Praetorian Clockwork Speech Patterns: Difference between revisions
From OuroDev
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// CMB = Combat | // CMB = Combat | ||
// CMP = Complete. | // CMP = Complete. | ||
// CoL = Carnival of Light | |||
// CUR = Current | // CUR = Current | ||
// CWK = Clockwork. Used as a noun | // CWK = Clockwork. Used as a noun | ||
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// DES = Destroyers. | // DES = Destroyers. | ||
// DIA = Diagonstics. | // DIA = Diagonstics. | ||
// DNG = Danger | |||
// EMP.MCL = Marcus Cole | // EMP.MCL = Marcus Cole | ||
// ENM = Enemy. | // ENM = Enemy. | ||
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// INI = Initiate. | // INI = Initiate. | ||
// INT = Initialize. | // INT = Initialize. | ||
// LVL = level | |||
// MEM = Memory. | // MEM = Memory. | ||
// MGS = Magisterium | // MGS = Magisterium |
Revision as of 21:55, 4 July 2019
// 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. // CoL = Carnival of Light // CUR = Current // CWK = Clockwork. Used as a noun // DEF = Defend/Defense. Generally an action, sometimes a descriptor // DES = Destroyers. // DIA = Diagonstics. // DNG = Danger // 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. // LVL = level // 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."