City of Heroes Praetorian Clockwork dictionary. ----------------------------------------------- Written up by Ceana@Nixce on Homecoming [Everlasting] for roleplaying purposes. Last Edit: January 17th, 2024 Version: 0.5 Feel free to use and modify for your own uses, wiki articles, whatever. =========== Dictionary: ----------- ADJ = Adjacent ALG = Algorithm ALL = All, Everybody ALV = Alive [Description] ALY = Ally, Friend ATK = Attack [Action/Description] ATM = Antimatter (See PRA.KEY) BAF = Behavioral Adjustment Facility [Location] BBQ = Barbeque BER = Neuron (See PRA.BER) BKN = Broken BLU = Blue BRK = Break BUF = Buffer CIT = Citizen CLN = Clean [Description] CLR = Colour CMB = Combat CMP = Complete CRA = Crate CTK = Contact CUR = Current CWF = Clockwork Factory CWK = Clockwork [Description/Group] DEF = Defend/Defense [Action/Description] DES = Destroyers [Group] DIA = Diagnostics DUN = Dominatrix (See PRA.DUN) EFF = Efficiency EMP = Emperor (See EMP.MCL) EMP.MCL = Emperor Marcus Cole [Noun] END = End, Stop (See FIN) ENM = Enemy EST = Estimate EXE = Execute (as in process) FCL = Facility FIN = End, Stop (See END) FIX = Fixing something [Action/Description] GHU = Ghouls GRN = Green GRS = Grass IC = Imperial City [Location] INI = Initiate INT = Initialize LOC = Location LRN = Learn MCL = Marcus Cole (See EMP.MCL) MEM = Memory MGS = Magisterium [Location] MSG = Message NEU.TWR = Neutropolis Tower [Location] NOM = Nominal/Normal? NOP = ? NTR = Neutropolis [Location] OBJ = Object PCT = Percent PPL = People [Group] PPD = Praetoria Police Department [Group] PRA = Praetoria [Location] PRA.BER = Neuron [Noun] PRA.DUN = Dominatrix [Noun] PRA.KEY = Antimatter [Noun] PRA.SNC = Chimera [Noun] PRA.TIL = Mother Mayhem [Noun] PRA.WHT = Marauder [Noun] PRC = Process PRD = Procedure PRT = Protocol RCN = Reconnaisance RCP = Reciprocate RES = Resistance [Action/Group] RFT = Rift RPG = Reprogam RPR = Repair RSP = Response RST = Reset RTN = Return RUN = Run SAF = Safe SDN = Shutdown SEE = See, Observe SKY = Sky SNC = Chimera (See PRA.SNC) SPK = Speak/Speech/Language SPL = Special SRC = Source SRH = Search SRV = Serve SSP = Suspend SYN = Syndicate [Group] SYS = System TGT = Target TIM = Time TRF = Traffic TRR = Turret TSK = Task TWR = Tower UGR = Underground [Location] Modifiers: ---------- True = True [Boolean] False = False [Boolean] = = Set VAR == = Compare VAR1 to VAR2 != = Is NOT x = Multiplication & = as well as && = implicit as well as ! = NOT (!CWK.FIX = Don't fix.) !! = Double NOT (!!CWK.FIX == CWK.FIX) + = Addition - = Subtract ? = Why > = Greater than Known Error Codes: ------------------ er570 = String mismatch ============== Examples used: ========================== Homecoming City of Heroes: https://forums.homecomingservers.com/ In-World Examples: ------------------ Praetorian tutorial mission: ---------------------------- [NPC] Resistance Clockwork: !RES; !saf; atK.!R#% // repeL outSi#%^ [NPC] Resistance Clockwork: #bzzzzt# [NPC] Resistance Clockwork: tGT=ReS.CTk // coNTaCT fouN^ [NPC] Resistance Clockwork: Please sp-sp-speak to me, [name] [NPC] Resistance Clockwork: LoA.din.G[pRE.rec.MSG] // reLAYing Me$$*&! Greetings, [name]. I am a-a-a-a Clockwork programmed t-t-to aid the Resistance. The ma-ma-ma-ma-ma-person you are to meet is currently on teh r-r-r-run from the PPD. I have been se-se-se-sent to sp-sp-sp... buF[msg]; nop; mSg=buf // buffERinG meSS^%1 Please use the supply crate to retrieve a-a-a-a-a... some inspirations. [NPC] Resistance Clockwork: PrS(Que.rY[TgT.cuR]) == ErRRor // miSMat[- er570 Errror. P-please re-re-re-re-re buF[msg]; nop; mSg=buf // buffERinG meSS^%1 REstaTE youR stateMeNT as A QuesTION, plEASE. Player: ?CWK.SPK != CIT.SPK [NPC] Resistance Clockwork: LoA.din.G[rDa.taB.aSe] // enCylopediA M0!]# Player: CWK[TSK] = FIN. Player: ?INT(TGT.OBJ[SPL.CRA]) [NPC] Resistance Clockwork: eXE[cTk.ovR.iDE] // eXeCUTE overRiD#E& Resistance mission 'Kidnap' Dr.Marino ------------------------------------- [NPC] Sweeper: If PPL.ATK.PRA then PPL = RES? [NPC] Cleaner: LAB.SFE = False. ATK = True [NPC] Sweeper: PPL = RES. ATK [NPC] Cleaner: TSK = DEF. Loyalist mission Investigate Haywire Clockwork in M.I.C.I.R. facility --------------------------------------------------------------------- [NPC] Sweeper: Run SYS.RST... [NPC] Cleaner: SYS.EXE = SYS.NOM. Random encounters - Nova Praetoria: ----------------------------------- [NPC] Cleaner: !ATK.CWK [NPC] Malfunctioning Unit: !!CWK.FIX; CWK == SAF; !!CWK.ALV [NPC] Sweeper: CIT.PRA.TSK = RUN(); !SAF [NPC] Sweeper: CIT.TSK = Stop(ATK()) [NPC] Malfunctioning Unit: CWK == !ALV; PPL.TSK = FIX(CWK) [NPC] Malfunctioning Unit: CWK == !FIX; CWK.TSK = FIX(CWK) [NPC] Sweeper: CWK.FIX(PPL.ATK()) [NPC] Malfunctioning Unit: CWK.SEE[GRS.CLR == GRN; SKY.CLR == BLU]; CWK.TSK = PPL.BBQ [NPC] Cleaner: CWK.SEE[PPL.ATK(CWK)]; CWK.DEF(PRA) [NPC] Cleaner: EMP.MCL > ALL.PRA [NPC] Malfunctioning Unit: EMP.MCL != PRA.SAF [NPC] Malfunctioning Unit: If !PPL.ALV Then !TRF; If !TRF Then CWK.TSK != CLN(PRA) [NPC] Malfunctioning Unit: If CWK == !FIX Then CWK.FIX(CWK) == !FIX.CWK [NPC] Sweeper: If CWK.SEE[ATK(ADJ)] Then CWK.RSP(RCP) [NPC] Malfunctioning Unit: If CWK.TSK == DEF(CWK) Then CWK.TSK = ATK(CIT.PRA) [NPC] Cleaner: If EMP.MCL.ALV == True Then PRA = SAF [NPC] Sweeper: If PPL.TRF(GRS) Then GRS != ALV [NPC] Cleaner: If RES.ATK(PRA) Then CWK.ATK(RES); If CWK.ATK(RES) Then RES = !ALV [NPC] Malfunctioning Unit: If TSK == FIX.PRA Then EMP.MCL = !ALV [NPC] Hacked Mender: IF EnM.AtK(CWK) Then Cwk.tsk.fiX(OBJ) != TrUE; CwK.Atk.TAR = !ObJ // TA%%^T AcQ&&Si$#%N [NPC] Cleaner: MGS.SAF && MGS.CLN == True [NPC] Sweeper: PPL.ATK(CWK); CWK.TSK[DEF(CWK)] > CWK.TSK[CLN(PRA)]; CWK.TSK = DEF(CWK) [NPC] Sweeper: PRA == CLN; ?CWK.TSK == CLN(PRA) [NPC] Cleaner: !RES.MGS == True; ?CWK.TSK = RCN(MGS) [NPC] Hacked Cleaner: reS.CwK != !fiX; REs.cwK.FIx(prA) // posITIve evaNG3/_%$^^ [NPC] Hacked Sweeper: rES.cWk.TSk = rTn(NT1/ /) // reTUrN & REpo|P215953542+ [NPC] Builder: Stop CWK.TGT Then PRA = SAF [NPC] Cleaner: TRF x PPL x 2 - CWK.TSK[CLN(PRA)] == PRA.CLN [NPC] Sweeper: While !CWK.SAF; CWK.TSK = DEF(CWK) [NPC] Mender: While PRA != CLN; CWK.TSK = CLN(PRA) Random encounters - Imperial City: ---------------------------------- [NPC] Sweeper: CIT[ESC(BAF)]; CWK.TSK = RTN.BAF(CIT) [NPC] Lifter: IC.SAF == True && IC.EFF = 100.PCT [NPC] Sweeper: IC != BKN; ?CWK.TSK == FIX(IC) [NPC] Sweeper: If CWK.SRV(ATM) && ATM.SRV(EMP.MCL) Then CWK.SRV(EMP.MCL) [NPC] Sweeper: If ENM != ALV Then IC = SAF [NPC] Cleaner: While IC != BKN; CWK.TSK = FIX(IC) Random encounters - Neutropolis: ------------------------------- [NPC] City Companion: If ENM.ATK(NEU.TWR) Then CWK.ATM.TSK == DEF(NEU.TWR) [NPC] Repair Companion: If CWK.LOC == NTP Then CWK.ENM = RES + SYN + GHU && CWK.ALY = PPD; If CWK.SEE.ENM Then CWK.ATK(ENM) [NPC] Home Companion: PRA.KEY = ATM; PRA.BER = NEU; If PRA.BER.CWK > ATM.CWK Then PRA.BER > PRA.KEY [NPC] Repair Companion: While CWK.FIX(OBJ); CWK.TSK = DIA(OBJ) [NPC] Repair Companion: If SEE.REC.RES Then CWK.ATK(RES) [NPC] City Companion: EFF(PRA.BER.CWK) = 94%; EFF(ATM.CWK) = 91%; PRA.BER.CWK > ATM.CWK [NPC] City Companion: If CWK.FIX(OBJ) Then CWK.SRV(ATM) [NPC] City Companion: If SEE.REC.RES Then CWK.ATK(RES) ======== OuroDev: From https://wiki.ourodev.com/view/Praetorian_Clockwork_Speech_Patterns Guide text: ----------- 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. (Dictionary section from webpage integrated in above dictionary section.) 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."