Praetorian Clockwork Speech Patterns: Difference between revisions

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// WARNING!!!
The following was a dug up guide, but it seems that Early Praetorian Clockwork Missions did not follow this guideline. Salvaged pieces of Praetorian Chatter need to be verified for any differences between i24/i25 etc.
 
// WARNING!!!
  // Before editing this file, read this page:  
  // Before editing this file, read this page:  
  // http://ncncsvn01:8081/display/coh/Praetoria+-+Enemy+Groups+-+Praetorian+Clockwork+-+Dialog+Style+Guide
  // http://ncncsvn01:8081/display/coh/Praetoria+-+Enemy+Groups+-+Praetorian+Clockwork+-+Dialog+Style+Guide

Latest revision as of 10:02, 6 February 2020

The following was a dug up guide, but it seems that Early Praetorian Clockwork Missions did not follow this guideline. Salvaged pieces of Praetorian Chatter need to be verified for any differences between i24/i25 etc.

// WARNING!!!

// Before editing this file, read this page: 
// http://ncncsvn01:8081/display/coh/Praetoria+-+Enemy+Groups+-+Praetorian+Clockwork+-+Dialog+Style+Guide
//
// Basic Dictionary for Standard Clockwork:
// ALG = Algorithm
// ALV = Alive. Used as a descriptor
// ATK = Attack. Generally an action, sometimes a descriptor
// ATM = Anti-Matter
// BAF = Behavioral Adjustment Facility
// BRK = Break
// CIT = Citizen
// CLN = Clean. Used as a descriptor
// CMB = Combat
// CMP = Complete.
// CUR = Current
// CWK = Clockwork. Used as a noun
// DEF = Defend/Defense. Generally an action, sometimes a descriptor
// DES = Destroyers.
// DIA = Diagonstics.
// EMP.MCL = Marcus Cole
// ENM = Enemy.
// EST = Estimate.
// FCL = Facility.
// FIX = Fixing something. Generally an action, sometimes a descriptor
// GHU = Ghouls.
// GRS = Grass.
// INI = Initiate.
// INT = Initialize.
// MEM = Memory.
// MGS = Magisterium
// OBJ = Object.
// PPL = People. Noun
// PPD = Praetoria Police Department.
// PRA = Praetoria Noun, also category of important Praetorians:
// PRA.TIL,        PRA.BER,  PRA.WHT,   PRA.DUN,     PRA.SNC
// Mother Mayhem,  Neuron,   Marauder,  Dominatrix,  Chimera
// PRC = Process.
// PRD = Procedure.
// PRT = Protocol.
// RCN = Reconnaisance
// RES = Resistance. Noun
// RFT = Rift.
// RPG = Reprogam.
// RPR = Repair.
// RUN = Run.
// SAF = Safe.
// SDN = Shutdown.
// SEE = See.
// SRC = Source.
// SRH = Search.
// SRV = Serve.
// SSP = Suspend.
// SYN = Syndicate.
// TIM = Time.
// TRF = Traffic.
// TRR = Turret.
// TSK = Task.
// UGR = Underground.
// True or False = What it says on the box. These are constants, so are CamelCased.
// = vs == - == is used to compare values. = is used to set a value.
// ? = Why
// ! = Not
// + = And
var UNDERGROUND_SOLOPATROL_DEFENSEMODE_ALERT_TEXT = "CWK.SRV(PRA.BER); If RES.ATK(PRA.BER) Then CWK.ATK(RES)", "CWK.TSK = DEF(PRA.BER)", "If SEE.REC.RES Then CWK.ATK(RES)", "If RES.ATK(CWK) Then CWK.ATK(RES)", "If CWK.LOC == UGR Then CWK.ENM = RES + SYN + GHU + DES && CWK.ALY = PPD; If CWK.SEE.ENM Then CWK.ATK(ENM)"
// Translations: "Clockwork serves Neuron. If Resistance attacks Neuron, then Clockwork attacks Resistance.", "Clockwork's task is to defend Neuron.", "If Clockwork sees Resistance perform reconaissance, then Clockwork attacks Resistance.", "If Resistance attacks Clockwork, then Clockwork attacks Resistance.", "If the clockwork's location is the Underground, then the Clockwork's enemies are the Resistance, the Syndicate, the Ghouls and the Destroyers and the clockwork's allies are the PPD. If the clockwork sees an enemy, the clockwork will attack the enemy."