BEGIN event EVE_*

INTEGER IsOnce = 0 | 1
if "1", this event is executed only once even if the game attempts to run it more than once

INTEGER IsAuto = 0 | 1
if "1", this event will self execute as soon as requirements are met (doesn't have to be ran through dialog objects (NOD), interactions, or other event triggers...)
each of those events needs to be included in the episode object

INTEGER IsStory = 0 | 1
if "0", this event will not execute if time is locked (see "commands" below); Storyline events (IsStory=1) are used to guarantee that an event will always happen, no matter what the player does to his time limits

ATOM STR_JournalAddText = JRNEVE_*
string that appends into the journal when this EVEnt is executed

REFERENCE Condition = CON_*
condition that has to be TRUE for this event to execute

REFERENCES SubEvents = EVE_*
list of events that execute when this event is executed

ATOM SubEventOp = strict | relaxed
if "strict", all events in the above list have to be executable
- (and will execute if they are; if any one of them is not executable, NONE of these events will execute, and the parent event (this event) will NOT execute as well)
if "relaxed", any executable event in the above will execute
- (if none, this (parent) event will execute nonetheless)

REFERENCE Reward = REW_*
reward that this event will execute
if reward is not executable (e.g. reward item does not exist or has been already given somewhere else), this event will also NOT execute

REFERENCE Cost = PAY_*
cost that this event will execute
if cost is not executable (e.g. not enough gold or item is not in inventory, or time is locked), this event will also NOT execute

REFERENCES TriggersTriggered = TRG_*
REFERENCES TriggersUnTriggered = TRG_*

list of triggers triggered (or un-triggered) after this event is executed

REFERENCES QuestsStarted = QUE_*
REFERENCES QuestsEnded = QUE_*

list of quest started (or ended) after this event is executed

ATOMS Command =
a special script command that execute after this event is executed. examples (syntax explained in "Game Mechanics - RPG standards.rtf"):
- lock time
(locks time until unlocked)
- lock LOC_*
(only locations in this list are accessible until unlocked)
- unlock
(unlocks the last lock command)
- item ITM_03_RingOfManipulation go NPC_03_Sophie
(moves items between characters)
- branch NPC_03_CitizenRebel_SubBoss ExitLoc EXI_03_01_Catacombs_01@default
(teleports characters instantly between locations, can use "player" instead of "NPC_*" to move player)
etc.

END



PROGRAMMING NOTES

- bla.