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Beginners Reference Basic Quick Codes Reference: Attr BHVR Elas Accg Fric Aero Tick Mvto Stim Writ

The document provides a reference for basic quick codes in Norns including: - How to define sprites for agents including total sprites and first sprite - Descriptions of common agent attributes like carryable, activatable, and invisible - Values for behaviors creatures can perform on agents like activating, deactivating, hitting - Tables with details on families, genera, behaviors, stimuli, and chemicals in Norns

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0% found this document useful (0 votes)
499 views10 pages

Beginners Reference Basic Quick Codes Reference: Attr BHVR Elas Accg Fric Aero Tick Mvto Stim Writ

The document provides a reference for basic quick codes in Norns including: - How to define sprites for agents including total sprites and first sprite - Descriptions of common agent attributes like carryable, activatable, and invisible - Values for behaviors creatures can perform on agents like activating, deactivating, hitting - Tables with details on families, genera, behaviors, stimuli, and chemicals in Norns

Uploaded by

C2toDS
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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Beginners Reference

Basic Quick Codes Reference


new: simp family genus species "spritefilename" total-sprites first-sprite plane
[For Family and Genus identification, see Table 4]

Sprite count starts at 0, so when you define the total-sprites, make sure you
account for this. Just because the first frame is 0, doesn't mean you shouldn't
count it as 1! But when defining the first-sprite, use the 0 count. For
example, to start at frame 0 on an agent that uses frames 0-10, your total-
sprites is 11, but your first-sprite is 0. Understand? :) This is a common
error and is a bit confusing for beginners.

attr # - Attributes (Carryable, Activatable, etc.) [See Table 1 Below]


bhvr # - Creature Permissions [See Table 2 Below]
elas # - Elasticity (Bounciness)
accg # - Acceleration Due to Gravity
fric # - Friction
aero # - Air Resistance
tick # - How Many Ticks Between Each "Event/Timer Script" Activation
mvto X Y - Move agent to position X Y in the world.

stim writ from StimNumber StimStrength - StimStrength from 0-1, for


StimNumbers see Table 3.

Script Types
Script Message
Numbers Numbers

0 Deactivate 0 Activate 1
1 Activate 1 1 Activate 2
2 Activate 2 2 Deactivate
3 Hit 3 Hit
4 Pickup 4 Pickup
5 Drop 5 Drop
6 Collision
7 Bump
8 Impact
9 Timer
10 Constructor

12 Eat Eat

Brief Descriptions:

Deactivate - Called when an object receives a deactivation message.


Activate 1 - Called when a creature pushes the object.
Activate 2 - Called when a creature pulls the object.
Hit - called when a creature hits the object.
Pickup - called when something picks up the object.
Drop - Called when the object is dropped.
Collision - Called when the object hits something like a wall.
Bump - Called when a creature hits a wall.
Impact - Called when an object hits another object, but both of their presences must be on.
See Table 1.
Timer - Called repeatedly at the Tick interval.
Constructor - Called when the object is made.
Eat - Called when something, usually a creature, eats the object.

Attribute Values [Table 1]


1 Carryable Can be picked up by things other than
creatures, vehicles and the pointer.
2 Mousable Can be picked up by the mouse.

4 Activateable Can be activated using the mouse - otherwise


CLAC and CLIK style events don't get sent
when you click on the agent.

8 Greedy Cabin When set on a vehicle, it will automatically


pick up things dropped in its cabin.
16 Invisible Creatures don't see you - applies to ESEE and
STAR on creatures, as well as internal
creature code.

32 Floatable Agent floats relative to the screen. Move it


with FLTO. If you call FREL, the agent will float
relative to another agent instead of the
screen.
64 Suffer Will collide with room boundaries, according
to its PERM.
Collisions
128 Suffer Physics Agent falls with proper physics, including
gravity, air resistance and friction. Otherwise,
it simply moves with velocity.

256 Camera Shy Agent can't be seen on a remote camera


(PAT: CMRA) or photograph (SNAP). For
vehicles, the contents is shy as well.

512 Open Air Cabin When set on a vehicle, it allows creatures to


see and activate its passengers. The default
behaviour is that they can't.

1024 Rotatable When set on an agent the various rotation


commands (SPIN, ROTN, AVEL etc.) can be
used.
2048 Presence An agent with this attribute set has a circular
physical presence in the world and receives
Impact script callbacks.

Bevhavior Values [Table 2]


1 Activate 1 Creature can activate 1 this
agent.
2 Activate 2 Creature can activate 2 this
agent.
4 Deactivate Creature can deactivate this
agent.

8 Hit Creature can hit this agent.

16 Eat Creature can eat this agent.


32 Pick Up Creature can pick up this agent.

Stim Values [Table 3]


75 Wait
76 Discomfort
77 Eaten Plant
78 Eaten Fruit
79 Eaten Food
80 Eaten Animal
81 Eaten Detritus
82 Consume Alchohol
83 Danger Plant
84 Friendly Plant
85 Play bug
86 Play Critter
87 Hit Critter
88 Play Dangerous
Animal
89 Activate Button
90 Activate Machine
------ ------
97 Played With Toy.

Classifications [Table 4]
Family Invisible to Norns Genus
1 User Interface 1
2
3
4
5
6
7
8
9
10
11
2 Hand 1
Door 2
Seed 3
Good Plant 4
Bad Plant 5
Leaf 6
Flower 7
Good Fruit 8
Bad Fruit 9
Detritus 10
Food 11
Buttons and Switches 12
Good Bug 13
Bad Bug 14
Good Critter 15
Bad Critter 16
Nest 17
Agent Egg 18
Weather 19
Bad 20
Toy 21
Incubator 22
Vendor 23
Tool 24
Potion 25
3 Lifts 1
Teleporters 2
Machinery 3
Creature Egg 4
Norn Home 5
Grendel Home 6
Ettin Home 7
Gadgets 8

Chemicals
1 Lactate
2 Pyruvate
3 Glucose
4 Glycogen
5 Starch
6 Fatty Acid
7 Cholesterol
8 Triglyceride
9 Adipose Tissue
10 Fat
11 Muscle Tissue
12 Protein
13 Amino Acid
14 14
15 15
16 16
17 Downatrophin
18 Upatrophin
19 19
20 20
21 21
22 22
23 23
24 Dissolved CO2
25 Urea
26 Ammonia
27 27
28 28
29 Air
30 Oxygen
31 31
32 32
33 Water
34 Engergy
35 ATP
36 ADP
37 37
38 38
39 Arousal Potential
40 Libido Lowerer
41 Opposite Sex Pheromone
42 42
43 43
44 44
45 45
46 Oestrogen
47 47
48 Progesterone
49 49
50 50
51 51
52 52
53 Testosterone
54 Inhibin
55 55
56 55
57 57
58 58
59 59
60 60
61 61
62 62
63 63
64 64
65 65
66 Heavy Metals
67 Cyanide
68 Belladonna
69 Geddonase
70 Glycotoxin
71 Sleep Toxin
72 Fever Toxin
73 Histamine A
74 Histamine B
75 Alcohol
76 76
77 77
78 ATP Decoupler
79 Carbon Monoxide
80 Fear Toxin
81 Muscle Toxin
82 Antigen 0
83 Antigen 1
84 Antigen 2
85 Antigen 3
86 Antigen 4
87 Antigen 5
88 Antigen 6
89 Antigen 7
90 90
91 91
92 Medicine One
93 Anti-oxidant
94 Prostaglandin
95 EDTA
96 Sodium Thiosulphite
97 Arnica
98 Vitamin E
99 Vitamin C
100 Antihistamine
101 101
102 Antibody 0
103 Antibody 1
104 Antibody 2
105 Antibody 3
106 Antibody 4
107 Antibody 5
108 Antibody 6
109 Antibody 7
110 110
111 111
112 Anabolic steroid
113 Pistle
114 Insulin
115 Glycolase
116 Dehydrogenase
117 Adrenalin
118 Grendel nitrate
119 Ettin nitrate
120 120
121 121
122 122
123 123
124 Activase
125 Life
126 126
127 Injury
128 Stress
129 Sleepase
130 130
131 Pain backup
132 Hunger for protein backup
133 Hunger for carb backup
134 Hunger for fat backup
135 Coldness backup
136 Hotness backup
137 Tiredness backup
138 Sleepiness backup
139 Loneliness backup
140 Crowded backup
141 Fear backup
142 Boredom backup
143 Anger backup
144 Sex drive backup
145 Comfort backup
146 146
147 147
148 Pain
149 Hunger for protein
150 Hunger for carbohydrate
151 Hunger for fat
152 Coldness
153 Hotness
154 Tiredness
155 Sleepiness
156 Loneliness
157 Crowded
158 Fear
159 Boredom
160 Anger
161 Sex drive
162 Comfort
163 163
164 164
165 Ca smell 0 (sound)
166 CA smell 1 (light)
167 CA smell 2 (heat)
168 Ca smell 3 (water)
169 CA smell 4 (nutrient)
170 CA smell 5 (water)
171 CA smell 6 (protein)
172 CA smell 7 (carbohydrate)
173 CA smell 8 (fat)
174 CA smell 9 (flowers)
175 CA smell 10 (machinery)
176 CA smell 11
177 CA smell 12 (Norn)
178 CA smell 13 (Grendel)
179 CA smell 14 (Ettin)
180 CA smell 15 (Norn home)
181 CA smell 16 (Grendel home)
182 CA smell 17 (Ettin home)
183 CA smell 18
184 CA smell 19
185 185
186 186
187 Stress (H4C)
188 Stress (H4P)
189 Stress (H4F)
190 Stress (Anger)
191 Stress (Fear)
192 Stress (Pain)
193 Stress (Sleep)
194 Stress (Tired)
195 Stress (Crowded)
196 196
197 197
198 Brain chemical 1
199 Up
200 Down
201 Exit
202 Enter
203 Wait
204 Reward
205 Punishment
206 Brain chemical 9
207 Brain chemical 10
208 Brain chemical 11
209 Brain chemical 12
210 Brain chemical 13
211 Brain chemical 14
212 Pre-REM sleep
213 REM sleep
214 214
215 215
216 216
217 217
218 218
219 219
220 220
221 221
222 222
223 223
224 224
225 225
226 226
227 227
228 228
229 229
230 230
231 231
232 232
233 233
234 234
235 235
236 236
237 237
238 238
239 239
240 240
241 241
242 242
243 243
244 244
245 245
246 246
247 247
248 248
249 249
250 250
251 251
252 252
253 253
254 254
255 255

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