BEGIN condition CON_*
INTEGER IsOnce = 0 | 1
REFERENCES OnTriggered = TRG_*
REFERENCES OnUnTriggered = TRG_*
REFERENCES QuestActive = QUE_*
REFERENCES QuestDone = QUE_*
ATOMS Characters = NPC_*
REFERENCES OnDead = NPC_*
REFERENCES SubConditions = CON_*
ATOM SubConditionOp = or | nor | and | nand
FLOAT AlignmentMin = float
FLOAT AlignmentMax = float
ATOMS Abilities = SKL_* | SPE_*
INTEGERS AbilitiesMinLevel = integer
FLOATS AbilitiesMinProficiency = float
ATOMS Inventory = ITM_*
INTEGER TimeFlags = integer
END
PROGRAMMING NOTES
- bla.