recursal/Fanatic-Fandom huggingface dataset:
Embassy/Nelson Video Warning Screen

These warning screens are from **Embassy Home Entertainment** and **Nelson Entertainment**.

## 1982-1983

Embassy 1982 Warning A.jpgEmbassy 1982 Warning B.jpgOpening to 49th Parallel 1984 VHS
The warning screen is the exact same warning used by VidAmerica in 1979.

As seen on VHS, such as *The Soldier* (1982) and *An Eye For An Eye* (1982).

## 1982-1985

20th Century FOX FBI Warning Screen 1a.jpgThis is the Fox warning for videotapes.20th Century FOX FBI Warning Screen 1d.jpgThis is the Fox laserdisc warning.Fox Video FBI Warning Screen (Early 1980s)CBS Fox Video Warning Screen 1981-1984, 1987 Laserdisc
The warning screen is the same as the 20th Century Fox Home Entertainment warning. Another version had a black background.

As seen on VHS, such as *Blade Runner* (1982; though the film was from Warner Bros.), *Warlords of the Twenty First Century* (1982), *The Howling (1980/1981) and others.*

## 1982-1987

Warner Home Video Warning -1.JPGWarner Home Video Warning 3.JPGNew Horizons & Concorde Warning.jpgEmbassy Home Entertainment FBI Warning ScreenFBI Warning screenOpening To Christmas Come To Willow Creek 1989 VHS
The warning screen is the same warning screen used by Warner Home Video, especially the "Title 17" and "$250,000 fine" screens. Another version exist with a blue background (this was also used for **Magic Window** and a lot of other companies, including **MTM Home Video** and **Cloud Ten Pictures**)

As seen on VHS, such as *Arrowsmith* (1931), *The Loves And Times Of Scaramouche* (1975), *Kiss of the Spider Woman* (1985), and *Labyrinth* (1986).

## 1983-1991, 1992

Embassy Warning -1.jpgEmbassy Warning -2.jpgEmbassy Home Entertainment FBI Warning Screen (Version -2)New Line Home Video Warning Screen 1983-1991, 1992 -2
This is the warning screen for Miramax Home Entertainment, Embassy Home Entertainment, Charter Entertainment and Nelson Entertainment for videotapes, especially the "Title 17" detail on purple background. Another warning screen has a blue background. This was also used for **Miramax Home Entertainment**, **Strand VCI Entertainment/Strand Home Video**, **New Line Home Video/Entertainment**, **Video Treasures** (now **Anchor Bay Entertainment**), **Fries Home Video**, **Unicorn Video** (with a Copyright detail below the Warning screen detail), and **MPI Home Video**.

As seen on VHS, such as *The Howling* (1980/1981), *Amityville II: The Possession* (1982), *Pray TV* (1982), *Eddie and the Cruisers* (1983), *Rad* (1986), *The American Way* (1986), *The Princess Bride* (1987), *The Last Emperor* (1987), *When Harry Met Sally...* (1989), *Bill & Ted's Excellent Adventure* (1989), *Prancer* (1989), *Lord of the Flies* (1990), *Sibling Rivalry* (1990), *Bill and Ted's Bogus Journey* (1991) and others. Can be seen on *Hardware* (1990) and *Devlin* (1992).
Elves

Elves are a species with Aura and Semblances. They are bipedal and humanoid.

## History

Some time before the story started, the Elves started make large strides in magic and technology. They used this technology to take over large quantities of Idrix (The War of the Elves). The Dwarves retreated to behind the Tivat mountains, the Hobbits/Giants retreated to their peninsula, and the dragons fiercely guarded their isles. Once the Elves ran out of land to conquer, they founded Atlantis, a self-proclaimed paragon of learning, civilization, and proof of their superiority. Atlantis is an underwater civilization that is supported with Elfish magic and by other, very suspicious means. Ufari has had some parts taken over by the Elves, but the thick forest, rampant monsters, and the lack of working magic weapons has significantly impeded progress.
Count

## Description

Counts the number of times the pattern exists within the source string, returning either 0 for no matches, or the number of matches found.

## Syntax

```
count(<source>,<pattern>)
```

## Parameters

* source
	+ any text
* pattern
	+ any string to search for one or more instances of within the source text

## Examples

```
var sourcetext Hello World
eval result count("%sourcetext","o")
```

Result: 2
MarVista Entertainment Warning Screens

These warning screens are from **MarVista Entertainment Incentive** and **MarVista Entertainment, LLC**.

## 1982-2010

### 1982-1986

Same as the **Columbia Pictures Home Entertainment** Warning Screen and the **NTA Home Entertainment/Republic Pictures Home Video** Warning Screen.

Can be seen on The Secret of NIMH (1982).

### 1986-1992

Same as the **WCI/Warner Home Video** Warning Screen.

Can be seen on An American Tail (1986), The Land Before Time (1988) and All Dogs go to Heaven (1989).

### 1992-1997

Same as the **Video Treasures** Warning Screen.

Can be seen on Rock-a-Doodle (1992), Thumbelina (1994), A Troll in Central Park (1994) and The Pebble and the Penguin (1995).

### 1997-2004

Same as the **20th Century Fox Home Entertainment** Warning Screen.

Can be seen on Anastasia (1997), Bartok The Magnificent (1999), Titan A.E. (2000) and The Land Before Time (1988).

### 2004-2010

Same as the **20th Century Fox Home Entertainment** Warning Screen.

Can be seen on The Brothers McMullen Film Series (1995-1998), The Land Before Time (1988), Rolie Polie Olie: The Great Defender of Fun (2002), MarVista Entertainment Titles and Tamagotchi: The Movie (United States 2009). It has appeared on the beginning of the 2008-2010 Fox DVDs in Palau of the Fox-distributed MarVista Entertainment DVDs in Palau like The MarVista Entertainment Titles from 2008-10.

## 2005-2013

Same as the **20th Century Fox Home Entertainment** Warning Screen.

Can be seen on The Brothers McMullen Film Series (1995-1998), Rolie Polie Olie: The Great Defender of Fun (2002), Tamagotchi: The Movie (United States 2009) and MarVista Entertainment Titles. It has appeared on the beginning of 2nd Logo of The National Electronic Distributors Association appearing on the end of the 2008-2010 Fox DVDs in Palau of the Fox-distributed MarVista Entertainment DVDs in Palau like The MarVista Entertainment Titles from 2008-10.

## 2013-present

Same as the **20th Century Fox Home Entertainment** Warning Screen.

Can be seen on MarVista Entertainment Titles.
The FBI Warning Screens 2 Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Maier Communications Warning Screens

**Warning**: On a blue background, we see a green "WARNING!" with a red underline below it. White warning text is underneath, with a green copyright stamp at the bottom.

**FX/SFX**: None.

**Music/Sounds**: None.

**Availability**: This was found on the 1991 VHS of *Dancin' Grannies Workout: The Beginners*.

### 2000-2014

Warning: Same as the Hemdale Home Entertainment Warning Screen.

Music/Sounds: None.

Availability: It appears in the Videodisc and Videotape like Maier Communications Library.

### 2005-2013

Warning: Same as the 20th Century Fox Home Entertainment Warning Screen.

Music/Sounds: None.

Availability: It might appear in the Videodisc and Videotape like Maier Communications Library.

### 2012-present

Warning: Same as the Sony Pictures Home Entertainment Warning Screen.

Music/Sounds: None.

Availability: it has appeared in the Videodisc and Videotape like Maier Communications Library.
Nicole Montoya

## Relationships

### Family

* Mr. Montoya (father)
* Mrs. Montoya (mother)

### Friends

* Serena Raymond (semester friend)
* Alexis Blair (frenemie)

### Romances

* Alex Hall (ex-boyfriend)
* Roger Wright (affair)
* Derek Webster (ex-affair)
* Nathan Blair (crush)

### Enemies

* Alexis Blair (rival)
* Heather Wright (rival)

## Series Information

### Cause of Death

Concussion (later her body was dismembered in several parts)

**Nicole Montoya** es un personaje periódico en la serie
Heavy Gauss

Mod created by by Solarius Scorch (GFX by GrandSirThebus)

http://www.openxcom.com/mod/gauss-mod

Weapon stats:

size: 0.2

Sell Value: 57000

Weight: 20

Compatible Ammo:

HEAVY GAUSS CLIP

Accuracy Snap/TU: 60/35

Accuracy Aimed/TU: 100/70

Two Handed: true

Power: 100

Damage Type: Armor Piercing

Heavy gauss is an anti vehicle weapon meant to deal with heavily armoured enemy units, (i.e. tanks, or cyberdisks). This is often successfully fielded against MIB due to their usually large contingency of tanks.

Weapon Description:

Although the Heavy Gauss is less accurate than it's smaller counterparts, it's destructive potential makes it more of an anti-tank weapon than anything else. It is a successful

attempt to adapt our troopers' equipment to the ever-increasing challenges of the alien war.
Dart Rifle

Dart Rifle is a weapon added via the following mod by by Solarius Scorch.

http://www.openxcom.com/mod/dart-rifle

Dart Rifle stats

**size: 0.2
Sell Value: 4000
Weight: 8
Ammo:
DART RIFLE CLIP A**

**DART RIFLE CLIP B**DART RIFLE CLIP C
Snap Accuracy/tu: 40/30
Aim Accuracy/tu: 80/65
Damage type: Stun
Two handed: Yes
Power: 48

Weapon Description:

Based on our best knowledge of alien biology, this rifle fires darts filled with potent, but non-lethal biochemical agent, which in sufficient amount will immobilize any life form we may encounter on the battlefield.
Summit Entertainment Warning Screens

These Warning screens are from Hills Video and Summit Entertainment.

## (1984-2005)

Same as the **NTA Home Entertainment/Republic Pictures Home Video** Warning Screen.

Availability: It has appeared in Hills Video Titles and Summit Entertainment Titles.

## (2005-2012)

Same as the **20th Century Fox Home Entertainment** Warning Screen.

Availability: It has appeared at the beginning of 3rd Logo of Deluxe Digital Studios appearing on the end of the 2008-2012 Summit Entertainment DVDs like Summit Entertainment Titles.

## (2012-present)

Same as the **Sony Pictures Home Entertainment** Warning Screen.

Availability: It has appeared in Summit Entertainment Titles.

## (2013-present)

Same as the **Lionsgate** Warning Screen.

Availability: Summit Entertainment Titles.
Glyssipedia Wiki

## Welcome to the Glyssipedia Wiki

Welcome to Glyssipedia! The wikia about the world of Glyss and campaign's existing in the world

## The World

Glyss is a world of adventure and magic. The major continents exist with their own systems of leylines. Dragons rage in the lands to the north. Humans build boats and sail the the isle to the south. Elves grow trees as large as their empire, and magocrats sit on their enchanted thrones. The Six Ages explain the different periods of history within the world.

## The Players

* Atikaya
* Lisa
* Nora Wayland
* Scarlett
* Terratoma

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Map of Glyss PDF.pdf
Installing FMP

Original Video Guide (Updated 21/09/2016)

1. Go to here and download the most recent nightly version of OpenXcom (As of 07/01/2022 it is: 'openxcom\_git\_master\_2021\_12\_21\_1139.exe')
2. Run the installer
	1. When prompted, you will need to provide the location of the 'UFO: Enemy Unkown / X-COM:UFO Defense' install location.
		1. If installed through Steam this will likely be 'C:\Program Files (x86)\Steam\steamapps\common\XCOM UFO Defense\XCOM'
3. Run OpenXcom to ensure that it works. On the title screen there should be OpenXcom as well as the nightly version listed.
4. Go to here and download the latest version of the FMP (As of 07/01/2022 it is: 'final\_mod\_pack\_2.9.zip')
	1. Give the mod a recommned because its a great mod
5. Unzip the file and copy the outer folder 'Final Mod Pack' into your OpenXcom mods folder, usually located at '\Documents\OpenXcom\mods'
6. Run OpenXcom again and select the Mods button, scrolling down to the bottom and selecting Final Mod Pack. Make sure that it is at the bottom and on the right says YES
7. Check the Options menu and set any options which fit your preference
	1. My Personal Recommendations (from Default)
		1. Video
			1. Geoscape Scale: 1.5x Original
			2. Battlescape Scale: 1.5x Original
			3. Display Mode: Resizable
		2. Geoscape
			1. UI Options: Show Funds
		3. Battlescape
			1. Edge Scroll: Disabled
			2. Path Preview: Arrows & Time Units
			3. UI Options: Death Notifications
		4. Advanced
			1. Custom initial base: YES
			2. Allow building queue: YES
			3. Force craft launch: YES
			4. Live alien Sale: YES
			5. Psionic trianing at any time: YES
			6. Psi-Strength Evaluation: YES
			7. UFO Extender accuracy: YES (\*\*Highly recommended by Mod Creator)
			8. Inventory Stats: YES
			9. Save pre-primed grenades: YES
			10. Explosion height: 3
			11. Auto-end battle: YES
			12. Confirm Fore mode: YES
			13. Allow psi-capture: YES
			14. Allow Psi-Strength Improvement: YES
			15. Alternate movement methods: YES
			16. Alien bleeding: YES
8. Have fun!
Gauss Sniper Rifle

Mod created by by Solarius Scorch (GFX by GrandSirThebus).

http://www.openxcom.com/mod/gauss-mod

   size: 0.2

Sell Value: 37000

Weight: 13

Compatible Ammo:

GAUSS SNIPER RIFLE CLIP

Accuracy Snap/TU: 90/50

Accuracy Aimed: 150/50

Min Range: 15

Two Handed: true

Dropoff: 3

Gauss sniper is a very good late/med game weapon that has tremendous range and near perfect accuracy. Giving this gun to an accurate user will turn them into a one man army.

Weapon Description:

The Gauss Sniper Rifle is a successful attempt at capitalizing on the Gauss Rifle innate strengths. It is yet more powerful and definitely more accurate, allowing X-Com operatives to down tough enemies in just one shot, therefore diminishing the need of autofire.
Gauss Pistol

Mod made by by Solarius Scorch (GFX by GrandSirThebus)

http://www.openxcom.com/mod/gauss-mod

Weapon stats:

Size: 0.1

Sell Value: 17000

Weight: 8

Compatible Ammo:

GAUSS PISTOL CLIP

Snap Accuracy/TU: 52/22

Aimed Accuracy/TU: 72/35

Two Handed: false

Power:54

Damage Type: Armor Piercing

Gauss Pistol is an amazing medium - late game weapon that packs a punch and can get through most heavily armored targets easily. Use this till they bring out the big guns. Lighter weight meaning individuals with low strength can pick this bad boy up and kill an alien or two.

Weapon Description:

The Gauss Pistol is a very potent sidearm, Firing small Ferromagnetic bullets using an electromagnetic Field instead of chemical explosives. The higher bullet velocity deals significant damage, able to pierce through vehicle armor plates with ease, as well as giving the weapon greater accuracy.
Light MachineGun

Mod created by by Ryskeliini

http://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack

Weapon Description:

Buy Value: 8000

Sell Value: 3600

Weight: 18

Compatible Ammo:

LIGHT MINIGUN CLIP

LIGHT MINIGUN AA CLIP

Accuracy Auto/Tu: 25/55

Auto Range: 14

Two Handed: true

Auto Shots: 10

Damage Type: Armor Piercing

Basically a heavier rifle with less accuracy, more weight, and no snap or aim shots. Makes up for it that it gives 10 shots per auto.

A heavier Variant of the custom-designed X-Com rifle. The extra weight comes from a heavier barrel and integral bipod system, capable of facilitating heavy fire on medium-to-short range targets. Powerful recoil and obtuse handling make it unsuitable for long-range shooting. >Auto-shot: 5 bullets.
Xcom:Final Mod Pack Wiki

## Welcome Commander, to Xcom Final Mod Pack (FMP). The last mod you'll ever use.

Xcom Final Mod Pack is a collection of mods which add lots of new and different content. Including: alien races, mission, weapons, maps, and more!

The goal of this wiki is to give players the stats and help they need to give them a fighting chance of beating back the alien scourge.

A guide for installing the FMP can be found here.

## General Info

This wiki is still very much in construction. Help us out by simply adding pages, editing pages, etc.

Weapons (Including Vanilla)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Fusion Torch

Weapon added to open xcom and was created by Ran

http://www.openxcom.com/mod/fusion-torch

Weapon stats:

size: 0.2

Sell Value: 320000

Weight: 15

Compatible Ammo:

FUSION TORCH POWER CELL

Accuracy Aimed/Tu: 80/66

Max Range: 1

Two Handed: true

Fusion Cell are perfect for breaching into ufo and creating makeshifts doors. They also make great melee weapons. Making it a must for any ufo landing or crash landing.

Weapon Description:

The Fusion Torch uses a Matter-Antimatter reaction to create enormously powerful plasma jets. If close enough, the deeply penatrating plasma jet cuts through the target, melting it within seconds. Even the strongest armor plates and UFO hulls are no match for this device. However, it is only effect at close range and needs a separate power Cell.
Incendiary Grenades

Mod by by Simon-v

http://www.openxcom.com/mod/custom-grenades

Weapon Stats:

Buy Value: 250

Sell Value: 200

Weight: 3

power: 90

Damage Type: Incendiary

Blast Radius: 6

Incendiary grenades are great tool for enemies that have a weakness to flames. Instead of normal flamethrower you can use these to damage and give enemies Incendiary DOT damage. Plus it's light as hell so you can easily carry several of these or give one to each men depending on the enemy your going up against.

Weapon Description:

Incendiary grenades are invaluable for lighting up the night and clearing obnoxious Vegetation.
Flame Thrower

Flamethower originally found in Piratez mod made by by Dioxine.

http://www.openxcom.com/mod/piratez

Flamethrower stats:

size: 0.2

Buy Value: 8000

Sell Value: 6500

Weight: 10

compatible Ammo:

FLAMETHROWER CLIP

Accuracy Auto/Tu: 20/35

Two handed: true

Arcing Shot: true

Max Range: 9

Auto Shots: 8

Power:40

Damage Type: Incendiary

Flamethrower is a powerful weapon that can take out many enemies with a single stroke. 8 auto shots burn most men to a crisp. The range may be pretty short but it's pretty effective all the way to the end game. Be warned it's very easy to kill your allies with this weapon so keep them the hell away from the firing arc.

Weapon Description:

The Flamethrower deals high incendiary damage and ignores low obstacles, but has a limited range[9]
Gauss Rifle

Mod created by by Solarius Scorch (GFX by GrandSirThebus).

http://www.openxcom.com/mod/gauss-mod

Weapon stats:

size: 0.1

Sell value: 31000

Weight: 11

Compatible Ammo:

GAUSS RIFLE CLIP

Accuracy Snap/TU: 70/35

Aim Accuracy/TU:110/80

Two Handed: true

Power: 70

Damage Type: Armor Piercing

Light weight medium - late game weapon that tears enemies to bits. Most of your men should be able to carry this and several more supplies with them and can tear through armor like no ones business.

Weapon Description:

An extended and modified version of the gauss Pistol, the gauss rifle is a very accurate and extremely

powerful hand weapon. The bullets' small size allow for a large clip that takes many shots to deplete. The weapons obvious downside is lack of auto fire setting, as it would cause instant overheating.
Timer

## Description

Delay pauses the script, but does not wait for roundtime to finish as with the pause command.

## Syntax

```
timer <action> [datetime]
```

## Parameters

* action
	+ start
	+ stop
	+ clear
	+ setstart
* datetime
	+ used with setstart, valid formats are
		- 09/15/08 18:00
		- 09/15/08 18:00:00
		- 09/15/2008 18:00
		- 09/15/2008 18:00:00
		- 09/15/08 6:00 PM
		- 09/15/08 6:00:00 PM
		- 09/15/2008 6:00 PM
		- 09/15/2008 6:00:00 PM

## Examples

```
timer start
delay 3
echo %t
timer stop
timer start
delay 3
echo %t
timer clear
echo %t
```
output:

3.0

6.0

0
Matchwait

## Description

Pauses the execution of the script until a match is found. When a match is found, the script jumps to the target label of the successful match, waiting for any roundtime to finish before continuing execution. Can use a mixture of match and matchre commands to build the match table.

## Syntax

```
matchwait [timeout]
```

## Parameters

* timeout
	+ stop waiting for a match after timeout seconds and continue execution of the script immediately after the matchwait line.

## Examples

```
loop:
put look
matchre skin an? (.*?) which appears dead
matchre continue Obvious (path|exit)
matchwait

skin:
put skin
pause
put bundle
goto loop

continue:
goto loop
```
Tactical Sniper Rifle

## Stat

**Size:** 0.3

**Buy Value:** ?

**Sell Value:** 11000

**Inventory Size:** 1\*3

**Weight:** 14

**Action:** Accuracy/TU cost

1. Aimed 160/80%

**Ammo:**

1. Tactical Sniper Rifle Clip: AP 60
2. Tactical Sniper Rifle Clip: HE 56 (r1)
3. Alloy Tactical Sniper Rifle Clip: AP 80

## Description

This heavy sniper rifle sacrifices mobility for accuracy and power.
Taser Pistol

A non-lethal weapon derived from a very recent police design, capable of incapacitating targets up to 5 metres away. While it delivers a less powerful charge than blunt-force stun weapons, its stylish pistol grip grants easy handling, and the range alone makes it a worthwhile asset.

 Size (Storage)
 Buy Value
 Sell Value
Elseif

## Description

Provides an elseif comparison.

Warning: Multiple Else/Elseifs - Does not work with else correctly. See Notes section below.

## Syntax

```
if <condition1> then <command1>
elseif <condition2> then <command2>
```

## Parameters

* condition1
	+ the first expression for the if statement to evaluate
* command1
	+ the first statement to execute only if the first condition is true
* condition2
	+ the second expression for the elseif statement to evaluate
* command2
	+ the second statement to execute only if the first one fails but this condition has succeeded

## Examples

```
if <condition> then <command1>
elseif <condition2> then <command2>
```

## Notes

The following script:

```
var a 1
var b 1
var c 1
var d 0

if (%a) then echo 1
elseif (%b) then echo 2
elseif (%c) then echo 3
elseif (%d) then echo 4
else echo 5
```

Produces the following output:
1
3
5

Instead, use a flag to mark the section as being handled as such

```
var a 1
var b 1
var c 1
var d 0
var flag 0

if (%a) then
{
	var flag 1
	echo 1
}
elseif (%b && !%flag) then
{
	var flag 1
	echo 2
}
elseif (%c && !%flag) then
{
	var flag 1
	echo 3
}
elseif (%d && !%flag) then
{
	var flag 1
	echo 4
}
elseif (%e && !%flag) then
{
	var flag 1
	echo 5
}
```
Event

## Description

Lists commands waiting to be executed in queue, or adds a new event to the queue.

This *schedules* a command to execute at a given time defined by the current time + delay seconds. It is not affected by #send or #queue commands, so it can be used to create reminders or start scripts at specific times.

## Syntax

```
#event
```

```
#event <delay> <command>
```

## Parameters

* delay
	+ number to wait in seconds before executing the command
* command
	+ any script to execute

## Examples

```
put #event 600 {#echo Yellow Check your Wayerd pyramid!}

```

 Check your Wayerd pyramid!

## See Also

#send, #queue
Clasificación

La capacidad de nombrar e identificar
los conjuntos de objetos de acuerdo a la apariencia,tamaño u otras características, incluyendo la idea de que un conjunto de objetos puede incluir a otro. La clasificación jerárquica se refiere a la capacidad
de clasificar los objetos en clases y subclases basadas en las similitudes y diferencias entre los grupos.
Robert Downey, Jr.

**Robert John Downey Jr.** is an American actor known for playing Tony Stark/Iron Man in the Marvel Cinematic Universe films for *Iron Man*, *The Incredible Hulk*, *Iron Man 2*, *The Avengers*, *Iron Man 3*, *Avengers: Age of Ultron*, *Captain America: Civil War*, *Spider-Man: Homecoming*, *Avengers: Infinity War*, and *Avengers 4*, which are all part in the Marvel Cinematic Universe.

He does the voice of the title character of Little Joseph.
Jeff Goldblum

**Jeffrey Lynn "Jeff" Goldblum** (born October 22, 1952) is an American actor whose career began in the mid-1970s and he has appeared in major box-office successes including *The Fly*, the first two films of the *Jurassic Park* franchise, *The Grand Budapest Hotel*, and *Independence Day*. He starred as Detective Zach Nichols on the USA Network crime drama series *Law & Order: Criminal Intent* from 2009 to 2010.

He voices the Deputy in Little Joseph.
Waitforre

## Description

Pauses the script until the regex pattern matches against the game text. Captures can be referred to following the waitforre via $1, $2, etc. Similar to matchre.

## Syntax

```
waitforre <pattern>
```

## Parameters

* pattern
	+ regex pattern to compare with game text.

## Examples

```
waitforre (\w+) just arrived\.$
put wave $1
put say Hello, $1!
```
Eval

## Description

Evalutes and expression and returns a value. The value can be assigned or the command can be used as a condition statement.

## Syntax

```
eval [variable] <expression>
```

## Parameters

* variable
	+ variable used to store the result of evaluation
* expression
	+ any script that returns a boolean value, generally by comparison
	+ any function that can't be executed by itself (e.g., tolower, contains)

## Examples

```
eval (%c == 1)
```

```
if eval(%c == 1) then echo TRUE
```

### Complex Example

 echo %text
 echo %result
Eval match

## Description

Determines whether the source text is an exact match with another string. Returns true if so, otherwise false. Case sensitive.

This can also more easily be done using = equivalency comparison.

## Syntax

```
match(<string1>,<string2>)
```

## Parameters

* string1
	+ any text
* string2
	+ any string to compare with

## Examples

```
var sourcetext Hello World
eval result match("%sourcetext","Hello World")
```

Result: true
Script

## Description

The action command can be used to set variables or jump to a label when either a regex pattern is matched by comparing it to all incoming text, or if the pattern is an evaluated condition that changes or returns true.

## Syntax

```
#script action <script>
```

```
#script action [all [except <script>]]
```

```
#script debug <level> [script]
```

```
#script explorer
```

## Parameters

* action
	+ action to perform on the target script
		- abort
		- pause
		- pauseorresume
		- resume
		- trace (cannot be used with "except")
		- vars (cannot be used with "except")
* script

### Alternative Syntax

* level
	+ debug level of script
		- 0 = off
		- 1 = goto, gosub, return, labels
		- 2 = pause, wait, waitfor, waitformove
		- 3 = if evaluations
		- 4 = variables, math, evalmath, counter
		- 5 = actions
		- 10 = shows all script rows
* script
	+ target script if not desiring to affect all scripts running

### Alternative Syntax

* explorer
	+ used to open Windows Explorer at the location?

## Examples

```
.myscript
#script pause myscript
#script debug 2 myscript
#script resume all
```
Replace

## Description

Replace all matching patterns within the string with the replacement text. Case sensitive.

## Syntax

```
lastindexof(<source>,<pattern>,<replacement>)
```

## Parameters

* source
	+ any text
* pattern
	+ any string to find one or more of within the source text
* replacement
	+ any text to replace the matches with

## Examples

```
var sourcetext Hello World
eval result replace("%sourcetext","o","Z")
```

Result: HellZ WZrld
(hash) class

## Description

Class determines if a setting is active or inactive. The class command is used to create/update and activate/inactivate classes.

Often used with #trigger to toggle classes depending on situation.

## Syntax

```
#class
```

```
#class <name> [on/off]
```

```
#class all on/off
```

```
#class +<name> -<name> ...
```

```
#class clear/load/save/edit
```

## Parameters

* name
	+ the name of the class to create/update
* on, +
	+ activates a class
* off, -
	+ deactivates a class

### Alternative Syntax

* clear
	+ delete all current classes (not permanent unless saved)
* load
	+ loads all current saved classes
* save
	+ saves all current classes and their activation state
* edit
	+ opens the class config file for editing

## Examples

```
#class +combat -app
```

## See Also

#trigger
Less than

## Description

Compares two variables, determining whether the left variable is smaller. Returns true if it is smaller, false otherwise.

Can be combined with = to determine if it is smaller or equal to.

## Syntax

```
<var1> < <var2>
```

```
<var1> <= <var2>
```

## Parameters

* var1
	+ any comparable value, generally a number value
* var2
	+ any comparable value to compare against of the same type as the first value

## Examples

```
if ($health <= 15) then
{
  put #echo {Red} *** Warning! Health is low!
  put retreat
  put retreat
}
```
Modulus

## Description

Performs a modulus operation on the first number by wrapping around the maximum value specified, restarting at 0 each time.

## Syntax

```
<a> % <b>
```

## Parameters

* a
	+ any number
* b
	+ any number used as the modulus maximum value for wrapping

## Examples

```
evalmath n (6 % 4)
```

Result: 2

(when comparing 6 against 4, 6 doesn't fit inside the space of 4, so keep subtracting 4 from the left value until it does)
2 Entertain Warning Screen

**FX/SFX:** None.

**Music/Sounds:** None

**Availability:** Seen on 2 Entertain releases in the US as well as releases from Warner Bros, New Line Home Entertainment, Viva Pictures and Bandai Entertainment.

## United Kingdom

### 2004–present

2 Entertain warning screen.png2-Entertain-Extremely-Rare-VHS-Warning.png2-entertain-DVD-Video-Warning.png
**Warning**: On a black background, we see a warning in blue, which is divided into three sections.

**Variant**: On VHS releases, the text appears in a bolder font, and "VHS Videogram" replaces "optical disc" or "DVD Video."

**FX/SFX**: None.

**Music/Sounds**: None.

**Availability**: Seen on 2 Entertain VHS and DVD releases. It also appears on some BBC Video and Video Collection International releases, since they both merged in 2004 and began using this warning. The VHS version can be found on *Thomas and Friends: Calling All Engines!* and *Fifi and the Flowertots: Fifi's in Charge*.
Matchre

## Description

Matches game text against a regex pattern. Supports the ability to use captures by referring to them as $1, $2, etc, for each successful match. When a match occurs, the script jumps to the target label with any captures available as described.

Must be used with matchwait.

## Syntax

```
matchre <label> <pattern>
```

## Parameters

* label
	+ target label to jump to when a match is found
* pattern
	+ regex pattern to compare with, allowing for captures to be used in the script

## Examples

```
matchre wave (\w+) just arrive.
matchwait

wave:
put wave $1
```
Parse

## Description

Treats text as if it had been received from the game, allowing scripts and triggers to process it as if it were real.

## Syntax

```
#parse <text>
```

## Parameters

* text
	+ any text that would activate a trigger, action, matchwait, waitfor, and like commands

## Examples

```
put #send 1 #parse heavy blunt weapon.
waitforre (.+) weapon.$
echo $1
```

Result: heavy blunt
Action classes

## Description

Action classes define whether an action can execute based on whether the class is active or not. You can also toggle the class using the command through normal script operation, or through the use of configured triggers.

## Syntax

```
action (class) <command> when <pattern>
```

```
action (class) <bool>
```

## Parameters

* class
	+ the name of the class required to be active for this action to execute
* bool
	+ any valid boolean value (on, true, 1; off, false, 0) to toggles the class

## Examples

```
action (lootcoins) goto lootcoins when eval contains($roomobjs, "coin")
```

```
action (lootcoins) on
```
(hash) put

## Description

Sends the command to the game immediately without waiting for roundtime or queues.

Doesn't seem to be useful as a command, which appears to be the same as simply typing in the desired command without prefixing it with #put.

## Syntax

```
#put <command>
```

## Parameters

* command
	+ any command to be performed or for Genie to execute

## Examples

```
#put look
```

## See Also

#send
Layout

## Description

Loads or saves a window layout by name. Saves it in the Genie user directory as "Config/Layout/*name*.layout"

## Syntax

```
#layout <load|save> <filename>
```

## Parameters

* load
	+ attempts to load a given layout if found
* save
	+ saves the current layout to the user directory
* filename
	+ name of the layout to save or load

## Examples

```
#layout load MagicUser
```
Equal to

## Description

Compares two variables, determining whether the left variable is equal. Returns true if it is equal, false otherwise.

Can be combined with < or > to determine if it is smaller/greater or equal to.

Can be combined with ! to negate (a not equal to b)

## Syntax

```
<var1> = <var2>
```

More commonly seen:

```
<var1> == <var2>
```

## Parameters

* var1
	+ any comparable value, generally a number value
* var2
	+ any comparable value to compare against of the same type as the first value

## Examples

```
if ("$righthand" == "Empty") then put wield my sword
if ("$lefthand" == "Empty) then put remove my shield
```
Endswith

## Description

Checks whether the end of the source string matches the pattern. Returns true if it matches, and false otherwise. The pattern is case-sensitive.

## Syntax

```
endswith(<source>,<pattern>)
```

## Parameters

* source
	+ any text
* pattern
	+ any string to check for at the end of the source string

## Examples

```
var sourcetext Hello World
eval result endswith("%sourcetext","World")
```

Result: true
Startswith

## Description

Checks whether the string begins with the pattern. Returns true if it matches, otherwise false. Case sensitive.

## Syntax

```
startswith(<source>,<pattern>)
```

## Parameters

* source
	+ any text
* pattern
	+ any string to compare with the beginning of the source text

## Examples

```
var sourcetext Hello World
eval result startswitch("%sourcetext","Hello")
```

Returns: true
Math

## Description

Math allows quick manipulation of any variable containing a number value.

## Syntax

```
math <variable> <action> <number>
```

## Parameters

* variable
	+ the name of the local variable to affect with an action
* action
	+ set
	+ add
	+ subtract
	+ multiply
	+ divide
	+ modulus
* number
	+ any real number

## Examples

```
math x set 0
```

```
math x add 3
```

```
math x multiply 2
```

```
math x modulus 4
```
Gag

## Description

Lists all gags or adds a new gag that prevents game text from appearing.

Gags can be removed with #ungag.

Warning: Using #gag - Using gag incorrectly could prevent important information from appearing. Since it is a regex match, use it wisely and sparingly.

## Syntax

```
#gag
```

```
#gag <pattern> [class]
```

## Parameters

* (none)
	+ lists all current gags in effect

### Alternative Syntax

* pattern
	+ regex pattern to match all game text against for gagging
* class (optional)
	+ makes the gag active only when optional class is also active

## Examples

```
#gag {^[A-Z]\w+ begins.*?on h(?:is|er).*?zills.*}
```

## See Also

#trigger
Stars of America 2020

Am 27. August starteten die Stars of America 2020 und gingen bis zum 29. November. Zum Start der Aktion gab es den Big Steakhouse, der in anderer Form bereits aus den Vorjahren bekannt ist. Im Gegensatz zum Vorjahr bestand der Burger aus einem Big Tasty Bun und Big Tasty Patty, anstatt des Classic Bun und zweier Royal Patties. Als Beilage gab es Farmkartoffeln, Cheese Ecken und Spicy Nuggets. Letztere waren auch über den Aktionszeitraum hinaus weiterhin im Angebot.

## Beilagen

* Farmkartoffeln
* Cheese Ecken
* Spicy Nuggets
Script blocks

## Description

Often used with if-statments to group a set of statements together. Helps when nesting if-statements, or having more than one action occur only when the condition is met.

All blocks must begin with a curly brace { and must end with a closing brace }.

## Syntax

```
{ }
```

## Examples

```
standup:
if (!$standing) then
{
  if ($webbed || $stunned) then pause 4
  put stand
  pause
  goto standup
}
else
{
  put #echo You are already standing!
  put pat $charactername
}
```
Substr

## Description

Extracts a substring within a larger string given an index and an offset.

## Syntax

```
substr(<source>,<index>,<offset>)
```

## Parameters

* source
	+ any text
* index
	+ the location within the string (inclusive) to start extracting
* offset [optional]
	+ how many characters to extract starting at the offset position

## Examples

```
var sourcetext Hello World
eval result substr("%sourcetext",3,7)
```

Result: lo Worl

```
var sourcetext Hello World
eval result substr("%sourcetext",3)
```

Result: lo World
Highlight

## Description

Lists all current highlights, loads or saves current highlights, and sets new highlights.

## Syntax

```
#highlight
```

```
#highlight <type> <color> <pattern> [class]
```

```
#highlight <clear|load|save|edit>
```

## Parameters

* (none)
	+ displays current highlights

### Alternative Syntax

* type
	+ line
	+ string
	+ beginswith
	+ regex
* color
	+ color in either hexadecimal or named #colors format
* pattern
	+ pattern to match against
* class (optional)
	+ ensure highlight is active only when optional class is active

### Alternative Syntax

* clear
	+ delete all current highlights in effect
* load
	+ loads all saved highlights
* save
	+ saves all current highlights
* edit
	+ opens the highlights config file for editing

## Examples

```
#highlight {regex} {Green} {^You are certain.*} {app}
```

## See Also

#gag
Combat Knife

Using it's hardened edge and point, a trained Field operative can silently Kill a lightly-armored enemy with a single slash or thrust. Suitable for close encounters of any kind.

The Combat Knife is a suitable melee weapon for very early game. The game has a tendency of giving X-com members with low strength due to the weight being so low.

 Buy Value
 Sell Value
Goto

## Description

Goto immediately jumps to a label at a different location in the script file and continues execution. There is no native method of returning back to the jump point, which is instead provided by the gosub command.

## Syntax

```
goto <label>
```

## Parameters

* label
	+ name of a section of script to jump to

## Examples

```
if_2 goto sayhello
exit

sayhello:
say %1 %2!
exit

```
(hash) if

## Description

Executes an expression based on a given condition (or another when the condition is false).

## Syntax

```
#if <expression> <truecmd> [falsecmd]

```

## Parameters

* expression
	+ the condition you want to evaluate
* truecmd
	+ any script to execute when the condition evaluates to true
* falsecmd
	+ any script to execute when the condition evaluates to false

## Examples

```
#if {$hidden} {put poach} {put fire}
```

## See Also

#eval
Unvar

## Description

Removes a variable from memory. Any reference to it will show as a string, and any evaluation will display an error if debug is set.

## Syntax

```
unvar <name>
```

## Parameters

* name
	+ any existing variable

## Examples

```
var text hello world
echo %text
unvar text
echo %text
if ("%text" == "") then echo still exists
else echo no longer exists
```
Output with Debug 10:

test.cmd(6): [var text hello world]
test.cmd(7): [echo hello world]
hello world
test.cmd(8): [unvar text]
test.cmd(9): [echo %text]
%text
test.cmd(10): [if ("%text" == "") then]
[Script error in test.cmd(10): Eval (("%text" == "")) contains variable character '%'.
Did you use an unassigned variable?]
test.cmd(11): [else]
test.cmd(11): [echo no longer exists]
no longer exists
test.cmd(13): [exit]
Action

## Description

The action command can be used to set variables or jump to a label when either a regex pattern is matched by comparing it to all incoming text, or if the pattern is an evaluated condition that changes or returns true.

Warning: Using Goto - Using goto in an action clears all previous gosub stacks, meaning that use of the return command is impossible after the goto occurs.

## Syntax

```
action [instant] <command> when <pattern>
```

```
action [instant] <command> when eval <condition>
```

```
action remove <pattern>
```

## Parameters

* instant
	+ defines whether or not to wait for roundtime to finish before executing the command.
* command
	+ statement(s) to be executed. Multiple statements can be combined via semicolon (;) delimiter (default delimiter configured in Genie).
* pattern
	+ regex pattern to evaluate against incoming text. When found, the action's command is executed
* condition
	+ script that is evaluated, either returning true, or when a variable changes state

## Examples

```
action put cast when ^You feel fully prepared
```

```
action goto castspell when ^You feel fully prepared
```

```
action put smile $1 when ^(\w+) waves to you.
```

```
action instant var lastenemy $1 when (\w+) moves to melee weapon range with you.$
```

```
action instant put quit when eval $health < 25
```
Play

## Description

Plays a sound file with a .wav extension. Alternatively, stops any current playing wav file.

## Syntax

```
#play <filename>
```

```
#play stop
```

## Parameters

* filename
	+ name of the .wav file without the extension. The file must exist in your Sounds folder.

# given a sound file named spellready.wav
action put #play spellready when ^You feel fully prepare to cast
```

## See Also

#beep, #flash, #playsystem
Send

## Description

Queues commands to wait for an optional delay, and always for roundtime. Each delayed command in the queue waits until after the roundtime to begin counting, so you can queue up several commands with an appropriate delay to sequence them.

## Syntax

```
send [delay] <command>
```

## Parameters

* delay
	+ any real number (in seconds)
* command
	+ any statement to execute after any roundtime plus optional delay

## Examples

```
send 2 arrange hog
send 2 skin hog
send 2 stow hoof
```
Sir Atratus

Grand Eldritch Knight Sir Nercum Atratus of Rubyland (ah-TRAH-toos or ah-TRAH-tuhs) is the Head of Mage Enforcement and Punitive Enforcement of the Arammic Circle, and often acts as special case law enforcement for Olbasé on request of the Bansalas. He has assisted almost every major mageocracy throughout the Iies of Man.
Local variable

## Description

Local variables exist only while the script is executing, and they can only be referred to within the script. A script can use the same variable names as another script, because they cannot affect each other.

Local variables are removed from memory either manually through unvar (or like commands) or automatically when the script is terminated.

## Syntax

```
%<name>
```

## Parameters

* name
	+ the name of a variable storing a value

## Examples

```
var weapon $righthand
echo You are wielding: %weapon
```

```
timer start
swing hog
pause
echo It took %t seconds according to Genie to swing your weapon!
```
Evalmath

## Description

Similar to eval, but executes mathematical expressions and related functions.

## Syntax

```
evalmath [variable] <expression>
```

## Parameters

* variable
	+ the variable to store the results of the expression
* expression
	+ any mathematical expression

## Examples

```
evalmath myvar 10 * (200 + 1) / 10
echo %myvar
```

```
var a 5.5
evalmath b (floor(%a) * 2)
echo %b
```
Playsystem

## Description

Plays a known Windows system sound by its alias.

However, because you have to search your registry for these sounds, and those sounds are contextually meaningful, it's better to simply download a custom .wav file and use the play command.

## Syntax

```
#playsystem <alias>
```

## Parameters

* alias
	+ any known system sound name with an assigned sound

## Examples

```
#playsystem WindowsLogon
```

## See Also

#beep, #flash, #play
Not

## Description

Negates a boolean (true or false). Booleans can appear as true, false; 1, 0; and on, off.

Also negates = comparisons (not equal to).

## Syntax

```
!<bool>
```

## Parameters

* bool
	+ any true or false value, either as a variable or the result of an evaluation

## Examples

```
if (!$hidden) then put hide
```

```
action var isCluttered 1 when ^The room is too cluttered
action var isCluttered 0 when ^I could not find what

var isCluttered 0

loop:
if (!%isCluttered) then put collect rock
else put kick pile
pause
goto loop
```
Include

## Description

Include imports the contents of the target file into the script at the location of the include. Two common methods of using this is to import a section of script that will immediately be entered, or to import a script that contains subroutines for later gosub commands to make use of.

## Syntax

```
include <file>
```

## Parameters

* file
	+ the full filename of the file, optionally with additional relative folder structures to find it

## Examples

```
include braid.cmd
```

```
include subfolder\myscript.cmd
```

With the second method described:

```
---- sayhello.cmd ----
##include the following sayhello label but don't execute it
goto sayhello_include
sayhello:
put say hello $1!
return
sayhello_include:

---- say.cmd ----
include sayhello.cmd
gosub sayhello Gauthus
```
GenieFE Wiki

## Welcome to the GenieFE Wiki

Unofficial documentation site for the Genie Front End for Dragonrealms.

Please help update this wiki and make it the source with the most accurate information about the Genie3 Front End in terms of setup, configuration, and usage; commands and how to script; and the AutoMapper and making/maintaining maps.

## Main Content

* Setup and Configuration
* Genie Commands
* Scripting Commands
* Automapper
Config

## Description

This command updates the configuration settings or will list all settings and their current value.

## Syntax

```
#config
```

```
#config <setting> <value>
```

```
#config load/save/edit
```

## Parameters

* (none)
	+ lists all configs and their current values

### Alternative Syntax

* setting
	+ the particular setting name to change
* value
	+ the value to apply to the setting

### Alternative Syntax

* load
	+ load all currently saved configs
* save
	+ saves all current configs
* edit
	+ opens the config file for editing

## Examples

```
#config {muted} {True}
```
Grand Big Mac

Für alle, denen Big einfach nicht Big genug ist – und die vom Big Mac® Genuss nicht genug bekommen. Hier kommt der Grand Big Mac, der Big Mac in der XXL-Version, mit mehr knackigem Salat, mehr Cheese, größeren Fleisch-Patties und natürlich einer ordentlichen Portion der unvergleichlichen Big Mac Sauce. Die Traumerfüllung eines jeden Big Mac Fans.

## Zutaten

* Bun
* Hamburger Patty
* Salz & Pfeffer
* Schmelzkäsezubereitung Cheddar
* Salzgurken
* Eisbergsalat
* Hamburgerzwiebeln
* Big Mac-Sauce

## Allergene

* Eier
* Milch (Laktose)
* Senf
* Sesamsamen
* Weizen (Gluten)

## Nährwerte

(Nährwerte beziehen sich auf den Burger Stand März 2019. Zu anderen Aktionszeiträumen können die Werte abweichen)
Indexof

## Description

Finds the index of the first pattern match within the source string. Returns the index location at the beginning of the math, otherwise 0. Case-sensitive.

## Syntax

```
indexof(<source>,<pattern>)
```

## Parameters

* source
	+ any text
* pattern
	+ string to find within the source text

## Examples

```
var sourcetext Hello World
eval result indexof("%sourcetext","Wo")
```

Result: 7

```
var sourcetext Hello World
eval result indexof("%sourcetext","H")
```

Result: 1
Else

## Description

Used after an if statement or if block to identify what alternatively is executed when the if condition fails.

## Syntax

```
if <condition> then <command1> else <command2>
```

```
if <condition> then
{
  <command1>
}
else
{
  <command2>
}
```

## Parameters

* condition
	+ any evaluated expression that returns true or false
* command1
	+ any statement that should execute when the condition is true
* command2
	+ any statement that should execute when the condition is false

## Examples

```
if ($hidden) then put backstab
else put hide
```

```
mine:
if (%danger) then
{
  put mine
}
else
{
  echo Mitigating dangers...
  put prospect danger
}
goto mine
```