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
	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
	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
	KEY[ID Number]		Objection Check; Item used/activated
	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
	START			First trigger placed when scene entered
	TD[uid]			Model on gameboard removed from play
	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

	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
	ATTACK [Team1] [Team2]	Team1 will attack Team2
	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
	DYNAMIC [Scale] [Point Value] [NU1 label] [NU2 label]
			Start a 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
	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
	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...
	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...
	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
	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]
	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
	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
	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
	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
	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
	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
	G[idnum]		Global variable value
	HOSTILEFACTIONS		Number of active, military factions with
			active, military enemies
	L[idnum]		Local variable value
	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
	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

4. MESSAGE FORMATTING STRINGS

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

6. GRABBED GEAR COMMANDS
	DELETEGG		Deletes the grabbed (physical) gear
	GADDNATT [G] [S] [V]
	GIVEGG			Gives the grabbed (physical) gear to PC
	GSETNATT [G] [S] [V]
	GSETSATT [key] [info label]
	GSETSTAT [Slot] [Value]
	IFGINPLAY <else [label]>	True if GG on map and operational
	IFGOK <else [label]>	True if GG exists and not destroyed
	MOVEGG [Scene ID]	Moves the grabbed (physical) gear

7. GRABBED GEAR FUNCTIONS


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

