1. TRIGGERS

	5MIN			Generated every five minutes
	APPLAUSE		Using performance skill, favorable result
	CLEANUP			Story is ending, do plot cleanup
	ENC[encounter level]	World map encounter; 1=Combat,2=Special,3=Boon
	END			Trigger placed when scene ends
	EWM[scene number]	Objection Check: Enter via world map
	FACWIN[faction ID]	Faction has won a story
	FACLOSE[faction ID]	Faction has lost a story
	FIRE!			Trigger set when a fire starts on map
	GET[ID Number]		Get item which has Narrative ID
	GREETING		First label called when interact started
	HALFHOUR		Generated every half hour of game time
	HOUR			Generated every hour of game time
	JUMPSTART0		Used to jump-start a recently advanced plot
	KEY[ID Number]		Objection Check; Item used/activated
	LOCAL[ID Number]	Triggers a local event
	NPCOPENDOOR		Request sent when NPC wants to open a door
	NU[team]		Number of masters on team has changed
	QUARTER			Generated every 6 hours (1/4 of a day)
	RESULT[number]		Called when interact menu item selected
	REVEAL			Called when hidden metaterrain is discovered
	START			First trigger placed when scene entered
	TD[uid]			Model on gameboard removed from play
	THIEF!			Trigger set whenever PC botches a PickPockets roll
	TM[team]		Member of given team has moved
	UPDATE			Sent to all objects on gameboard at start and when requested
	USE			First label called when prop activated
	UTD[cid]		Model with Character ID has been destroyed

	*** DEBUG TRIGGERS ONLY ***
	PLAYERVILLAIN		Player has gained villainous reputation
				from DeclarationOfHostilities procedure.
		I'm hoping to use this to finally track down all the bugs.


2. BASIC COMMANDS

	ACCEPT			Return TRUE from ConditionAccepted
	ADDCHAT [number]	Add prompt[num] to interact menu
	ADDREACT [value]	Alter NPC reaction score
	ADVANCEPLOT [subplot number]	Advance to sub-plot
	AIRRAIDSIREN		All NPCs will flee the gameboard
	ALERT [msg number]	Display a text message the PC won't ignore
	ATTACK [Team1] [Team2]	Team1 will attack Team2
	BATCHLOADPLOT [label] [n]	Load a number of plots all at once,
					subject to config file option
	BLOCK			Erase trigger, prevent further events
	BOMB			Blow up current scene
	CASHPRIZE [value]	Give player money
	COMPOSE [trigger label] [parameter] [cmd line identifier]
			Create new script event
	DELETECHAR [Character ID]	Eliminate NPC
	DELETEFACTION [Faction ID]	Deactivate faction
	DELETEKEYITEM [Narrative ID]	Eliminate key item
	DRAWTERR [x] [y] [terrain]	Alter the gameboard
	DYNAMIC [Scale] [Point Value] [NU1 label] [NU2 label]
			Start a dynamic scene
	DYNANPC [cid] [team]	Insert NPC into dynamic scene
	E=			Set Plot Element
	EMAIL [idnum]		Store message for PC in source gear
	ENCOUNTER [enemy%] [ally%] [description label]
			Add NPCs to a dynamic scene
	ENDCHAT			Delete all items from interact menu
	ENDSTORY		Delete source story, pass CLEANUP to plots
	EXIT [code]		Leave current scene with exit code
	EXPRESSDELIVERY		Have shopkeeper ship mecha from another town
	FORCECHAT [CID]		Force conversation with NPC
	FREEZENPC [CID]		Remove NPC from play; store as global
	G= [idnum] [value]	Set global variable
	G+ [idnum] [value]	Add global variable
	GLOBALSTORYPATTERN [scene label] [story label] loads as many stories
		as possible matched to as many scenes as possible with no
		duplication of either
	GOTO [label]		Jump to another line in the program
	HISTORY [idnum]		Add message to adventure history
	IF= [value1] [value2] <ELSE [label]>
	IF# [value1] [value2] <ELSE [label]>	If V1 <> V2...
	IFFACTION [FID] <else [label]>	If faction is active...
	IFFACTIONENEMY [FID] <else [label]>	If faction is arch-enemy of PC...
	IFG [value1] [value2] <ELSE [label]>	If V1 > V2...
	IFKEYITEM [NID] <ELSE [label]>	If PC has key item...
	IFM [uid] <ELSE [label]>	If root level gear is active...
	IFNOOBJECTIONS [trigger label] [parameter] <ELSE [label]>
		If the produced trigger is not blocked...
	IFNPCARCHENEMY [UID] <else [label]>	If NPC is arch-enemy of PC...
	IFPERSONA [CID] <ELSE [label]>	If NPC is alive...
	IFSCENE [label] <ELSE [label]>	If current scene 
		matches description...
	IFSTORYLESS <ELSE [label]>	If SOURCE has no linked story...
	IFYESNO [desc msg] ["yes" msg] ["no" msg] <ELSE [label]>
	L= [idnum] [value]	Set local variable
	L+ [idnum] [value]	Add local variable
	LOADD [script line label]	Load a dynamic scene
	MAGICMAP		Makes all tiles on current map visible
	MDYNAMIC [Scale] [PC Encounter Level] [MDesc Label] [NU1 label] [NU2 label]
			Create dynamic scene with monsters
	MECHAPRIZE [script line label]	Give PC a mecha
	MEMO [idnum]		Store reminder for PC in source gear
	MORETEXT [script line label]	Display text file from disk
	MOREMEMO [tag]		View memos of type [tag] - EMAIL,MEMO,NEWS
	MOVECHAR [CID] [Scene ID]	Move a character to the requested scene
	MOVEKEYITEM [NID] [Scene ID]
	MSTAGED [Label] [UPV] [MDesc Label]	Like Staged, with monsters
	MSTOCKD [UPV] [MDesc Label]	Stock dynamic encounter with monsters
	N=			Set Story Element
	NEWCHAT			Reset interact menu
	NEWD [scale]		Create a new dynamic scene
	NEWS [idnum]		Store global news message in source gear
	NPCABSOLUTELEVEL [NPC] [%]	Scales all skill values by percent
	P= [idnum] [value]	Set plot variable
	P+ [idnum] [value]	Add plot variable
	PCENEMY [cid]		NPC will become PC's enemy
	PRINT [idnum]		Display message in console area
	PURGESTORY		Pass CLEANUP to and delete story plots
	REPUTATION [rep num] [value]	Alter PC's reputation
	RETREAT [team ID]	Remove team from the gameboard
	RETURN			Exit a dynamic scene
	RUNAWAY [CID]		Remove NPC from the gameboard
	S= [idnum] [value]	Set story variable
	S+ [idnum] [value]	Add story variable
	SAVEPOS			Remember PC's current location
	SAY [idnum]		Display message in interact area
	SAYANYTHING		Say meaningless random message
	SCHOOL [skill list identifier]	PC can train skills
	SEEKGATE [scene ID]	Player will enter next map at entry of specified scene
			***IMPORTANT*** Only works if called after Exit, Return, etc
	SEEKTERR [terrain type]		Set where PC will enter next scene
	SETPLAYERFACTION [faction ID]
	SETSCENEFACTION [scene ID] [faction ID]
	SHOP [wares identifier]
	STAGED [Label] [Point Value]	Load dynamic scene from disk
	STARTSTORY [script line label] <ELSE [label]>	Load a story
	STOCKD [UPV]		Stock dynamic encounter with enemies
	STORYLINE [script line label] <ELSE [label]>	Load a plot
	TIME [delay]		Advance game clock
	TMSTOCKD [team] [upv] [label]	Stock dynamic scene team with monsters
	TORD [team] [order <parameters>]	Set orders for team
	TRANSFORM [frame]	Switch a prop's appearance to alternate state
	TREPUTATION [team number] [rep num] [value]	Set rep for team
	TRIGGER [base] [value]	Add an event trigger to the queue
	TSTOCKD [team] [upv]	Stock dynamic scene team with mecha
	UPDATEPROPS		Sends an "UPDATE" trigger to all gears on gameboard
	V= [idnum] [value]	Set source variable
	V+ [idnum] [value]	Add source variable
	VMSG [ident] [value]	Print standard value message
	WMECHA [team] [upv]	Stock current scene with mecha
	XPV [experience award]	Give PC experience
	XRANPLOT [label]	Load plot using experimental Extra Randomness

3. BASIC FUNCTIONS

	?M[team number]		Random mecha UID
	?P[team number]		Random pilot UID
	@[gear ID]		UID of root-level gear
	* [A] [B]		Returns A * B
	CHATNPCID		CID of interact NPC
	COMTIME
	D[Die Size]
	E[idnum]		Plot element value
	EScene [idnum]		Element's scene ID
	FacMem [idnum]		Number of members
	FacScene [idnum]	Number of controlled scenes
	FXPNeeded [level]	Number of faction XP for next level
	G[idnum]		Global variable value
	HOSTILEFACTIONS		Number of active, military factions with
			active, military enemies
	L[idnum]		Local variable value
	MAPTILE [X] [Y]		Terrain value of tile X,Y
	N[idnum]		Story (Narrative) element value
	NPCREP [CID] [idnum]	NPC's reputation score
	P[idnum]		Plot variable value
	PCFAC			PC's faction ID
	PCMEKS			Number of meks PC owns
	PCREP [idnum]		PC's reputation score
	PCSCALE			Scale of PC's root level gear
	PCUID			PC's unique ID
	PCX			PC X position
	PCY			PC Y position
	PCSKILLVAL [skill]	Highest rank in skill from PC, lancemates
	RANGE [uid1] [uid2]	Range between two gears by UID
	REACT			Reaction score with interact NPC
	REWARD [threat value] [percent]	Good salary for combat mission
	S[idnum]		Story variable
	SCENEFACTION [scene ID]		Scene's faction ID
	SCENEID			ID of current scene
	SELFUID			Source's unique ID
	SKROLL [Skill Number]	PC makes a skill roll
	T[team number]		Number of active masters on team
	THREAT [Reputation] [Percent]	Good difficulcy value for mission
	V[idnum]		Source variable value
	WMTHREAT [Reputation]	Good WMon difficlulcy value for level

4. MESSAGE FORMATTING STRINGS
	\DATE [time]		Converts [time] to game display format
	\FACRANK [FID] [Rank]	Faction rank name
	\PC			The PC's name
	\RANK			PC's rank name

5. GEAR GRABBERS
	GRABLOCAL [uid]		Grabs a model from gameboard

6. GRABBED GEAR COMMANDS
	DELETEGG		Deletes the grabbed (physical) gear
	DEPLOYGG [team]		Places the grabbed gear in the current scene
	GABSOLUTELEVEL [%]	Scale skill values by percent
	GADDNATT [G] [S] [V]
	GIVEGG			Gives the grabbed (physical) gear to PC
	GMENTAL			The grabbed gear will waitaminute and 1MP
	GMORALEDMG [Morale]	Adds morale damage to the grabbed gear
	GNEWPART [label]	Adds new item, monster, NPC to game board
	GRUNAWAY		If easily found on map, GG runs away
	GQUITLANCE		The grabbed gear quits the lance
	GSETNATT [G] [S] [V]
	GSETSATT [key] [info label]
	GSETSTAT [Slot] [Value]
	GSKILLLEVEL [Reputation]	Scales skill points to set level
	GSKILLXP [Skill] [XP]	Gives skill-specific experience to GG
	IFGARCHALLY		True if GG an arch-ally of PC
	IFGARCHENEMY		True if GG an arch-enemy of PC
	IFGINPLAY <else [label]>	True if GG on map and operational
	IFGOK <else [label]>	True if GG exists and not destroyed
	IFGSEXY <else [label]>	True if NPC GG exists and is sexy to PC
	MOVEGG [Scene ID]	Moves the grabbed (physical) gear

7. GRABBED GEAR FUNCTIONS


8. METACOMMANDS
	!Talk [CID]		Forces conversation with NPC

