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  1. Edit: This applies only to INI files which are used for ARE spawns. I found the current description of this resource a bit confusing so after observing in-game and observed script references to these files in IWDEE I wanted to add some clarification. Under [spawn_main], 'enter' and 'event' are different in that 'enter' is triggered each time the player enters the map, while 'event' may happen instead of or in addition to that. Both can be controlled by variables, both use the interval to determine a delay before/between spawning critters (with 1 meaning spawn now if possible) and both can specify multiple entry/event definitions separated by commas, as critters can. The Interval itself is Real Time Seconds * 15 AI Updates/Second. Example AR3000.INI specifies a [3_Mins] section with an Interval of 2700; 2700 / 15 = 180 seconds or three minutes Real Time. For the creature definitions: // this can specify targeting info [EA.GENERAL.RACE.CLASS.SPECIFIC] or a script name spec = [] spec = thief_12 // When present, the observed value is always '1' spec_qty = 1 // Script assignment at time of spawn; multiple scripts can be assigned (see scrlev.ids) script_Default = gnMMgSG // The Specifics value assigned to the creature at time of spawn; ai_specifics = 150 // Specifies how many instances of this creature to spawn create_qty = 1 // Might control checking if player's viewpoint is over the creature? (0 = don't care) // Update: testing shows no change to Actor/Creature fields with this flag set to 1. check_view_port = 0 // Determines if a party member has to be in the creature's LOS? (1 = no) // Update: testing shows no change to Actor/Creature fields with this flag set to 1. ignore_can_see = 1 // Defines one or more spawn points to use for determining the creature's spawned location // Orientation is optional spawn_point = [595.583] spawn_point = [595.583:14] spawn_point = [595.583:14],[787.562:14],[859.757:14],[1204.924:14],[1353.1135:14],[1638.1260:14],[1573.1349:14],[537.492:14] // Only has meaning when multiple spawn points are listed for the creature // R = pick a random spawn point from the list for the purpose of spawning the creature point_select = R // When present, specifies the Area Actor name, which is used instead of the creature's script name // If not present or the value is blank, Area Actor name will be copied from creature's script name script_name = thief_12 // Disregard this note as per Avenger's post below. // Finally this oddity used only in AR8012.INI; not sure what 'script_area' refers to. // All static Actor references to the script (ldIdiKil.bcs) in this example are in the Actor Race script level script_area = ldIdlKil
  2. Has anyone figured out what the flavor of SQL being used is? I want to think that it's a custom in-memory database (not SQLite or the ilk) due to non-standard syntax. One such example, from baldur.ini: INSERT INTO options ROWS (...) where the (...) seems to indicate multiple rows, despite the syntax indicating a single very large row in standard SQL implementations. Another example is that in BGEE.sql (from BG:EE), comments are made using the "//" syntax of C-derived languages, not the "--" of standard SQLs. Another example is what appears to be a call into an application function, such as setting globals or playing sound: FUNCTION goto { SELECT .CUIManager_InvalidateRect(''); global( 'currentmenu', menus.name[$1].id ); doscript( %menu, 'onOpen' ); }; FUNCTION sound { SELECT .PlaySound($1); }; So, while it initially appears to be SQL, this almost feels like pseudo-sql that's actually a new scripting language.
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