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- EBS User Manual
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- Section 3
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- EBS Script Language
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- 1
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- 3.1 The AREXX (tm) Port . . . . . . . . . . . . . . . . . . . . . . . 3
-
- 3.2 Startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
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- 3.3 The Language Structure . . . . . . . . . . . . . . . . . . . . . . 3
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- 3.4 Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
-
- 3.5 Language Keywords and Commands . . . . . . . . . . . . . . . . . . 6
- EXECUTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- SET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- GET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
-
- MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
- PROJECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
- LOCK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
- UNLOCK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
- WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
- MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
- CLEARMENUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- WBENCHFRONT . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- WBENCHBACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- EBSFRONT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- EBSBACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- NOTIFY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- REQUEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- LIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
- MODIFY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
- OPTIONON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
- OPTIONOFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
- DRAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
- NEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
- CLEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
- DELETE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
- COUNT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
- SECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
- ZONE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
- UNIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
- FORCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
- COURSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
- LOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
- PIXX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
- INFO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
- RANDOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
- POINTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
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- 3.6 Expressions and Operators . . . . . . . . . . . . . . . . . . . . . 47
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- 2
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- EBS includes a script language, and for those who own the AREXX (tm)
- package or have AmigaDOS 2.0, an AREXX (tm) interface. The EBS script
- language may be used in a limited way without AREXX (tm), but it has almost
- no control structures of its own, thus it is limited to simple menu and
- startup options when used without AREXX (tm). With the AREXX (tm) package,
- it becomes a powerful tool for scenario, map and unit design.
-
- 3.1 The AREXX (tm) Port
-
- EBS opens a port names EBS with on the first execution. Each
- subsequent EBS started while the old EBS's are running receives a port name
- of EBSX where X is a one up count. Up to nine EBS tasks may be run
- simultaneously, which should satisfy the wildest fanatic, and consume the
- memory of the largest system.
-
- To determine whether you have AREXX (tm) available, EBS attempts to
- open rexxsyslib.library. If this works, it enables the AREXX (tm)
- interface.
-
- 3.2 Startup
-
- If there is a file called "startup.ebs" in the REXX: directory, EBS
- will execute this script on startup. In addition to the arguments which may
- be passed to EBS on startup, others may be entered on the command line. All
- arguments after the first are passed to this script, and so further
- arguments may be used at the user's discretion. This is a good place to
- enter any menus you may wish to configure.
-
- 3.3 The Language Structure
-
- The basic structure of the language consists of a series of keywords
- and identifiers. The result is slightly clumsy to read, but easy to use,
- with a wide variety of commands implemented in very similar syntax. As an
- example, the 'set' command:
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- 'set unit infco1 manning 120'
-
- 'set' is the keyword for setting a value in a module or in the basic
- EBS configuration.
-
- 'unit' specifies that the module type to act upon is a military unit.
-
- 'infco1' is the name or label of the specific unit to act upon.
-
- 'manning' is the element of the module which is to be set.
-
- '120' is the value to which to set that element.
-
- In addition, the language has a series of variables which may be used
- in place of module names and other values. For example, the name 'infco1'
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- 3
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- above could be entered by the user selecting the marker for the needed
- module with the mouse and then using the value '[cunit]' (for current unit)
- in place of the name. (Variable names are always enclosed in brackets.)
-
- Commands also may be embedded within commands. This is useful to
- increase the speed of execution, or as the only means of getting any sort of
- control structures if you do not own AREXX (tm). The bad side is that
- commands with embedded commands are extremely difficult to read and become
- nightmarish very quickly.
-
- Within the language, I try to protect the user from destructive errors,
- but not from stupid errors. This leaves the user free to do things which I
- did not foresee when designing the language and the routines in the modules.
- The reason for this is that with most routines replaceable by scripts, a
- user may wish to use a value for something not intended by the EBS system at
- all. This is possible to do, but note that these values may cause weird
- things to happen if you run them through the normal routines. All values
- accepted via the editor are error checked for validity.
-
- The following symbols are used by the EBS script language for special
- purposes:
-
- @ - Entered at the beginning of a command means that the command is an
- EBS internal command, rather than a rexx script to execute. This is used in
- scripts entered in modules or in menu item definitions. It is not necessary
- to use this symbol for commands issued within an AREXX (tm) script, or in
- the command gadget, which defaults to internal commands. This usage is
- inverted for the command gadget, where entering an '@' before the command
- means that it is an AREXX (tm) script followed by arguments.
-
- $ - Indicates a command to be executed immediately with the result
- substituted, for example, 'get unit infco1 dest [$count unit dest]'.
- Normally, EBS would execute the command at the end of its processing and not
- substitute the value. Such commands function as variables. Do not use that
- method for a command which does not return any value, or for commands
- entered in IF-THEN-ELSE constructions. (IF-THEN-ELSE constructions would
- execute both the IF and the ELSE clauses on the first pass, causing all side
- effects of both commands.)
-
- [] - brackets indicate that the material between them is a variable or
- a command to be executed within the processing of the main command.
-
- {} - braces indicate that brackets are needed in a module script or
- menu definition. These are automatically converted to brackets by EBS for
- internal use. Entering arguments to a module script with brackets will
- enter the value of the variable at the time of script definition rather than
- at the execution time. As an example, a script entry could read:
-
- 'parry {cunit} {ctarget}'
-
- which would be converted for internal use into:
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- 'parry [cunit] [ctarget]'
-
- and on execution each of the variables would be converted into the label of
- the appropriate unit. The command executes the script 'parry.ebs' which
- must be located in a path 'ebsscript:' which must be assigned to use AREXX
- (tm) scripts within EBS without specifying pathnames.
-
-
- 3.4 Variables
-
- The following system variables are available for use in scripts:
-
- CUNIT - the label of the current unit.
- CMARKER - the label of the current marker.
- CTARGET - the label of the current target.
- CATTACKER - the label of the current attacker.
- CMOVE - the label of the current movement module.
- CTACTICS - the label of the current tactics module.
- CDEFENSE - the label of the current defense module.
- CWEAPON - the label of the current weapon.
- CIFWEAPON - the label of the current IFWeapon.
- CLOCATION - the full string value of the current location.
- CMAP - the currently displayed map.
- COBJECTIVE - the current objective.
- CATTACK - the current attack of the current unit.
- CFORCE - the current force. This is set by changing force through the
- command window. In scenario play, it is never changed simply by clicking on
- a unit marker.
- CSUPPLY - the current supply, set by clicking on the marker to which it
- is attached.
- CSTRATEGY - the current strategy. This is set to the strategy of the
- current force whenever that is changed.
- CPORT - the current port, if there is an external program currently set
- up to receive EBS echoed commands.
- CGRID - the current grid of the current map.
- CPLAYER - the name of the current player.
-
- The following two values are only valid when an attack is in progress.
- They may be used for parry or dodge scripts within defense modules.
- CHIT - the base chance that the current attacker has of hitting the
- current target with his current weapon under the immediate circumstances.
- CROLL - the roll which the current attacker actually has made during an
- attack, Energion style hits compare a base chance to hit with a defense
- value by subtracting the defense from the chance to hit. Rolling under the
- difference results in a hit. This gets the exact roll during such an event.
- This value will only be correct when the MODID is equal to 13 (DEFENSE) or
- 14 (IFDEFENSE).
-
- The following locations refer to the current location of the defined
- remote pointer. If no such location exists, all values will be "None."
- CX - the 'X' coordinate of the current location.
- CY - the 'Y' coordinate of the current location.
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- CZ - the 'Z' coordinate of the current location.
- CPX - the current pixel x coordinate of the current location.
- CPY - the current pixel y coordinate of the current location.
- CINT - the interstice of the current location.
- CPLANE - the plane of the current location
-
- The following variables provide the first item in the each of the
- various module lists:
- FIRSTUNIT
- FIRSTFORCE
- FIRSTMOVE
- FIRSTDEFENSE
- FIRSTWEAPON
- FIRSTIFWEAPON
- FIRSTTACTICS
- FIRSTOBJECTIVE
- FIRSTSUPPLY
- FIRSTPLAYER
- FIRSTSTRATEGY
- FIRSTMAP
- FIRSTPORT
- FIRSTMARKER
- FIRSTITEM
- FIRSTMEASURE
- LASTRESULT - the result of the last command.
- MODID - the module ID of the last module which called a script (usually
- used as an argument to the calling script).
-
-
- 3.5 Language Keywords and Commands
-
-
- EXECUTE
-
- The execute command causes certain events in EBS either for
- configuration purposes or other actions. It does not normally have return
- values.
-
- LABEL
-
- Format: execute label NewMarker
-
- Makes the marker named by the word after 'label' the current marker for
- the currently defined remote pointer. The value of the remote pointer is
- modified by a 'set' command. All other current values associated with the
- marker named will also be set.
-
- RANGEC
-
- Format: execute rangec HeavyMachineGun
-
- Draws circles showing the available ranges of the weapon named after
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- 6
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- 'rangec'. The circles will be centered on the current location for the
- current remote pointer. Those values may be modified using the 'set'
- commands or the 'execute mouseclick' commands for the remote pointers.
-
- GRID
-
- Format: execute grid TenDegreeGrid
-
- Draws the grid named after the keyword 'grid.' The named grid must be
- a valid grid from the list for the current map.
-
- POINTER
- OFF
- ON
-
- Format: execute pointer on -OR- execute pointer off
-
- Turns the sprite for the current remote pointer on or off. Note that
- this command cannot be executed if the remote pointer is defined as the
- mouse pointer.
-
- DISTMODE
- CURRDIST
- TOTALDIST
- COMPLOT
- JAMPLOT
- CLEAR
-
- Format: execute distmode complot
-
- Toggles the values of the various distance modes for the current remote
- pointer. It functions for each of the remote pointers in exactly the same
- way as the menu options function for the mouse pointer.
-
- ATTACK
-
- Format: execute attack attackername targetname
-
- Executes an attack using the current attack. The 'attackername'
- attacks 'targetname'. Returns the same values as defined for an attack
- executed via menus. The current attack must be for a melee or direct fire
- weapon. For indirect fire, use IFATTACK below.
-
- IFATTACK
-
- Format: execute ifattack attackername
-
- Executes an indirect fire attack centered at the location of the
- current remote pointer. It uses the current attack of 'attackername'.
-
- SAVE
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- 7
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-
- Format: execute save units
-
- Saves the complete list of the specified module types. The command
- 'execute save all' saves a complete '.ebs' file.
-
- UNITS
- DEFENSES
- WEAPONS
- MOVEMENTS
- IFWEAPONS
- TACTICS
- MARKERS
- OBJECTIVES
- STRATEGIES
- SUPPLIES
- PLAYERS
- TERRAINTABLE
- PLANETERRAINS
- ITEMS
- MEASURES
- ALL
- STATUS
- Status is a special case type of save which saves all data
- necessary to restart a scenario for a point at which it was
- interrupted. The status is saved in file 't:statfile.ebs' and will be
- restored from the same file. Make sure you have 't:' assigned to
- something useful; I usually use 'ram:' but that will not save you if
- the machine crashes in the meantime. In addition to the script
- command, the user may set an interval for automatic status saves (see
- 'SET' below.
-
- UPDATE
-
- Format: exec update
-
- Recalculates the positions of all markers and refreshes the map.
-
- CLICK
-
- Format: exec click
-
- Executes all the functions of a mouseclick for the current remote
- pointer. The remote pointer must be on so that there is a definition of its
- pixel location. It sets the location of the pointer as the current location
- for that pointer, and if the pointer is over a marker, that marker is set as
- the current marker with all its associated modules set as current also.
-
- SCENARIO
-
- Format: exec scenario on -OR- exec scenario off
-
- Turns the scenario mode on or off. If the scenario mode was off,
-
- 8
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- turning it off will initiate the player setup procedure which requires
- keyboard input. This command is intended for use when a user is expected at
- the console, not for completely independent action.
-
- TURN
-
- Format: exec turn
-
- Executes a turn of EBS action. For definitions of this action, see the
- menu option of the same name.
-
- RESTORE
-
- Format: exec restore
-
- Reloads the file resulting from a status save, prepare EBS for
- resumption of an interrupted game.
-
-
- REPROJECT
-
- Format: reproject sourcemapname targetmapname iffname
-
- Reprojects data from the source map to the target map. The 'newname'
- argument is optional, but if it is supplied, the new map's IFF file will be
- save to that name. Otherwise, a requester will be presented to the user.
- For use in scripts without user intervention, the iff filename must be
- supplied.
-
-
- SET:
-
-
- The 'set' command sets various values of modules or the EBS program.
- All of these commands are similar in syntax.
-
- LOCATION
-
- Format: set location
-
- Executes a mouse click and returns the value of the resulting location
- in a location string. If the current map is a tactical map, it will also
- check the terrain and add the altitude and cover values. The result will be
- in the format:
-
- x y z plane interstice px py altitude cover
-
- This is one of the rare cases where a 'set' command returns a value.
- It does so to prevent the need to issue another get command to get the
- actual location after a mouse click is executed. It sets the current
- location of the remote pointer.
-
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- 9
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-
- MARKER
-
- Format: set marker markername elementname value
-
- Sets the value of the specified element of the marker named to 'value'.
- A list of elements follows.
-
- The following list of elements in a marker module may be set with this
- command. See the description of the module for the values allowed for each
- of them.
-
- LABEL
- NAME
- NOTE
- LAT - note that LAT, LONG and ALT also set the location for any
- objective, supply module or unit attached to the marker.
- LONG
- ALT
- FLAGS
- COLOR
- TYPE
- PLANE - this also sets the plane value for the any attached unit,
- supply or objective module.
- INTERSTICE
- MAPID - resetting the MAPID transfers the marker to the new map.
- If there is no map with the specified ID, you will not be able to show
- the marker.
- UNIT - EBS automatically maintains the identity of unit labels and
- those of their markers. Setting this value may result in a change of
- label for the marker.
- OBJECTIVE
- ITEM
- SUPPLY
- SCRIPT - Marker scripts are executed each time that marker is
- selected by any of the various means for selecting a marker.
-
- POINTER
-
- Format: set pointer pixelx pixely
-
- Sets the location of the current remote pointer to the X/Y cursor
- location provided. No click is executed, the pointer is simply moved.
-
- POINTREL
-
- Format: set pointrel +pixelx +pixely
-
- Sets the location of the pointer relative to its current location. The
- pixelx and pixely locations must be located on the current screen.
-
- TERRAINENTRY:
-
- 10
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-
- Format: set terrainentry entrynumber cover value
-
- The main distinguishing feature of the TERRAINENTRY, is that there are
- 32 of them, and they must be addressed by number.
- COVER
- LOS
- ALTITUDE
- MARGIN
- FLAGS
- TITLE
- COLOR
-
- UNIT:
-
- Sets the values of the following list of items in a unit module.
-
- LABEL
- MOVES
- SPEED
- MANNING
- DAMAGE
- CURRATTACK
- TARGET - the primary target of the unit. It will also be the
- primary target of the current attack.
- DEFENSE
- UNITID - a unit identification number, which I normally use to
- provide an easy way to define a class of units for use in scripts, such
- as '100' is infantry, '200' is armor, etc. EBS does not use these
- values. They are most useful in script design.
- MARKER
- TACTICS
- SUPERIOR - the immediate superior of the unit. For further
- discussion of chains of command see the section below concerning
- SISTERPREV and SISTERNEXT.
- SUPPORTED - a unit which this unit will fire in support of. This
- value is used for artillery and other indirect fire units who require
- observers to specify who the observer is. They then choose targets and
- fire on them according to lines of sight drawn from the supported unit.
- OPTIONS
- HEIGHT - the average height of members of the unit, used for lines
- of sight. Set this value to zero if you wish to ignore height, but
- make sure to also set all margin values in the terrain table to zero as
- well.
- INTERSTICE - interstice where the unit is located. This value is
- taken directly from the marker module, and is also set in that module.
- This keyword simply provides an indirect way of setting the value when
- working through the unit list.
- PLANE - plane value. See above under interstice.
- ALTITUDE - altitude. See above under interstice.
- FORCE - the force to which the unit belongs. Setting this value
- automatically adds the unit to the list of units in the force. It will
-
- 11
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-
-
- also cancel chains of command for the unit if those attach it to units
- belonging to the wrong force.
- INTEL
- COVER
- ENDURANCEBASE
- FORMATIONLEAD
- ZONEOFCONTROL
- HIDE
- SUPPLYTYPE
- TRANSPORT
- MOUNTTIME
- TETHER
- RANGEFROMHQ
- REVIEWCOUNTER
- REVIEWCURRENT
- COUNTER
- MOVECOUNTER
- STATUSCOUNTER
- SUPPLYCOUNTER
- TELEPORTS - this value is extracted from the movement module when
- the unit is initialized for play, but it may also be set. The value is
- not error checked, so you can set the number of teleports available to
- a unit to a value higher than the base value specified in the movement
- module using scripts.
- PSHIFTS - see TELEPORTS
- ISHIFTS - see TELEPORTS
- ENDURANCECOUNTER
- LOCATION
- DESTINATION
- SINGLE - sets the destination of the unit specified to the
- current location of the remote pointer.
- CHAIN - sets the destination of the unit specified to the
- list of destinations beginning with the first location of the
- current location chain of the remote pointer.
- TARGET - sets the destination of the unit specified to the
- location of its target and initiates chase of that target.
- FORMATION - calculates the difference between the specified
- unit's location and that of its formation lead and sets its
- destination to the leader's destination with appropriate offsets.
- LOCS - reads the location string entered at the end of the
- command and sets the specified unit's destination as that
- location.
- ATTACK
- LABEL
- WEAPON
- IFWEAPON
- CURRAMMO
- STARTAMMO
- COUNTER
- FLAGS
- EFFECT
- TARGET
-
- 12
-
-
-
-
-
- SECTARGET
- LINKATTACK - there is a single rule about linked attacks:
- don't link an attack back onto part of its change. Doing so will
- give you a module error 4, infinite loop. EBS checks, and will
- not accept the value.
- MAGICAMMO
- MAGICDICE
- MAGICDSIZE
- TYPEID
- TERRAINFLAGS
- SUBFLAGS
- SCRIPT
- DURATION
- INTERVAL
- MULTIPLE
- TGTLOC - accepts as its argument a location string.
- NUMBER - accepts the actual number of unit members used in
- the attack as the argument.
-
-
- CURRENTDAMAGE - only available for a unit with manning of one,
- returns the current number of damage points which the individual
- possesses. Allows healing and direct causing of damage via a script.
- Use the 'modify unit damage' command to change damage values on a unit
- with more than one member, and 'modify apply' to actually apply that
- damage to all units at the end of a turn.
-
-
- MOVES
-
- Format: set moves movename element value
-
- Sets the values of elements of movement modules.
-
- LABEL
- FLAGS
- BASESPEED
- MULTIPLES
- INTMOVE
- ISHIFTS
- INTXFR
- INTACCELERATION
- PLANEPOINTS
- PLANEXFR
- PSHIFTS
- MAXALT
- TAKEOFF
- FACECHANGE
- CLIMB
- DESCEND
- AIRACCELERATION
- TELEPORTS
-
- 13
-
-
-
-
-
- TPORTTIME
- SUBFLAGS
- SPEEDTHRESHOLD
- ALLMULTS - this keyword requires a special format for the
- arguments. The first argument following the word is the number of the
- first value to be set out of the 32 possible movement multiples.
- Following this should be a list of multiples separated by spaces. EBS
- will set all the values which are available and leave any values
- following the end of the command unaffected. This allows the user to
- set multiple values with a single EBS command.
-
- The format to set the fifth through tenth values follows:
-
- 'set moves movename allmults 5 100 90 75 100 110 100'
-
- The value 100 will be entered into the fifth multiple, 90 into the
- sixth, 75 into the seventh, 100 into the eighth, 110 into the ninth and
- 100 into the tenth.
-
- Note that if you intend to set all twenty, you must still enter a
- '1' as the first argument following the word 'allmults'.
-
- WEAPON
-
- LABEL
- RANGE
- HITS
- DAMAGES
- TYPE
- FLAGS
- GAP
- INIT
- SCRIPT
- ALLRANGES
- ALLHITS
- ALLDAMAGES
-
- IFWEAPON:
-
- LABEL
- FLAGS
- RANGE
- HITS
- DAMAGES
- RADIUS
- GAP
- INIT
- X
- Y
- SCATTER
- MINTROOPS
- MAGICTYPE
-
- 14
-
-
-
-
-
- SCRIPT
-
-
- DEFENSE:
-
- LABEL
- ARMORS
- IFDEFENSE
- MAGICDEFENSE
- ANGLEBONUSES
- FLAGS
- DAMAGEMIN
- SURPRISEPENALTY
- SCRIPT
- ALLARMORS
- ALLANGLEBONUSES
- ALLMAGICDEFENSES
-
- TACTICS
-
- LABEL
- FLAGS
- MORALE
- LOYALTY
- BERSERK
- CPA
- SCRIPT
- REVIEWBASE
-
- TURNINCREMENT - sets the number of seconds to execute for each 'execute
- turn' command when not in scenario mode.
- SAVEINCREMENT - sets the number of seconds between status saves. If
- this value is zero, EBS will not perform status saves automatically.
- FORCE
- LABEL
- FLAGS
- NUMBER
- OBJECTIVE
- ENEMY
- FRIEND
- NEUTRAL
- FANATIC
- FIRSTUNIT
- STRATEGYLABEL
- PASSWORD
- REVIEWBASE
- SURRENDER
- STRATEGYREVIEW
- MOVEPOINTMULT
- DEFPOINTMULT
- OFFPOINTMULT
-
-
- 15
-
-
-
-
-
- PLAYER:
-
- LABEL
- FLAGS
- PASSWORD
- PORT
-
- MAP:
-
- LABEL
- FLAGS
- TYPE
- IFFFILE
- PLANE
- INTERSTICE
- RADIUS
- TERRAIN
- DEFAULTTERRAIN
- MULTIPLE
- LAT1
- LONG1
- LENGTH
- WIDTH
- MEASURE
- BASELAT
- BASELONG
- BASEALTITUDE
- SECTIONS
- PIXLEFT
- PIXTOP
- PIXWIDTH
- PIXHEIGHT
-
-
- OBJECTIVE:
-
- Format: set objective objectivename element value
-
- Sets the element values of an objective module.
-
- LABEL
- FLAGS
- FORCE
- VALUE
- BASETIME
- VICTORYPTS
- PENALTY
- MINFORCE
- MINTIME
-
- SUPPLY:
-
-
- 16
-
-
-
-
-
- Format: set supply supplyname element value
-
- Sets the element values of supply modules.
-
- LABEL
- FLAGS
- TYPE
- FORCE
- TIME
-
- STRATEGY:
-
- Format: set strategy strategyname element value
-
- Sets the values of elements of strategy modules.
-
- LABEL
- FLAGS
- LLSPEED
- LLDEV
- LRSPEED
- LRDEV
- CLSPEED
- CLDEV
- CRSPEED
- CRDEV
- RLSPEED
- RLDEV
- RRSPEED
- RRDEV
- DELAY
- REAROFFSET
- SUPPLY
- COMMAND
- CONCENTRATE
- RANGEFROMBASE
- CHOICESCRIPT
- ACTIONSCRIPT
-
-
- MEASURE:
-
- LABEL
- MULTIPLE
-
-
- GRID:
-
- Format: set grid gridname element value
-
- LABEL
- FLAGS
-
- 17
-
-
-
-
-
- COLOR
- DRAWMODE
- STARTX
- STARTY
- ENDX
- ENDY
- VERTICALSEP
- HORIZONTALSEP
- GRAIN
-
-
- REMOTEPOINTER:
-
- Format: set remotepointer rem1
-
- Sets the current remote pointer. The argument value may be 'rem1' or
- 'rem2'.
-
-
- COLORS:
-
- Format: set colors 1 0 1 2 3 4 4 6 7 5
-
- Sets the colors for the remote brush. As with the various 'all' type
- settings, such as 'allmults' and 'allarmors', the first value is the number
- of the first color to be set. The EBS drawing brush has nine colors,
- numbered as follows:
-
- 1 2 3
- 4 5 6
- 7 8 9
-
- The first number is the number of the first color. Thereafter, enter
- the numbers of the colors from the pallette you wish in each position. It
- may be easier to understand the effect of this command if you try the brush
- requester available from the drawing menu. The color in position five is
- used when single pixel drawing modes are selected, otherwise, all nine
- colors are entered.
-
- The purpose of this brush format is to enter a customized grouping of
- terrain. Since EBS calculates terrain values from a nine pixel pattern,
- this command allows setting the colors to produce such a pattern, custom
- designed.
-
-
- PORT:
-
- Format: set port portname element value
-
- Sets the values of a port module.
-
- LABEL
-
- 18
-
-
-
-
-
- FLAGS
- DAMAGECMD
- MOVECMD
- DEVICE
- NUMBER
- BAUDRATE
- NUMBER
- DEVNUMBER
-
- Note that the use of ports is test only for future use in multi-machine
- games.
-
-
- SUBCOUNTER:
-
- Format: set subcounter
-
- This command sets the subcounter to the current value of the
- timecounter, preparing it to count elapsed seconds from that time. The
- subcounter cannot be set to a specified value; it may only be set to the
- value of the timecounter.
-
-
- TIMECOUNTER:
-
- Format: set timecounter timeinseconds
-
- This command sets the timecounter to the time provided. This command
- should be used with care during scenario execution, as it could modify
- values which EBS is counting on to be accurate.
-
-
- FONTNAME:
-
- Format: set fontname diamond.font
-
- Sets the filename of the large font used to print in the count window.
-
-
- FONTSIZE:
-
- Format: set fontsize 15
-
- Sets the size of the current large font used to print in the count
- window.
-
-
- ITEM:
-
- Sets the element values of an item module.
-
- LABEL
-
- 19
-
-
-
-
-
- FLAGS
- ID
- NOTE
-
-
- ENDSECOND:
-
- Sets the name and arguments of a script to be executed by EBS at the
- end of each second of conduct conducted. This script may be used to update
- other programs on the current status of a scenario or to implement extra
- features in EBS through the use of scripts.
-
- ENDTURN:
-
- Sets the name and arguments of a script to be executed by EBS at the
- end of each call to the 'execute turn' command or its menu equivalent. This
- script is only applicable when EBS is not in scenario mode, since EBS never
- exits turn execution one a scenario is started until an end condition is
- met.
-
-
- LLFP:
-
- Format: set llfp 'nameofscript arg1 arg2 etc'
-
- Sets the script used to determine the lat long based on pixel location
- for a custom map definition. If this script name is not set, no custom maps
- may be used.
-
- Normal format would be:
-
- set llfp 'llfp [cpx] [cpy]'
-
-
- PFLL:
-
- Format: set pfll 'nameofscript arg1 arg2 etc'
-
- Sets the script used to determine the pixel location based on a lat
- long or X/Y coordinates. If this script name is not set, no custom maps may
- be used.
-
-
- ENDTIME:
-
- Format: set endtime timeinseconds
-
- Sets the end time for a scenario in seconds. This time should be
- greater than the current timecounter value.
-
-
- ISCREENWIDTH - interlaced screen width.
-
- 20
-
-
-
-
-
- ISCREENHEIGHT - interlaced screen height.
- NISCREENWIDTH - non-interlaced screen width.
- NISCREENHEIGHT - non-interlaced screen height.
-
- Sets the default values for the dimensions of the screen which EBS will
- open. The default values are: 640, 400, 320, and 200.
-
- REFRESHINC - time between full screen refreshes during non-scenario
- play.
-
- CURRENTLOC - location values concerning the current location. All
- values about the current location may be set. This is only valid for LLFP
- and PFLL scripts, as it sets the values which will be displayed by EBS.
- This is mosly useful for user defined maps.
-
- TARGETLOC - This is only valid during IFWeapon or Weapon scripts, and
- gives the location at which an attack is actually occuring, considering hit
- rolls, etc. All values concerning a location may be set or gotten.
-
- FILEPATH - Sets the filepath which EBS uses for map files. This
- defaults to 'map:'. The path must be correctly terminated with a '/' or a
- ':' as appropriate.
-
- REXXPATH - Sets an additional directory in which EBS will search for
- AREXX (tm) scripts. The search order is: current directory, REXXPATH, then
- REXX:.
-
- CHAIN - Sets the following values for a location chain.
- LABEL
- FLAGS - user defined, none are actually defined for a chain.
- COLOR - the color in which the location chain should be drawn.
- MODE - the drawmode, either JAMIT or COMPLEMENT.
- LOCS - the locations to be added to the chain. It accepts the
- following values:
- CLEAR - clears all locations and starts over.
- CURRENT - adds the current locations from the current
- remotepointer to the list of locations.
- STRING - adds a location in the standard format to the
- location chain.
-
- MAXLOCS - sets the maximum number of locations which EBS will maintain
- for each pointer for drawing purposes, such as in drawing a chain above.
-
- BASELOS - the base, unobstructed visibility. All terrains which
- obstruct visibility reduce this value, so it should be set to cover
- conditions. Reduce it for night or bad weather games, increase it for high
- visibility conditions.
-
-
- GET:
-
-
-
- 21
-
-
-
-
-
- LASTLOC:
- Format: get lastloc pointerword
-
- Returns the last location of the specified pointer as a location
- string. See below under 'pointers' for a list of the pointerwords.
-
- SCREEN:
-
- Format: get screen
-
- Returns the address of the EBS screen in HEX.
-
-
- DISTANCE:
-
- Format: get distance pointers mptr rem1
- get distance current rem2
- get distance total rem1
-
- POINTERS
- Gets the distance between the two current locations of the
- specified pointers. Any pointer may be named; the two do not need to
- be in the same list. If either pointer has no location defined for it,
- the result will be zero.
-
- CURRENT
- Gets the distance between the last location and the current
- location of the specified pointer.
-
- TOTAL
- Gets the total distance of the location chain for the current
- pointer.
-
-
- TERRAINENTRY:
-
- Same as the 'set terrainentry' list of keywords.
-
-
- UNIT:
-
- Format: get unit unitname lastpos
-
- Gets the various element values and certain summaries of values
- for the named unit. It takes all the keywords of the 'set unit'
- command plus the following.
-
-
- ATTACK
- Allows all the options of set for attacks plus the following two:
- NEXT
- PREVIOUS
-
- 22
-
-
-
-
-
-
- LASTPOS - returns the position of the unit prior to the last
- second of movement.
- TRANSPORTING - returns the label of any unit which this unit is
- transporting.
- TRANSPORTEDBY - returns the label of a unit which is transporting
- this unit.
- FINALDEST - Under most circumstances, this will return none, but
- if the unit is moving toward a transport unit in preparation to mount,
- it will return the destination to which that unit intends to be
- transported.
- HEALTHY - returns the number of members of the unit which are
- uninjured.
- WOUNDED - returns the number of members of the unit which are
- wounded.
- OUT - returns the number of members of the unit which are out of
- action.
- WOUNDSTATUS - returns the average number of points lost by the
- wounded members of the unit.
- SUBORDINATE - returns the label of the first subordinate unit.
- This may be used with the SISTERNEXT and SISTERPREV commands to trace a
- chain of command.
- NEXT - returns the next unit in the full unit list without regard
- to force.
- PREVIOUS - returns the previous unit in the full unit list without
- regard to force.
- FORCENEXT - returns the next unit in the list of units in that
- force.
- FORCEPREV - returns the previous unit in the list of units in that
- force. This command, and the preceding command can be used to work
- through all units in one force only rather than for all units currently
- defined.
- SISTERNEXT - returns the next unit which is immediately
- subordinate to this one.
- SISTERPREV - returns the previous unit which is immediately
- subordinate to this one.
-
- Note: Some expansion may be necessary on the lists of units. EBS
- maintains three different lists or systems of lists of all the units which
- are currently defined. These are:
-
- 1 - a list of all units currently defined.
- 2 - a list of units for each force.
- 3 - a series of lists tracing the chain of command for each unit.
-
- In the first case you might use this list for any action which must be
- taken regardless of force, such as updating a copy of EBS on another machine
- as to the location of all units. Such a script is provided in the sample
- scripts. Also, if you are taking over the process of turn execution, this
- method could be used to give the 'move' command to all units currently
- defined.
-
-
- 23
-
-
-
-
-
- In the second case, you might use this list to give strategic commands
- to all the units in a single force, or to get data about all those units.
- This might be done for a strategy script replacing the normal strategy
- modules.
-
- In the third, you can trace the chain of command to determine whether
- the unit is currently in command, or what unit is the highest in the chain.
- This is similar to what EBS does internally when a unit is tasked to
- "ATTACKHQ" during a scenario. In that case, of course, the unit requires an
- intelligence roll to determine whether it can locate the unit, so a
- programmer should take unit knowledge into account in designing such
- scripts.
-
- The chain of command listings go from HQ to first subordinate, then all
- units immediately subordinate to the HQ are accessed via
- sisternext/sisterprev. If you take the FIRSTSUBORD of a headquarters unit,
- then trace the SISTERNEXT values until you get a return of none, you will
- have examined the entire list. In addition each of those subordinate units
- may have subordinates of their own listed in a similar fashion. Overall, a
- quite complex chain of command can be created.
-
- Tracing the list in reverse requires use of the SUPERIOR keyword. That
- is also the value to use in the 'set unit' commands. Setting the SUPERIOR
- of any unit automatically adds it to all the lists necessary.
-
- MOVES:
-
- Format: get moves movename element
-
- Used to access the values of a movement module. Returns any of the
- values listed under the 'set moves' command plus the following two:
- NEXT
- PREVIOUS
-
-
- WEAPON:
-
- Accepts all the keywords of the 'set weapon' command plus the
- following:
- NEXT
- PREVIOUS
-
- IFWEAPON:
-
- Accepts all the keywords of the 'set ifweapon' command plus the
- following:
- NEXT
- PREVIOUS
-
-
- DEFENSE:
-
-
- 24
-
-
-
-
-
- Accepts all the keywords of the 'set defense' command plus the
- following:
- NEXT
- PREVIOUS
-
- TACTICS:
-
- Accepts all the keywords of the 'set tactics' command plus the
- following:
- NEXT
- PREVIOUS
-
- TIME:
-
- Format: get time
-
- Returns the current scenario time in seconds.
-
- MARKER:
-
- Format: get marker markername elementname
-
- Returns the values of the elements of a marker module. Accepts all the
- keywords used in 'set marker' plus the following two elements:
-
- NEXT - returns the next element in the list of markers.
- PREVIOUS - returns the previous element in the list of markers.
-
- TARGETDATA:
-
- Format: get targetdata attackername targetname
-
- This is a PLAYER interface command which return the data needed for
- PLAYER to conduct an attack on a target. The format is:
-
- 75 10000 Y 10000 0 2
-
- 75 = the target's total defense value.
- 10000 = the range to the target in centimeters.
- Y = there is a line of sight for the unit to the target ('N' if not).
- 10000 = the distance which the attacker was able to see; will equal the
- range if the line of sight check was successful.
- 0 = the height of blocking terrain if the line of sight was blocked by
- a hill or other high object.
- 2 = the relation of the target to the attacker. (Values are: 0 =
- FRIEND; 1 = NEUTRAL; 2 = ENEMY; 3 = FANATIC.)
-
-
- COVER:
-
- Format: get cover
-
-
- 25
-
-
-
-
-
- Returns the cover value of the current location of the current remote
- pointer.
-
-
- ALTITUDE:
-
- Format: get altitude
-
- Returns the altitude of the current location of the current remote
- pointer.
-
-
- FORCE:
-
- Returns values of force modules. Accepts all keywords of the 'set
- force' command, plus the following:
- NEXT
- PREVIOUS
-
- PLAYER:
-
- Returns the values of player modules. Accepts all keywords of the 'set
- player' command plus the following:
- NEXT
- PREVIOUS
-
-
- MAP:
-
- Returns the values of map modules. Accepts all the keywords of the
- 'set map' command plus the following:
- NEXT
- PREVIOUS
-
-
- OBJECTIVE:
-
- Returns the values of objective modules. Accepts all the keywords of
- the 'set objective' command plus the following:
- NEXT
- PREVIOUS
-
-
- SUPPLY:
-
- Returns the values of supply modules. Accepts all the keywords of the
- 'set supply' command plus the following:
- NEXT
- PREVIOUS
-
-
- STRATEGY:
-
- 26
-
-
-
-
-
-
- Returns the values of strategy modules. Accepts all the keywords of
- the 'set strategy' command plus the following:
- NEXT
- PREVIOUS
-
-
- MEASURE:
-
- Returns the values of measure modules. Accepts all the keywords of the
- 'set measure' command plus the following:
- NEXT
- PREVIOUS
-
-
- GRID:
-
- Returns the values of grid modules. Accepts all the keywords of the
- 'set grid' command plus the following:
- NEXT
- PREVIOUS
-
-
- PORT:
-
- Returns the values of port modules. Accepts all the keywords of the
- 'set port' command plus the following:
- NEXT
- PREVIOUS
-
-
- SUBTIME:
-
- Returns the current value of the subcounter in seconds.
-
-
- FONTNAME:
-
- Returns the name of the font currently used as the large font for the
- count window. It is returned in the form "diamond.font" which is the
- default large font.
-
-
- FONTSIZE:
-
- Returns the size of the current large font as a number. This may be
- any size allowed for the font selected under font name.
-
-
- ITEM:
-
- Returns the element values of item modules. Accepts all the keywords
-
- 27
-
-
-
-
-
- of the 'set item' command plus the following:
- NEXT
- PREVIOUS
-
-
- ENDSECOND:
-
- Returns the name and arguments of a script to be executed by EBS at the
- end of each second of conduct conducted.
-
-
- ENDTURN:
-
- Returns the name and arguments of the EBS script to be executed at the
- end of each turn (the number of seconds of combat conducted each time the
- 'execute turn' or its equivalent menu option is called).
-
- LLFP:
- Returns the name and arguments of the current Lat Long from Pixels
- script.
-
- PFLL:
- Returns the name and arguments of the current Pixels from Lat Long
- script.
-
- ENDTIME:
- Returns the end time for the current scenario.
-
- REXXPORT:
- Returns the name of the EBS port for rexx commands. If you are running
- only one copy of EBS this will always be "EBS," but if you run a second copy
- for some reason, it will have a number attached to it.
-
- COLORS:
- Returns the current nine color terrain pattern as a string suitable for
- use as an argument to the set colors command.
-
- ISCREENWIDTH - interlaced screen width.
- ISCREENHEIGHT - interlaced screen height.
- NISCREENWIDTH - non-interlaced screen width.
- NISCREENHEIGHT - non-interlaced screen height.
- Format: get iscreenwidth
-
- ISCREENWIDTH, ISCREENHEIGHT, NISCREENWIDTH and NISCREENHEIGHT return
- the default value for the width or height of a interlaced and non-interlaced
- screens.
-
- PIXELCOUNT
-
- Format: get pixelcount colornumber
-
- Counts the number of pixels of the colornumber specified. Color number
-
- 28
-
-
-
-
-
- values are from one to the maximum number of colors displayable on the
- screen. These values can be used to determine quantities of a particular
- terrain type on the map, provided that it is in an appropriate projection.
- Note that certain projections, such as the 'S' map type will make the
- results of this command totally irrelevant. The command returns two values,
- the first is the number of pixels are of the specified color, the second is
- the number of pixels which are part of the map.
-
- Thus, a map which occupies the full size of a low resolution, non-
- interlaced screen and is half blue, when asked for a count of the blue
- pixels will return:
-
- 32000 64000
-
-
- REFRESHINC:
-
- The interval between map refreshes when a scenario is in continuous
- execution. This can become important when there are no units ready for
- command, such as when all units are retreating, or one is simply observing
- the progress of a scenario with the computer playing both sides. The value
- is the number of seconds of game execution between complete refreshes of the
- map. If EBS is in scenario mode, the display will be the view of the
- current attacker.
-
- CURRENTLOC - gets all values of a current location. See 'set
- currentloc' for conditions and details.
-
- TARGETLOC - gets all values of a target location. Set 'set targetloc'
- for conditions and details.
-
- REMOTEPOINTER - gets the value of the current remote pointer.
-
- TURNINCREMENT - gets the value of the current turn increment.
-
- FILEPATH - gets the current filepath.
-
- REXXPATH - gets the current file path added to the search for AREXX
- (tm) commands.
-
- CHAIN - gets all values of a location chain. See 'set' for the other
- values. The following keyword is modified:
- LOCS - Format: 'get chain chainname locs n' where 'n' is an
- integer less than the total number of elements in the location chain.
-
- In addition, the following values may be gotten:
-
- NEXT
- PREV
-
- MAXLOCS - gets the maximum number of locations maintained for each
- remote pointer. Uses the current default pointer.
-
- 29
-
-
-
-
-
-
- BASELOS - returns the base LOS distance.
-
-
- MOVE:
-
- This command moves units either using their normal movement modules and
- destinations or an absolute location. All moves are conducted "legally" for
- scenario purposes, so that previous location data is maintained as accurate.
-
- ALL
- Moves all units in the unit list using currently defined destinations
- and movement modules. It maintains all counters.
-
- CURRENT
- Moves the current unit using current destination and movement module
- data. Maintains all counters.
-
- UNIT
-
- Format: move unit unitname
-
- Moves the named unit toward its destination using movement module.
- Maintains all counters.
-
- ABSOLUTE
-
- Format: move absolute unitname locationstring
-
- Moves the unit to the location specified by the location string. Legal
- values for the previous location of the unit are maintained, but no counters
- are modified, and the movement module is not checked. The move will be
- conducted whether or not it is legal under EBS movement rules.
-
-
- PROJECT:
-
- Duplicates the functions of the main EBS menu. This command exactly
- duplicates the project menu items, including requesters. To save items to
- filenames designated in scripts, use the 'execute' command set.
-
- LOAD
- Format: load map
- MAP
- UNIT
- CONFIG
- SCENARIO
- SAVE
- MAP
- UNIT
- CONFIG
- SCENARIO
-
- 30
-
-
-
-
-
- DISPLAY
- REFRESH
- EDIT
- MARKERS
- COMMAND
- DRAW
- TURN
- MOVEMENT
- CLEAR
- MAINFLAGS
- SCENARIOFLAGS
- ABOUT
- QUIT
-
- LOCK:
- UNLOCK:
-
- These two commands lock and unlock EBS preventing or allowing keyboard
- input. When conducting any turn execution, it is a good idea to lock out
- all other input. I don't know of any disasters which will occur if you
- ignore this, except that definitions changed while EBS is taking other
- actions on a module could cause results which are "undefined."
-
-
- WINDOW:
-
- Format: window open edit
-
- Opens or closes one of the auxilliary windows for EBS. The window is
- opened in the location where it was last located or at its default.
-
- OPEN
- MARKER
- EDIT
- COMMAND
-
- CLOSE
-
-
- MENU:
-
- Creates menus in the following windows (keywords): MAIN, MARKER,
- MAPEDIT, COMMAND. They have the following minimum user defined menu
- numbers:
-
- MAIN - 4
- MARKER - 3
- MAPEDIT - 4
- COMMAND - 3
-
- These values are the minimum number for the lowest number menu which
- may be defined by the user. The command string may be any valid internal
-
- 31
-
-
-
-
-
- EBS command or the name of an AREXX (tm) script (if you have AREXX (tm)).
- Internal commands must be specified by the '@' as menu options default to
- AREXX (tm) scripts rather than internal commands, unlike the command window.
-
- Format: menu window menunum itemnum keyword string
- menu main 4 0 name system ; sets up menu for system commands
- menu mapedit 4 3 name NewTactical ; sets up a menu item to
- create ; a new tactical map on the 4th menu of the menu strip
- for the
- ; mapedit window
- NAME
- COMMAND
- KEY
- ENABLE
- DISABLE
- ENABLE and DISABLE turn the menu item on or off. No string is
- required.
- REMOVE
- Again, no string is required. This erases the menu item.
-
-
- CLEARMENUS:
-
- Clears menus in the following windows (keywords): MAIN, MARKER,
- MAPEDIT, COMMAND.
-
-
- WBENCHFRONT:
- WBENCHBACK:
-
- Format: wbenchback
-
- Moves the workbench screen to the front or to the back.
-
- EBSFRONT:
- EBSBACK:
-
- Format: ebsback
-
- Moves the EBS screen to the front or to the back.
-
-
- NOTIFY:
-
- Presents a message to the user requiring a response before continuation
- of program execution. The message will be truncated to the width of the
- screen, so take that length into consideration in designing the message.
-
-
- REQUEST:
-
- EBS has a variety of requesters, and values on which they can operate.
-
- 32
-
-
-
-
-
- The formats are individual for each one.
-
- STR1
-
- Format: request str1 windowname
-
- Presents a string requester in the window specified by windowname.
- See the WINDOW command for a list of valid window names.
-
- STR2
-
- Format: request str2
-
- Presents a string request window, independent of the location and
- stacking of the other windows.
-
- LIST
-
- Format: request list module
-
- Presents a list requester for the list specified. The following
- keywords are supported.
-
- UNIT
- FORCE
- MOVEMENT
- DEFENSE
- WEAPON
- IFWEAPON
- TACTICS
- OBJECTIVE
- SUPPLY
- PLAYER
- STRATEGY
- MAP
- PORT
- MARKER
- ITEM
- MEASURE
-
- OPTIONS
-
- Format: request options module
-
- Presents an option requester for the current module from the
- specified module list.
-
- UNIT
- FORCE
- ATTACK
- TERRAIN
- MOVEMENT
-
- 33
-
-
-
-
-
- DEFENSE
- WEAPON
- IFWEAPON
- TACTICS
- SUPPLY
- PLAYER
- STRATEGY
- MAP
- GRID
- MARKER
- OBJECTIVE
-
- FILE
-
- Format: request file type
-
- Presents a file requester of the type specified to the user. It
- returns the result as a filename with full path name.
-
- SCENARIO
- UNIT
- CONFIG
- MAP
- IFF
-
-
- LIST:
-
- Format: list keyword
-
- Creates a string containing the names of the elements of the specified
- list separated by spaces. If done internally, the list is put in the info
- window, otherwise it is returned as a string to the AREXX (tm) script.
-
- MARKERS
- UNITS
- MOVEMENT
- WEAPONS
- IFWEAPONS
- DEFENSES
- TACTICS
- ATTACKS
- OBJECTIVES
- SUPPLY
- PLAYERS
- STRATEGY
- MAPS
- PORTS
- ITEMS
- MEASURES
- FORCE
- READY - all units ready to conduct an attack.
-
- 34
-
-
-
-
-
- CHANGED
-
- Format: list changed lists
-
- Lists all items in the various lists which have been changed since
- last saved.
-
- LISTS - lists all lists which have changed elements.
- MARKERS
- UNITS
- FORCES
- MOVEMENTS
- DEFENSES
- WEAPONS
- IFWEAPONS
- TACTICS
- OBJECTIVES
- SUPPLY
- PLAYER
- STRATEGY
- MAP
- PORT
- MEASURES
- ITEMS
-
-
- MODIFY:
-
- Format: modify unit unitname number value
-
- The current number and damage values of units may not be set directly,
- because there are a number of internal values which must be kept accurate.
- The MODIFY command allows increasing or decreasing these values. The
- 'value' argument may be a positive or negative integer which is subtracted
- from the target's value. To increase the size or damage value of the unit,
- use a negative number; to decrease it, use a positive number.
-
- UNIT
-
- For both of the following commands, the results are set up, but
- not applied unless the 'modify apply' command is executed afterward.
- EBS is set up to apply all damage simultaneously at the end of a
- second. Note that the 'modify apply' command applies all the results
- set up to all units, so it should only be called after all 'modify
- unit' commands desired have already been executed.
-
- NUMBER
- Directly subtracts the number of members specified from the
- unit and zeros out the damage value of each member so removed from
- the unit.
-
- DAMAGE
-
- 35
-
-
-
-
-
- Applies the number of damage points specified to the unit,
- causing casualties as appropriate.
-
- APPLY
-
- Format: modify apply
-
- Applies all results of combat to all units. All 'modify unit'
- commands should be completed prior to calling this command which
- performs the simultaneous application of all combat results.
-
-
- OPTIONON:
- OPTIONOFF:
-
- The OPTIONON and OPTIONOFF commands use a similar syntax and list of
- subordinate keywords. OPTIONON turns an option in a set of options on,
- OPTIONOFF turns that same option off.
-
- Format: optionon force forcename optionword
-
- The following list of keywords apply to both commands:
-
- UNIT
- A unit has the following two groups of options, thus the format is
- slightly different from the standard.
-
- Format: optionon unit unitname main optionword
- optionon unit unitname attack attackname optionword
-
- MAIN
- CHECKLOS
- PRIMARYSYSTEM
- INFOWINDOW
- SCENARIO
- TIMEWINDOW
- COUNTWINDOW
- FILTERSELECT
- FILTERON
- MARKSECTORS
- MARKZONES
- DOICONS
- COURSEPLOTTING
- POINTERS
- MARKERTOFRONT
- A2090SAVE
- TURNMINUTES
- POINTERLOCK1
- POINTERLOCK2
- DRAWLOCK
-
- UNIT
-
- 36
-
-
-
-
-
- SIMPLE
- AUTOMODE
- FULLAUTO
- AUTOONLY
- RETREATING
- DEFENSIVE
- ACTIVEDEFENSE
- NEVERDEVIATE
- CONSTANTLOS
- SHIELDSUP
- ENEMYSIGHTED
- UNDERFIRE
- INCOMBAT
- INCHARGERANGE
-
- ATTACK
- INDIRECT
- DIRECT
- MAGICAL
- MEETCHARGE
- CHARGING
- AIRTARGET
- GNDTARGET
- NONTARGET
- INTERSTICE
- STOPTOFIRE
- PTBRANGE
- SHTRANGE
- MEDRANGE
- LNGRANGE
- MOUNTED
- WITHSHIELD
- SMOKEATTACK
-
- FORCE
- KILL
- DEFENSIVE
- OFFENSIVE
- BERSERK
- CAUTIOUS
- STATIC
-
-
- WEAPON
- IFWEAPON
-
- Both of these items (WEAPON and IFWEAPON) use the same list of
- options as an attack. Note that attack and weapon flags must match on
- any item which indicates capability, such as CHARGING. Specific uses,
- such as the ideal range indicators, are designed to be used in specific
- attacks, however, if you wish attacks using the weapon to default to
- the range or other attribute desired, select that option for the
-
- 37
-
-
-
-
-
- weapon, then enter it in the various attacks which will use it.
-
- DEFENSE
- ONEARMOR
- SURPRISED
-
- MOVEMENT
- COVER
- FAST
- HARDFRONT
- CLOSEFRONT
- FREE
- TELEPORT
- PLANESHIFT
- INTERSTICE
- ENTERATTACK
- RANDSEARCH
- STOPINAIR
- EXACTFORMATION
-
- TACTICS
- DAMAGE
- HARD
- CLOSEST
- DANGER
- NOTTARGET
- FASTEST
- RECKLESS
- MAXRANGE
- FLEXCPA
- IDEALRANGE
- CONCENTRATE
- OBSERVER
-
- OBJECTIVE
- ONOBJECTIVE
- INZONE
- LOSTOOBJECTIVE
- GAMEENDS
- TIMEHOLD
-
- SUPPLY
- MOVING
- STOPPED
- LOSNEEDED
- ONMAP
- RETREATING
- ATSUPPLY
-
- PLAYER
- ACTIVE
-
-
- 38
-
-
-
-
-
- STRATEGY
- KILL
- DEFENSIVE
- OFFENSIVE
- BERSERK
- CAUTIOUS
- UNDERFIRE
- SIGHTEDENEMY
- INCOMBAT
-
- MAP
- The format for MAP options is the same as that for the units, the
- alternate keyword being for the list of grids attached to that map.
-
- MAIN
- PVTBITMAP
- TACTICALMAP
-
- GRID
- GRIDON
- DISTANCEGRID
-
-
- PORT
- INTERNAL
- EXTERNAL
- SERPORT
- MODEM
-
- MARKER
- SHOWN
- RANGEON
- FACINGON
- SHOWZOC
- SHOWDEST
- SHOWTARGET
- SHOWCMD
- LASTMOVE
- LABEL
- OWNIMAGE
-
- TERRAIN
-
- Format: optionon terrain terrainnumber optionword
-
- The terrain must be specified by number rather than label. Legal
- values are from 1 to 32.
-
- MOVE
- LOS
- ALTITUDE
- COVER
-
- 39
-
-
-
-
-
-
- MAIN
- CHECKLOS
- PRIMARYSYSTEM
- INFOWINDOW
- SCENARIO
- TIMEWINDOW
- COUNTWINDOW
- FILTERSELECT
- FILTERON
- MARKSECTORS
- MARKZONES
- DOICONS
- COURSEPLOTTING
- POINTERS
- MARKERTOFRONT
- OPTIMIZECOURSE
- POINTERLOCK1
- POINTERLOCK2
- DRAWLOCK
-
- SCENARIO
- LOCKED
- FORCES
- UNITS
- VERBOSE
- PHASES
- ZOOMTOBATTLES
- HISTORYFILE
- STOPAFTERBATTLE
-
-
-
- DRAW:
-
- The draw command allows drawing using the measuring units of the EBS
- map. The option words PIXELS and SCALED apply to these commands. Normally
- location arguments are passed in map coordinates (using the current map
- definition). If the word SCALED is added to the end of the command, the
- unit of measurement is the unit defined for the current map, otherwise the
- unit is centimeters. If the word PIXELS is added to the end of the command,
- arguments are entered in pixels. Note that the option words must be the
- last thing on the command line, regardless of how many embedded commands are
- included. EBS extracts those words first before any other parsing of the
- command is accomplished.
-
- Format: draw pattern x y optionword
-
- This option word is, of course, optional.
-
- PATTERN
-
-
- 40
-
-
-
-
-
- Gets the pattern of colors at the current location of the remote
- pointer. These colors are returned as a string of numbers separated by
- spaces suitable for use as an argument to a 'set colors' command.
-
- COLOR
-
- Gets the single pattern of colors at the current location of the remote
- pointer. The color is returned as a single number.
-
- BOX
-
- Format: draw box startx starty endx endy optionword
-
- Draws a box with corners startx/starty and endx/endy. The order of the
- corners provided is immaterial (upper left, lower right, etc). The box is
- an outline in color 5 of the terrain pattern.
-
- CIRCLE
-
- Format: draw circle centerx centery radius optionword
-
- Draws a circle centered at centerx and centery with the specified
- radius in color 5 of the terrain pattern.
-
- LINE
-
- Format: draw line startx starty endx endy optionword
-
- Draws a line in color 5 of the terrain pattern. As with 'draw box' it
- is immaterial which end of the line is specified first.
-
- PLINE
-
- Same as 'draw line', except that the line is drawn with the entire nine
- pixel terrain pattern.
-
- FBOX
-
- Same as 'draw box', except that the box will also be filled with color
- 5 of the terrain pattern.
-
- FCIRCLE
-
- Same as 'draw circle', except that the circle will also be filled with
- color 5 of the terrain pattern.
-
- PBOX
-
- Same as 'draw box' except that the box is drawn and filled with all
- nine colors of the terrain pattern.
-
- POUTLINE
-
- 41
-
-
-
-
-
-
- Same as 'draw box' except that the outline of the box is drawn with all
- nine colors of the terrain pattern.
-
- POINT
-
- Draws the current terrain pattern at the location specified.
-
- PPOINT
-
- Draws one pixel of color 5 of the current terrain pattern at the
- location specified.
-
-
- NEW:
-
- Format: new unit name sourcename
-
- This is a simple command to create a new, blank, module of the type
- specified. The 'name' argument is the name for the new module; the
- sourcename is the name of an existing module whose values you wish copied
- into the new module as defaults.
-
- UNIT
- MOVES
- WEAPON
- IFWEAPON
- DEFENSE
- TACTICS
- MARKER
- ATTACK
- FORCE
- MEASURE
- GRID
- OBJECTIVE
- SUPPLY
- STRATEGY
- PLAYER
- PORT
- ITEM
-
-
- CLEAR:
-
- Format: clear unit optionword
-
- The only applicable optionword is QUERY. If it is the last thing on
- the command line EBS will query the user at the console as to whether he
- desires the list of modules cleared, otherwise, EBS deletes all the modules
- in the list.
-
- This command uses the list of modules presented under the 'count'
-
- 42
-
-
-
-
-
- command below. Its purpose is, however, to clear out an entire list of the
- type of module specified.
-
-
- DELETE:
-
- Format: clear unit unitname optionword
-
- Similar to 'clear' except that only the item named is deleted. Use of
- the QUERY option is identical.
-
-
- COUNT:
-
- Format: count map
- count map grids
- count unit
- count unit attacks
- count unit destinations
-
- Counts the number of modules there are in each list. This is
- particularly valuable when something must be done to all elements of a list
- from the EBS script language. One way of covering an entire list is by
- getting the first element of it, then counting your way through using the
- 'next' variable. This takes time and extra EBS commands sent from AREXX
- (tm).
-
- A simpler way to do so is to get a count of the elements of the list,
- then use a simple counting loop. All arguments in EBS which require the
- module name will also accept the module number. The difference is, that
- when dealing with more than one machine or more than one copy of EBS, the
- lists may not be identical. In that case, the name provides a unique way of
- accessing a particular module.
-
- MAP
- GRIDS
- UNIT
- ATTACKS
- DESTINATIONS
- UNIT
- FORCE
- MOVEMENT
- DEFENSE
- WEAPON
- IFWEAPON
- TACTICS
- OBJECTIVE
- SUPPLY
- PLAYER
- STRATEGY
- MAP
- PORT
-
- 43
-
-
-
-
-
- MARKER
- ITEM
- MEASURE
- ALL
-
-
- SECTOR:
-
- Format: sector sectornum item
-
- Returns the average values for each of the following items for a
- sector.
-
- COVER - average cover in the sector.
- ALTITUDE - average altitude of the terrain in the sector.
- TROOPS - total troops of all forces.
- SPEED - average speed for the movement module specified.
- Format: sector sectornum speed infantrymoves
- FORCE
- Format: sector sectornum force item
-
- Uses the same keywords as the FORCE command to return values which
- reference a particular force, such as enemy numbers in the sector.
-
- ZONE:
-
- This command has the same format and keywords as the SECTOR command,
- but provides the average values for whole zones.
-
-
- UNIT:
-
- Format: unit unitname keyword
-
- Returns a TRUE or FALSE for whether the specified item is true about
- the unit, with the exception of distance (see below).
-
- MOVED
- This is TRUE if the unit has been moved since its status was last
- updated by EBS.
- DISTANCE
- Returns the distance of the last second's movement by the unit
- specified.
-
- TRANSPORTED
- This is TRUE if the unit is being transported by another unit.
- INTELCHECKED
- This is TRUE if the unit has had all its information checked for
- quick display of the unit view.
- SITECHECKED
- This is TRUE if the unit has had all of its lines of sight check
- for quick display of the unit view.
-
- 44
-
-
-
-
-
- COMMANDED
- This is TRUE if the unit has received commands since the last time
- it was ready to receive them.
-
- FORCE:
-
- Format: force forcename keyword
-
- Returns the following values for a force for the entire EBS map. It is
- similar to the 'sector force' and 'zone force' commands otherwise.
-
- NUMBER
- ENEMY
- STRPOINTS
- DEFPOINTS
- MOVEPOINTS
- OFFPOINTS
- ENEMYSTR
- ENEMYDEF
- ENEMYMOVE
- ENEMYOFF
-
-
- COURSE:
-
- Format: course unitname keyword
-
- Returns values relating to the position, destination and current course
- of the unit named.
-
- COURSECLEAR
- Returns TRUE if there is a clear course between the unit and its
- destination, FALSE otherwise.
-
- CALCCOURSE
- Returns the course in degrees and the distance in centimeters from
- the unit's current position to its destination. Zero or 360 degrees is
- always to the top of the map. Use of the SCALED keyword will result in
- a distance value stated in the unit specified for the map.
-
- SETCOURSE
-
- Format: course unitname degrees distance
-
- Sets the course of the unit named to the number of degrees
- specified, and to a destination 'distance' centimeters away on that
- course. Accepts the response of the 'calccourse' command as its input.
- If necessary, internal logic for moving around obstacles is used in
- projecting a course through a series of points to the destination.
- Returns the destination which has been set.
-
- RETREAT
-
- 45
-
-
-
-
-
-
- Format: course unitname retreat attackername
-
- Sets the unit's course as a retreat from the attacker named at the
- end of the command. Returns the destination actually set, or zeros if
- none was successfully set, meaning the unit is unable to retreat under
- EBS rules.
-
-
- LOS:
-
- Format: los keyword values keyword values
- los sectorc sectornum sectore sectornum
- los loc rem1 loc rem2
- los unit unitname marker markername
- los locstr 1000 1000 0 0 0 0 1 locstr 1000 1500 0 0 0 0 1
-
- Calculates whether there is a line of sight between any two locations
- specified by the following list of keywords. They may be mixed as desired,
- for example, the command 'los unit leadunitname marker objectivemarkername'
- would inform the user whether the lead unit (specified by name, this is not
- an EBS variable) has an LOS to its objective.
-
- SECTORC
- Calculates the LOS to the center of the sector specified.
-
- SECTORE
- Calculates the LOS to the nearest edge of the sector specified.
-
- LOCSTR
- LOC
- MARKER
- UNIT
-
-
- PIXX:
-
- Converts pixels to location strings. The location strings returned may
- be used as arguments for any functions which call for a location string.
-
- PIX
- Format: pixx pix px py
-
- Returns a location string with full values based on the px and py
- location specified.
-
- LATLONG
- Format: pixx latlong x y z 0 0 interstice plane
-
- Calculates the pixel values and returns the location string
- complete with the pixel values. Any values entered in the position for
- the pixels in the location string will be ignored.
-
- 46
-
-
-
-
-
-
-
- INFO:
-
- Format: info put string
- info add string
-
- This command simply places the information provided in the string into
- the EBS information window. The 'info put' command erases any previous data
- entered into the window, while the 'info add' command adds this info to any
- already in the window. Be careful in using this command to avoid adding
- more information that the information window has buffers for. Extra
- information will be discarded. The capacity of the information window is
- 2048 bytes, and even this amount cannot be displayed on lower resolution
- screens.
-
- PUT
- ADD
-
-
- RANDOM:
-
- Format: random upperlimit
-
- Returns a value between one and 'upperlimit'. The random number
- generator is automatically seeded from the clock at startup. The random
- number must be less than 65535.
-
-
- POINTERS:
-
- The following keywords are used in all cases where pointer
- specification is required:
-
- MPTR - the mouse pointer. Information may be accessed from this
- pointer, but its location may not be changed remotely.
- REM1 - the first remote pointer. Fully accessible from remote scripts.
- The REM1 pointer is used by default for pointer to markers and to targets.
- Any internal function which moves a pointer uses this one.
- REM2 - the second remote pointer. Fully accessible from remote
- scripts. Not used by default for any other function within EBS.
-
- Remote pointer commands will use the default remote pointer.
-
- 3.6 Expressions and Operators
-
- The EBS script language also supports operators and expressions used in
- commands. Command processing will often be speeded by using these operators
- rather than getting values, calculating in AREXX (tm) then again entering
- values in EBS.
-
- 'C' language escape values, including octal or hex entries, '\n', etc.
-
- 47
-
-
-
-
-
- are supported as parts of strings. Several of these, such as '\f' have no
- function in the current version of EBS, but will not produce errors.
-
- (IF) - this doesn't exist as such. Just enter a boolean expression.
- This must use one of the comparison operators. Explicitly do a comparison.
- For example [1] commands [ENDIF] will not work, but [1 == 1] commands
- [ENDIF] will.
- ELSE
- ENDIF
-
- These three operators combine to produce IF-ELSE-ENDIF structure.
- Sytax is: [expression1] commands [ELSE] commands [ENDIF]. These
- expressions can be nested up to 256 levels.
-
- Binary operators take the form 'expression1 op expression2'. EBS
- supports the following binary operators:
-
- Comparison:
- Operator Function
- == Equality
- != Inequality
- < Less than
- <= Less than or equal to
- > Greater than
- >= Greater than and equal to
- Math:
- + Addition
- - Subtraction
- * Multiplication
- / Division
- % Modulo division
- BITWISE:
- & AND
- | OR
- ^ XOR
- << SHIFT LEFT
- >> SHIFT RIGHT
-
- LOGICAL:
- && AND
- || OR
-
- Unary operators take the form 'op expression'. EBS supports the
- following unary operators.
-
- Comparison:
- Operator Function
- ! LOGICAL NOT
- ~ BITWISE NOT
- UNSIGNED Converts number to unsigned for printed return
- ENVIRONMENT Returns an environment variable value
-
-
- 48
-
-
-
-
-
-
- * AREXX is a trademark of William B. Hawes.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 49
-
-
-
-
-
-
- Index
-
- '@' 4, 32
- 'set 24, 25, 26, 27, 41
- 'set' 9
- [] 4
- {} 4
- $ 4
- @ 4
- ACTIVEDEFENSE 37
- ALLMAGICDEFENSES 15
- Altitude 9, 11, 26, 39, 44
- AREXX 3, 4, 5, 32, 34, 43
- ATSUPPLY 38
- Attackername 7
- Back 13
- BASEALTITUDE 16
- BASETIME 16
- Below 7
- CDEFENSE 5
- Centered 7
- CFORCE 5
- CGRID 5
- CHECKLOS 36, 40
- CIFWEAPON 5
- CLEARMENUS 32
- CLOCATION 5
- CMARKER 5
- COBJECTIVE 5
- CONSTANTLOS 37
- Coordinates 40
- COUNTWINDOW 36, 40
- Cover 9, 11, 12, 25, 26, 38, 39, 44
- Covering 43
- CPLAYER 5
- CSTRATEGY 5
- CSUPPLY 5
- CTACTICS 5
- CUNIT 5
- CWEAPON 5
- DEFAULTTERRAIN 16
- Defense 5, 11, 15, 24, 25, 33, 34, 38, 42, 43
- DEFENSES 8, 34, 35
- Definition 40
- Distance 22
- DISTANCEGRID 39
- Executed 7
- FIRSTDEFENSE 6
- FIRSTFORCE 6
- FIRSTIFWEAPON 6
- FIRSTMARKER 6
-
- 50
-
-
-
-
-
- FIRSTMEASURE 6
- FIRSTOBJECTIVE 6
- FIRSTPLAYER 6
- FIRSTSTRATEGY 6
- FIRSTSUPPLY 6
- FIRSTTACTICS 6
- FIRSTUNIT 6, 15
- FIRSTWEAPON 6
- Font 19, 27
- FONTNAME 19, 27
- FONTSIZE 19, 27
- Force 5, 11, 12, 15, 16, 17, 23, 24, 26, 33, 34, 36, 37, 42, 43, 44,
- 45
- FORCENEXT 23
- FORCEPREV 23
- FORCES 35, 40, 44
- Grid 5, 7, 17, 27, 34, 39, 42
- GRIDON 39
- Grids 39, 43
- IFDEFENSE 15
- IFWeapon 5, 12, 14, 24, 33, 34, 37, 42, 43
- IFWEAPONS 8, 34, 35
- INFOWINDOW 36, 40
- Interstice 6, 9, 10, 11, 16, 37, 38, 46
- Is 5, 9
- Iscreenwidth 28
- Item 19
- Lastloc 22
- Location 5, 6, 7, 8, 9, 10, 12, 13, 20, 22, 23, 26, 30, 31, 33, 40,
- 41, 42, 46, 46, 47
- Locations 5, 10, 22, 46
- LOS 11, 39, 46
- LOSNEEDED 38
- LOSTOOBJECTIVE 38
- MAGICDEFENSE 15
- Map 9
- Marker 4, 5, 6, 8, 10, 11, 25, 31, 32, 33, 34, 39, 42, 44, 46
- Markername 10
- MARKERS 8, 10, 25, 31, 34, 35, 47
- MARKERTOFRONT 36, 40
- MEASURE 16, 17, 27, 33, 42, 44
- MEASURES 8, 34, 35
- Menu 3, 4, 7, 9, 18, 20, 28, 30, 31, 32
- Menus 3, 7, 31, 32
- MINFORCE 16
- Module 3, 4, 5, 6, 8, 10, 11, 12, 13, 16, 18, 19, 24, 25, 30, 31, 33,
- 42, 43, 43, 44
- Modules 4, 5, 8, 9, 13, 17, 24, 26, 27, 30, 42, 43
- Movement 5, 12, 13, 14, 23, 24, 30, 31, 33, 34, 38, 43, 44
- MOVEMENTS 8, 35
- Moves 24
- Must 7
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- NewMarker 6
- Objective 5, 10, 15, 16, 26, 33, 34, 38, 42, 43, 46
- Objectivemarkername 46
- Objectivename 16
- OBJECTIVES 8, 34, 35
- Of 7
- Offsets 12
- ONOBJECTIVE 38
- OPTIONS 11, 33, 36, 39
- Pixelcount 28
- PLANETERRAINS 8
- Player 5, 9, 16, 25, 26, 33, 34, 35, 38, 42, 43
- PLAYERS 8, 34
- Pointer 5, 6, 7, 8, 9, 10, 12, 18, 22, 26, 41, 47
- POINTERLOCK 36, 40
- Pointers 7, 22, 36, 40, 47
- Pointerword 22
- Pointerwords 22
- REAROFFSET 17
- REFRESHINC 29
- REMOTEPOINTER 18
- REPROJECT 9
- Reprojects 9
- REQUEST 32, 33, 34
- Requester 9, 18, 33, 34
- Requesters 30, 32
- Resetting 10
- SAVEINCREMENT 15
- Scenario 5, 8, 15, 19, 20, 24, 25, 28, 29, 30, 34, 36, 40
- SCENARIOFLAGS 31
- Screen 22
- Set 3, 5, 6, 8, 9, 10, 11, 12, 13, 16, 17, 18, 19, 22, 28, 30, 35, 36,
- 45, 46, 46
- SETCOURSE 45
- Sets 8, 9, 10, 11, 12, 13, 18, 19, 20, 32, 45, 46
- Setting 3, 11, 18, 24
- Setup 9
- Strategy 5, 17, 24, 26, 27, 33, 34, 35, 39, 42, 43
- STRATEGYLABEL 15
- STRATEGYREVIEW 15
- SUBCOUNTER 19, 27
- Supply 5, 10, 16, 17, 26, 33, 34, 35, 38, 42, 43
- SUPPLYCOUNTER 12
- SUPPLYTYPE 12
- Tactics 5, 8, 11, 15, 25, 33, 34, 35, 38, 42, 43
- Targetdata 25
- TELEPORT 38
- TELEPORTS 12, 13
- TenDegreeGrid 7
- Terrain 9, 11, 16, 18, 25, 28, 29, 33, 39, 41, 42, 44
- TERRAINENTRY 10, 11, 22
- TERRAINFLAGS 13
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- TERRAINTABLE 8
- The 9
- Time 25
- Timecounter 19, 20
- TIMEWINDOW 36, 40
- TURNINCREMENT 15
- Unit 3, 4, 5, 10, 11, 12, 13, 22, 23, 24, 25, 30, 33, 34, 35, 36, 40,
- 42, 43, 43, 44, 45, 46
- Unit's 46
- UNITID 11
- Units 8, 11, 12, 13, 23, 24, 29, 30, 34, 35, 36, 39, 40
- Variable 4, 43, 46
- Variables 3, 4, 5, 6
- Weapon 5, 6, 7, 12, 14, 24, 33, 34, 37, 38, 42, 43
- WEAPONS 8, 34, 35
- Window 19, 27, 31, 32, 33, 34, 47
- Windowname 33
- Windows 31, 32, 33
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