLERIC_REMOVE_CURSE
CLERIC_REMOVE_PARALYSIS
CLERIC_INVISIBILITY_PURGE
CLERIC_MISCAST_MAGIC
CLERIC_RIGID_THINKING
CLERIC_STRENGTH_OF_ONE
CLERIC_CURE_SERIOUS_WOUNDS
CLERIC_ANIMAL_SUMMONING_1
CLERIC_FREE_ACTION
CLERIC_NEUTRALIZE_POISON
CLERIC_ANIMAL_SUMMONING_2
CLERIC_CURE_CRITICAL_WOUNDS
CLERIC_FLAME_STRIKE
CLERIC_RAISE_DEAD
WIZARD_GREASE
WIZARD_ARMOR
WIZARD_BURNING_HANDS
WIZARD_CHARM_PERSON
WIZARD_COLOR_SPRAY
WIZARD_BLINDNESS
WIZARD_FRIENDS
WIZARD_PROTECTION_FROM_PETRIFICATION
WIZARD_HOLD_PORTAL
WIZARD_IDENTIFY
WIZARD_INFRAVISION
WIZARD_MAGIC_MISSILE
WIZARD_PROTECTION_FROM_EVIL
WIZARD_SHIELD
WIZARD_SHOCKING_GRASP
WIZARD_SLEEP
WIZARD_CHILL_TOUCH
WIZARD_CHROMATIC_ORB
WIZARD_LARLOCH_MINOR_DRAIN
WIZARD_BLUR
WIZARD_DETECT_EVIL
WIZARD_DETECT_INVISIBILITY
WIZARD_HORROR
WIZARD_INVISIBILITY
WIZARD_KNOCK
WIZARD_KNOW_ALIGNMENT
WIZARD_LUCK
WIZARD_RESIST_FEAR
WIZARD_MELF_ACID_ARROW
WIZARD_MIRROR_IMAGE
WIZARD_STINKING_CLOUD
WIZARD_STRENGTH
WIZARD_WEB
WIZARD_AGANNAZAR_SCORCHER
WIZARD_GHOUL_TOUCH
WIZARD_VOCALIZE
WIZARD_CLAIRVOYANCE
WIZARD_DISPEL_MAGIC
WIZARD_FLAME_ARROW
WIZARD_FIREBALL
WIZARD_HASTE
WIZARD_HOLD_PERSON
WIZARD_INVISIBILITY_10_FOOT
WIZARD_LIGHTNING_BOLT
WIZARD_MONSTER_SUMMONING_1
WIZARD_NON_DETECTION
WIZARD_PROTECTION_FROM_NORMAL_MISSILES
WIZARD_SLOW
WIZARD_SKULL_TRAP
WIZARD_VAMPIRIC_TOUCH
WIZARD_DIRE_CHARM
WIZARD_GHOST_ARMOR
WIZARD_CONFUSION
WIZARD_DIMENSION_DOOR
WIZARD_MINOR_GLOBE_OF_INVULNERABILITY
WIZARD_MONSTER_SUMMONING_2
WIZARD_ANIMATE_DEAD
WIZARD_CLOUDKILL
WIZARD_MONSTER_SUMMONING_3
WIZARD_SHADOW_DOOR
Target X is specified using an ObjectType variable.

SpellPoint(Point X, SpellID Y)
Description: Cast the spell Y on target X.

Wait(Integer X)
Description: Enter ready state for X seconds

Sample Script File
Syntax Overview
File
IF
      Condition1
THEN
      RESPONSE #weight
            Response1
      RESPONSE #weight
            Response2
END
IF
      Condition2
THEN
      RESPONSE #weight
            Response3
      RESPONSE #weight
            Response4
END

Weight
weight is a number between 1 and 100.

Condition
Trigger1
Trigger2

Response
Action1
Action2
Action3

Trigger
Trigger(Parameter1, Parameter2, …)
Action
Action(Parameter1,Parameter2, …)
ObjectType
SpecialCase1( SpecialCase2( SpecialCase3( SpecialCase4(…)))))
or
"NAME"
or
[Allegiance . General . Race . Class . Specifics]

Example File
IF
      Class(LastAttackerOf(Myself), MAGE)
      HPGT(Myself,50)
THEN
      RESPONSE #80
            Attack(LastAttackerOf(Myself),MELEE)
      RESPONSE #40
            Help()
            RunAway()
END
IF
      Exists(LastAttackerOf(ProtectedBy(Myself))
THEN
      RESPONSE #100
            Attack(LastAttackerOf(ProtectedBy(Myself)), RANGED)
END
IF
      HPLT(MostDamagedOf(GroupOf(Myself)),25)
THEN
      RESPONSE #76
            Spell(MostDamagedOf(GroupOf(Myself)),MOST_HEALING)
            Protect(MostDamagedOf(GroupOf(Myself)))
      RESPONSE #76
            Attack(LastAttackerOf(MostDamagedOf(GroupOf(Myself))),RANGED)
END
IF
      See(NearestEnemyOf(Myself))
THEN
      RESPONSE #54
                  Attack(NerestEnemyOf(Myself), DEFAULT)
END

Explanation:
  1. If I’m attacked by a mage and my hit points are more then 50%, either attack the mage using melee (66.7%) OR yell for help and run away (33.3%)
  2. If the person I’m protecting is attacked, attack their attacker using a ranged attack (100%)
  3. If the most damaged person in my group has less then 25% of his hit points, then either cast the most powerful healing spell on him and start protecting them (50%) OR attack the last person who attacked them (50%).
  4. Attack the nearest enemy using my default attack. (100%)
Define ANYONE as the ObjectType with all 0’s. Define ENEMY as the ObjectType with all 0’s except EnemyAlly set to enemy.
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