KDScript.osm file in your mission's main folder. (If this is a T1/TG mission, use the version from KDScript's thief1 subfolder.)ThiefLib.osl file in your mission's main folder as well.script_load KDScript
This mission includes KDScript, copyright © 2012–2013 Kevin Daughtridge (kdau).
The following scripts are not documented in this section; see their individual sections for details:
			KDGetInfo,
			KDQuestArrow,
			KDRenewable,
			KDStatMeter,
			KDSyncGlobalFog,
			KDToolSight,
			KDTrapEnvMap.
		
KDCarrier to the AI's or AI archetype's Scripts property.KDCarried to the carried object's or archetype's Scripts property.drop_on_alert=X; to the object's or archetype's Design Note property, where X is the minimum alert level (low, moderate, or high).inert_until_dropped=true; to the Design Note.See the KDCarrier and KDCarried sections for more details.
KDJunkTool to the tool object's or archetype's Scripts property.junk_tool_lugged=true; to the tool's or archetype's Design Note property.junk_tool_drop=true; to the Design Note.See the KDJunkTool section for more details.
TrapTrig fnord object.KDTrapNextMission to the object's Scripts property.next_mission_on=X; to the object's Design Note property, where X is the number of the new next mission.Works with T2 (TMA) only. See the KDTrapNextMission section for more details.
Marker fnord object. (Only one object is needed to cover all your optional reverse objectives.)KDOptionalReverse to the object's Scripts property.goals.str and create these quest variables, where X is the objective number:goal_state_X = 0goal_visible_X = 1 (or 0 if it will be revealed later)goal_optional_X = 1QuestVarTrap.X is the real objective's number and Y is the invisible objective's number:goal_state_Y = 0goal_visible_Y = 0goal_optional_Y = 1goal_negation_Y = X (This is critical, as it tells the script what to do.)QuestVarTrap, set goal_state_Y to 1 (complete) when you want the real objective to be failed.See the KDOptionalReverse section for more details.
strings\short.str (or a language-specific version like strings\english\short.str) in your mission directory.go_away: "KEEP OUT - NO SOLICITORS"
KDShortText to the readable's or archetype's Scripts property.StdBook/StdScroll if present).short.str (such as go_away for the message above).text_color=X; to the readable's Design Note property, where X is a color such as red, #66ff99, or (RGB) 255,128,255.See the KDShortText section for more details.
Creature archetype and add KDSubtitledAI to its Scripts property.VOTrap archetype and add KDSubtitledVO to its Scripts property.strings\subtitles.str (or a language-specific version like strings\english\subtitles.str) in your mission directory.no11103A: "That's the point, Margaret: now they will be happy."
subtitles_use_hud quest variable to 1.subtitle_color=X; to its Design Note property, where X is a color such as red, #66ff99, or (RGB) 255,128,255. For Garrett, add it on the Garrett archetype.See the Subtitles section for more details.
TrapTrig fnord object.KDTrapFog to the object's Scripts property.fog_color_on=X;X is the fog's color, such as red, #66ff99, or (RGB) 255,128,255fog_dist_on=X;X is the distance (thickness) of the fog, in feetfog_zone=X;X is the fog zone you want to change, between 1 and 8transition=X; to the Design Note, where X is a length of time such as 500 (milliseconds), 15s (seconds), or 5m (minutes).See the KDTrapFog section for more details.
TrapTrig fnord object.KDTrapWeather to the object's Scripts property.precip_freq_on=X;X is how many new drops fall per secondprecip_speed_on=X;X is how fast the drops fall, in feet per secondprecip_radius_on=X;X is how large each drop is, in feetprecip_opacity_on=X;X is how opaque the drops are, from 0 (transparent) to 1 (opaque)precip_brightness_on=X;X is how bright the drops are, from 0 (black) to 1 (very bright)precip_wind_on=X,Y,Z;X,Y,Z is the speed and direction of the wind, such as -50,0,0 (fast to the north)transition=X; to the Design Note, where X is a length of time such as 500 (milliseconds), 15s (seconds), or 5m (minutes).See the KDTrapWeather section for more details.