<font color="#FF0000">'''WARNING:''' The RPG is currently in a (pre-)alpha state and is subject to HUGE changes without prior notice</font><br>
 
<font color="#FF0000">'''WARNING:''' The RPG is currently in a (pre-)alpha state and is subject to HUGE changes without prior notice</font><br>
'''WARNING: secondly, most information here is based on the current development version'''
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'''WARNING: secondly, most information here is based on the current development version as opposed to the previous release'''
    
=How things work=
 
=How things work=
 
The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions
 
The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions
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'''Cutscenes:''' See the [[RPG cutscene|Cutscene page]] for more information. Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives.
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'''Cutscenes:''' See the [[RPG cutscene|Cutscene page]] for more information. Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives. The directives can be stored over many files, and unlike other definitions, does not require the file name to be a number and is neither saved or stored in memory unless executing.
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'''HUDs:''' Only one hud can be active at a time and there are 2 special variables to help create resolution independent HUDs. Huds can be changed at any point of the game by executing an appropriate CFG file.
    
'''Scripts:''' See the [[RPG script| scripting page]] for more info. Everything in the RPG can be assigned a script. The scripting implementation piggybacks on cubescript to provide a relatively simple and intuitive scripting implementation which depends heavily on named lookups (in stark contrast to the remainder of the engine). The modifications are fully type-safe and generally won't do more than print an error message on a type mismatch. (This is not means for ignoring it)
 
'''Scripts:''' See the [[RPG script| scripting page]] for more info. Everything in the RPG can be assigned a script. The scripting implementation piggybacks on cubescript to provide a relatively simple and intuitive scripting implementation which depends heavily on named lookups (in stark contrast to the remainder of the engine). The modifications are fully type-safe and generally won't do more than print an error message on a type mismatch. (This is not means for ignoring it)
 
'''Definitions:''' See the [[RPG configuration|configuration page]] for more info. Everything in the world is defined via script. Additional definitions can be added at any time but existing definitions cannot be altered (unless it was the last defined definition). You can define scripts, mapscripts, particle effects, status effects, character and object templates, factions, item definitions, ammo groups and recipes, as well as variables and tips.
 
'''Definitions:''' See the [[RPG configuration|configuration page]] for more info. Everything in the world is defined via script. Additional definitions can be added at any time but existing definitions cannot be altered (unless it was the last defined definition). You can define scripts, mapscripts, particle effects, status effects, character and object templates, factions, item definitions, ammo groups and recipes, as well as variables and tips.
   Exception encountered, of type "Error"