# PLOTSCR.HSD (rusalka) # This file holds the language definition for OHRRPGCE plotscripting. # modifying this file may have undesired/disasterous effects, # but reading it can be somewhat educational. Especially the constants. # functions marked with an x have not been implemented yet. # functions marked with a ? are implemented but untested #-------------------------------------------------------------------------- # hard coded functions define function, begin 0,noop,0 # no operation 1,wait,1,1 # wait(cycles) 2,waitforall,0 # wait for script-related walking&panning to stop 3,waitforhero,1,0 # wait for hero to stop moving 4,waitfornpc,1,0 # wait for npc to stop moving 5,suspendnpcs,0 # pause normal NPC movement 6,suspendplayer,0 # stop the player from controlling stuff (except text boxes) 7,resumenpcs,0 # resume npc automation 8,resumeplayer,0 # unlock players controls 9,waitforkey,1,99 # wait for a keypress 10,walkhero,3,0,2,1 # walk hero(who,direction,distance) 11,showtextbox,1,1 # show a text box 12,checktag,1,0 # returns the value of a tag 13,settag,2,0,0 # set tag(#,true/false) 15,usedoor,1,0 # use door(#) 16,fightformation,1,0 # fight formation(#) 17,getitem,2,0,1 # get item(item,quantity) 18,deleteitem,2,0,1 # delete item(item,quantity) 19,leader,0 # returns the current leader 20,getmoney,1,0 # get money(amount) 21,losemoney,1,0 #? lose money(amount) no checking 22,paymoney,1,0 # returns false and subtracts nothing if cannot afford 23,unequip,2,0,1 # (who,where) 24,forceequip,3,0,1,0 # (who,where,item) 25,setheroframe,2,0,0 # (who,frame) frame is 0 or 1 26,setNPCframe,2,0,0 # (who,frame) frame is 0 or 1 27,suspendoverlay,0 # turns off overhead tiles 28,playsong,1,0 # play song(#) 29,stopsong,0 # stop the music 30,keyval,1,0 # check key by scancode - returns value from keyval array 31,rankincaterpillar,1,0 # finds the heros position in the caterpillar 32,showbackdrop,1,0 # showbackdrop (#) 33,showmap,0 # cancels a showbackdrop 34,dismountvehicle,0 # dismount whatever vehicle you may be riding 35,useNPC,1,0 # trigger an NPC remotely 37,useshop,1,0 #? use shop(#) 38,camerafollowshero,1,0 # make camera follow a hero 39,camerafollowsnpc,1,0 # make camera follow an npc 40,pancamera,3,0,1,2 # pan camera(direction,distance,pixelstep) 41,focuscamera,3,0,0,2 # focus camera(x,y,pixelstep) 42,waitforcamera,0 # waits for pan or focus to finish 43,herox,1,0 # returns the hero's x coordinate 44,heroy,1,0 # returns the hero's y coordinate 45,npcx,1,0 # returns the npc's x coordinate 46,npcy,1,0 # returns the npc's y coordinate 47,suspendobstruction,0 # lets heros walk through NPCs and vice versa 48,resumeobstruction,0 # restores normal obstruction behavior 49,suspendherowalls,0 # lets heros walk through walls 50,suspendNPCwalls,0 # lets heros and npcs walk through walls 51,resumeherowalls,0 # restores normal hero wall behavior 52,walknpc,3,0,2,1 # walk npc(who,direction,distance) 53,setherodirection,2,0,2 # set hero direction(who,direction) 54,setnpcdirection,2,0,2 # set npc direction(who,direction) 55,getdefaultweapon,1,0 # (who) 56,setdefaultweapon,2,0,0 # (who,item) 57,suspendcatapillar,0 # misspelled alias for backcompat 58,resumecatapillar,0 # misspelled alias for backcompat 59,waitfortextbox,0 # waits for text box to go away 60,equipwhere,2,0,0 #? (who,item) returns the slot that an item can be equipped in, or false if the hero cant equip it 61,teleporttomap,3,0,0,0 # teleport to map (map,x,y) 62,suspendrandomenemys,0 # misspelled alias for backcompat 63,resumerandomenemys,0 # misspelled alias for backcompat 64,getherostat,3,0,0,0 # returns a hero's stat (who,stat,cur/max) 65,resumeoverlay,0 # turns overhead tiles back on 66,addhero,1,0 # adds a hero to the party 67,deletehero,1,0 # deletes a hero from the party 68,swapouthero,1,0 # move a hero out of the active party 69,swapinhero,1,0 # moves a hero into the active party (if there is room) 70,roominactiveparty,0 # returns the number of empty slots in the active party (0-3) 71,lockhero,1,0 # prevents swapping of a hero 72,unlockhero,1,0 #? reverses lockhero 73,gameover,0 # returns you to the title screen 74,setdeathscript,1,0 # changes what script is run when you die 75,fadescreenout,3,0,0,0 # fade screen out (red,green,blue) 76,fadescreenin,0 # fade back to color after fade screen out 77,showvalue,1,0 # display a number in the bottom left corner 78,alterNPC,3,0,0,0 # replaces one of an NPC's stats 79,shownovalue,0 # hide the number from showvalue 80,currentmap,0 # returns the number of the current map 81,setherospeed,2,0,4 # changes a heros walking speed 82,inventory,1,0 # returns the count of a given item 83,setherostat,4,0,0,1,0 # alters a hero's stats (who,stat,value,cur/max) 84,suspendboxadvance,0 # prevents user from advancing text boxes 85,resumeboxadvance,0 # reverses suspendboxadvance 86,advancetextbox,0 # as if the user had pressed a key 87,setheroposition,3,0,0,0 # arbitraraly set x,y 88,setNPCposition,3,0,0,0 # arbitraraly set x,y 89,swapbyposition,2,0,0 # swap two hero slots 90,findhero,1,0 # locate hero slot by hero name 91,checkequipment,2,0,1 # what is a hero equipped with? (who,where) #92,daysofplay,0 # returns the days, these opcodes remain for compatability #93,hoursofplay,0 # returns the hours #94,minutesofplay,0 # returns the minutes 95,resumeNPCwalls,0 # restores normal NPC wall behavior 96,setheroz,2,0,0 # sets the hero's vertical position 97,readmapblock,2,0,0 # get mapblock x,y 98,writemapblock,3,0,0,0 # set mapblock x,y,value 99,readpassblock,2,0,0 # get passblock x,y 100,writepassblock,3,0,0,0 # set passblock x,y,value 101,NPCdirection,1,0 # return an NPC's direction 102,herodirection,1,0 # return a hero's direction 103,resetpalette,0 # return the master palette to defaults 104,tweakpalette,5,0,0,0,0,255 # alter the master palette 105,readcolor,2,0,0 # return a color value 106,writecolor,3,0,0,0 # change a color value 107,updatepalette,0 # apply changes made with writecolor 108,seedrandom,1,0 #? reseed the random number generator 109,greyscalepalette,2,0,255# convert the palette to greyscale 110,setheropicture,3,0,0,1 # who,picture,type 111,setheropalette,3,0,0,1 # who,palette,type 112,getheropicture,2,0,1 # who,type 113,getheropalette,2,0,1 # who,type 114,readglobal,1,0 # index 115,writeglobal,2,0,0 # index,value 116,heroiswalking,1,0 # (who) #117,NPCiswalking,1,0 #x obsolete, backwards compatability only 118,suspendcaterpillar,0 # other heros stop following the leader, and can be manipulated separately. 119,resumecaterpillar,0 # turns catapillar party back on 120,NPCreference,2,0,0 # get an NPC reference by ID number 121,NPCatspot,3,0,0,0 # get NPC reference by X,Y 122,getNPCID,1,0 # get the ID number of an NPC reference 123,NPCcopycount,1,0 # find out how many copys of an NPC ID are on the map 124,changeNPCID,2,0,0 # given an NPC reference, changes its ID 125,createNPC,4,0,0,0,2 # create an NPC by ID at a location and return its reference 126,destroyNPC,1,0 # destroy the referenced NPC 127,teachspell,3,0,0,0 # (who,spell,learntype) tries to teach a hero a spell 128,forgetspell,2,0,0 # (who,spell) forget a learned spell 129,readspell,3,0,0,0 # (who,list,slot) returns the number of the spell in a slot 130,writespell,4,0,0,0,0 # (who,list,slot,spell) forces a hero to learn a spell 131,knowsspell,2,0,0 # (who,spell) returns true if the hero already knows this spell 132,canlearnspell,3,0,0,0 # (who,spell,learntype) returns true if the hero can learn the spell 133,herobyslot,1,0 # returns the hero ID/name of the hero at a particular slot in the party 134,herobyrank,1,0 # returns the hero ID/name of the hero at a particular rank in the caterpillar 135,puthero,3,0,0,0 #? (who,x,y) set hero pixel-position 136,putnpc,3,0,0,0 # (who,x,y) set npc pixel position 137,putcamera,2,0,0 # (x,y) set screen pixel position 138,heropixelx,1,0 #? (who) get hero pixel x 139,heropixely,1,0 #? (who) get hero pixel y 140,npcpixelx,1,0 # (who) get npc pixel x 141,npcpixely,1,0 # (who) get npc pixel y 142,camerapixelx,0 #? get camera pixel x 143,camerapixely,0 #? get camera pixel y 144,loadtileset,1,-1 # load a new tileset for the current map 145,pickhero,0 # lets you manually pick a hero 146,renameherobyslot,1,0 # lets you manually rename a hero 147,readgeneral,1,0 # directly read from the in-memory array of general game data 148,writegeneral,2,0,0 # directly write to the in-memory array of general game data. If you crash your game with this command, don't be too surprised 150,statusscreen,1,0 # display the status screen for a hero 151,showminimap,0 # display the mini-map 152,spellsmenu,1,0 # display the spell menu for a hero 153,itemsmenu,0 # display the items menu 154,equipmenu,1,0 # display the equip menu for a hero #155,savemenu,0 # obsolete in favor of ID 170 157,ordermenu,0 # display the order menu 158,teammenu,0 # display the team menu 159,initmouse,0 # init mouse, return true if a mouse is installed 160,mousepixelx,0 # returns mouse x coordinate on the screen 161,mousepixely,0 # returns mouse y coordinate on the screen 162,mousebutton,1,0 # returns true if the specified button is pressed 163,putmouse,2,160,100 # places the mouse at a point on the screen 164,mouseregion,4,0,319,0,199 # define the rectangle in which the mouse can move (xmin, xmax, ymin, ymax) 165,npcatpixel,3,0,0,0 # returns NPC at pixel x,y, third arg is which npc (on -1 returns number of npcs at pixel) 166,saveinslot,1,0 # save game in slot 167,lastsaveslot,0 # returns the last save slot the game was saved in, false if unsaved 168,suspendrandomenemies,0 # keeps random enemies from attacking 169,resumerandomenemies,0 # undoes suspendrandomenemies 170,savemenu,1,-1 # display the save menu 171,saveslotused,1,1 # returns true if a saved game exists in the specified slot 172,importglobals,3,1,-1,-1 # (slot, first, last) reads a range of globals from a save slot 173,exportglobals,3,1,0,1024 # (slot, first, last) writes a range of globals to a save slot 174,loadfromslot,1,1 # loads saved game from slot 175,deletesave,1,1 # delete (hide from load/save screen - data not *actaully* deleted) specified slot 176,runscriptbyid,9,0,0,0,0,0,0,0,0,0 # run a script by its id number and pass up to 8 arguments 177,NPCiswalking,1,0 # (who) returns true if walking (for real, unlike the old implementation) 178,readgmap,1,0 # read from general map data array 179,writegmap,2,0,0 # write a gmap data item 180,mapwidth,0 # returns map height in tiles 181,mapheight,0 # returns map width in tiles 182,readNPC,2,0,0 # reads information about an NPC on the current map (corresponds to alterNPC) 183,setherolevel,3,0,0,1 # change a hero's level 184,giveexperience,2,-1,1 # (who, how much) gives a hero or the active party experience 185,herolevelled,1,0 # number of levels gained last battle/giveexperience command. 186,spellslearnt,2,0,0 # number spells and spell ids hero learnt at last battle/giveexperience command. 187,getmusicvolume,0 # music volume on a scale of 0-255 regardless of implementation 188,setmusicvolume,1,128 # set music volume on a scale of 0-255 189,getformationsong,1,0 # returns the song associated with a given formation 190,setformationsong,2,0,0 # sets the song associated with a given formation 200,system hour,0 201,system minute,0 202,system second,0 203,current song,0 204,get hero name,2,0,0 # (string, hero) - puts the name of hero(hero) in string(string) 205,set hero name,2,0,0 # (string, hero) - sets the name of hero(hero) to string(string) 206,get item name,2,0,0 # (string, item) - puts the name of item(item) in string(string) 207,get map name,2,0,0 # (string, map) - puts the name of map(map) in string(string) 208,get attack name,2,0,0 # (string, attack) - puts the name of attack(attack) in string(string) 209,get global string,2,0,0 # (string, global) - puts the global string (global) in string(string) 210,showstring,1,0 #shows string on the bottom(stringID) 211,clearstring,1,0 #deletes the data from string(stringID) 212,appendascii,2,0,0 #adds ascii to string(stringID,ascii) 213,appendnumber,2,0,0 #adds number to string(stringID,number) 214,copystring,2,0,0 #copies string from one to another(sourceID,destinationID) 215,concatenatestrings,2,0,0 #adds two strings(sourceID,destinationID) 216,stringlength,1,0 #returns the length of string(stringID) 217,deletechar,2,0,1 #deletes character from string(stringID,position) 218,replacechar,3,0,1,0 #replaces character in the specified string(stringID,position,ascii) 219,asciifromstring,2,0,1 #returns the ascii in the string(ascii number)(stringID,position) 220,positionstring,3,0,0,0 #move a string to a position on the screen(stringID,x,y) 221,setstringbit,3,0,0,0 #set a string bit, such as: visibility, style(stringID,bit,value) 222,getstringbit,2,0,0 #return a string bit, such as: visibility, style(stringID,bit) 223,stringcolor,3,0,15,0 #set a string's color,also optional background color(stringID,fColor,bColor) 224,stringx,1,0 #return a string's X position(stringID) 225,stringy,1,0 #return a string's Y position(stringID) 226,systemday,0 #returns system day 227,systemmonth,0 #returns system month 228,systemyear,0 #returns system year 229,stringcompare,2,0,0 #returns whether two strings are the same(stringID1, stringID2) 230,readenemydata,2,0,0 #reads enemy data(enemy,dataposition) 231,writeenemydata,3,0,0,0 #writes enemy data(enemy,dataposition,value) 232,trace,1,0 #writes the provided string to G_DEBUG.txt 233,getsongname,2,0,0 #get song name and store in string #234 loadmenu not supported 235,keyispressed,1,0 #check key by scancode, returns a bool end #-------------------------------------------------------------------------- # soft coded functions define script,begin autonumber,walkherotoX,2,0,0 # walk hero to X (who,x) autonumber,walknpctoX,2,0,0 # walk npc to X (who,x) autonumber,walkherotoY,2,0,0 # walk hero to Y (who,y) autonumber,walknpctoY,2,0,0 # walk npc to Y (who,y) autonumber,setNPCspeed,2,0,4 # set an NPC's walking speed autonumber,swapbyname,2,0,0 # make two named heros switch places autonumber,getherolevel,1,0 # return hero's current level autonumber,renamehero,1,0 # rename a hero (uses hero:name) autonumber,autosave,0 # automatically save in the most recent slot autonumber,stringtoglobals,3,0,0,0 #converts string to global(stringID,start,length) autonumber,globalstostring,3,0,0,0 #builds strings from globals(stringID,start,length) autonumber,showstringat,3,0,0,0 #positions a string on the screen and makes it visible(stringID,x,y) autonumber,centerstringat,3,0,0,0 #positions a string on the screen and makes it visible(stringID,x,y) autonumber,hidestring,1,0 #makes a visible string invisible(stringID) autonumber,stringstyle,2,0,0 #changes a string's style: outline,flat(stringID,style) autonumber,lastascii,0 #returns the ascii code of the key being held down autonumber,inputstring,6,0,40,0,-1,160,110 #allows the player to input a string. Returns false on ESC. (string,max len,use cur,center,x,y) end script,walkherotoX,who,n,begin if (n<>heroX(who)) then(walk hero(who,east,n--heroX(who))) end script,walkherotoY,who,n,begin if (n<>heroY(who)) then(walk hero(who,south,n--heroY(who))) end script,walkNPCtoX,who,n,begin if (n<>NPCX(who)) then(walk NPC(who,east,n--NPCX(who))) end script,walkNPCtoY,who,n,begin if (n<>NPCY(who)) then(walk NPC(who,south,n--NPCY(who))) end script,setNPCspeed,who,speed,begin alterNPC(who,NPCstat:movespeed,speed) end script,swapbyname,hero1,hero2,begin hero1:=findhero(hero1) hero2:=findhero(hero2) if (hero1==-1,or,hero2==-1) then (return(false)) else (return(true),swapbyposition(hero1,hero2)) end script,renamehero,who,begin variable(slot) slot:=findhero(who) if(slot>=0) then(renameherobyslot(slot),return(true)) else(return(false)) end # this exploits an undocumented feature of getherostat. You can # also change the hero's level by using setherostat on stat 12, but # that is not reccomended, as it does not update the hero's experience script,getherolevel,who,begin return(getherostat(who,12,currentstat)) end script,autosave,begin if (lastsaveslot==0) then(return(savemenu)) else(saveinslot(lastsaveslot),return(lastsaveslot)) end script,stringtoglobals,stringID,start,length,begin variable(temp) if (stringID>=0,and,stringID<=31) then( if (length>=1,and,length<=40) then( for (temp,1,length) do( writeglobal(start+(temp--1),asciifromstring(stringid,temp)) ) ) ) end script,globalstostring,stringID,start,length,begin variable(temp) variable(temp2) if (stringID>=0,and,stringID<=31) then( clearstring(stringid) if (length>=1,and,length<=40) then( for (temp,1,length) do( temp2:=readglobal(start+(temp--1)) if (temp2>=0,and,temp2<=255) then(appendascii(stringid,temp2)) ) ) ) end script,showstringat,stringID,x,y,begin setstringbit(stringID,0,1) positionstring(stringID,x,y) end script,centerstringat,stringID,x,y,begin setstringbit(stringID,0,1) positionstring(stringID,x--(stringlength(stringID)*4),y) end script,hidestring,stringID,begin setstringbit(stringID,0,0) end script,stringstyle,stringID,style,begin setstringbit(stringID,1,style) end script, last ascii, begin variable(code, shift) shift := keyispressed(42)==true, or, keyispressed(54)==true if(keyispressed(30)) then (code := 65) #A... if(keyispressed(48)) then (code := 66) if(keyispressed(46)) then (code := 67) if(keyispressed(32)) then (code := 68) if(keyispressed(18)) then (code := 69) if(keyispressed(33)) then (code := 70) if(keyispressed(34)) then (code := 71) if(keyispressed(35)) then (code := 72) if(keyispressed(23)) then (code := 73) if(keyispressed(36)) then (code := 74) if(keyispressed(37)) then (code := 75) if(keyispressed(38)) then (code := 76) if(keyispressed(50)) then (code := 77) if(keyispressed(49)) then (code := 78) if(keyispressed(24)) then (code := 79) if(keyispressed(25)) then (code := 80) if(keyispressed(16)) then (code := 81) if(keyispressed(19)) then (code := 82) if(keyispressed(31)) then (code := 83) if(keyispressed(20)) then (code := 84) if(keyispressed(22)) then (code := 85) if(keyispressed(47)) then (code := 86) if(keyispressed(17)) then (code := 87) if(keyispressed(45)) then (code := 88) if(keyispressed(21)) then (code := 89) if(keyispressed(44)) then (code := 90)#...Z if(keyispressed(2)) then (if(shift) then (code :=33) else (code :=49)) # 1... if(keyispressed(3)) then (if(shift) then (code :=64) else (code :=50)) if(keyispressed(4)) then (if(shift) then (code :=35) else (code :=51)) if(keyispressed(5)) then (if(shift) then (code :=36) else (code :=52)) if(keyispressed(6)) then (if(shift) then (code :=37) else (code :=53)) if(keyispressed(7)) then (if(shift) then (code :=94) else (code :=54)) if(keyispressed(8)) then (if(shift) then (code :=38) else (code :=55)) if(keyispressed(9)) then (if(shift) then (code :=42) else (code :=56)) if(keyispressed(10)) then (if(shift) then (code :=40) else (code :=57)) if(keyispressed(11)) then (if(shift) then (code :=41) else (code :=48)) # ...0 if(keyispressed(41)) then (if(shift) then (code :=126) else (code :=96)) # ` ~ if(keyispressed(12)) then (if(shift) then (code :=95) else (code :=45)) # - _ if(keyispressed(13)) then (if(shift) then (code := 43) else (code := 61)) # = + if(keyispressed(26)) then (if(shift) then (code := 123) else (code := 91)) # [ { if(keyispressed(27)) then (if(shift) then (code := 125) else (code := 93)) # ] } if(keyispressed(39)) then (if(shift) then (code := 58) else (code := 59)) # ; : if(keyispressed(40)) then (if(shift) then (code := 34) else (code := 39)) # ' " if(keyispressed(51)) then (if(shift) then (code := 60) else (code := 44)) # , < if(keyispressed(52)) then (if(shift) then (code := 62) else (code := 46)) # . > if(keyispressed(53)) then (if(shift) then (code := 63) else (code := 47)) # / ? if(keyispressed(43)) then (if(shift) then (code := 124) else (code := 92)) # \ | #if(keyispressed(40)) then (code := 47) # Num / WTF? What's the code for the other "/"? if(keyispressed(55)) then (code := 42) # Num * if(keyispressed(71)) then (code := 55) # Num 7 if(keyispressed(72)) then (code := 56) # Num 8 if(keyispressed(73)) then (code := 57) # Num 9 if(keyispressed(74)) then (code := 45) # Num - if(keyispressed(75)) then (code := 52) # Num 4 if(keyispressed(76)) then (code := 53) # Num 5 if(keyispressed(77)) then (code := 54) # Num 6 if(keyispressed(78)) then (code := 43) # Num + if(keyispressed(79)) then (code := 49) # Num 1 if(keyispressed(80)) then (code := 59) # Num 2 if(keyispressed(81)) then (code := 51) # Num 3 if(keyispressed(82)) then (code := 48) # Num 0 if(keyispressed(83)) then (code := 46) # Num . if(keyispressed(57)) then (code := 32) #Space if(code <= 90, and, code >= 65) then, begin if(shift == false) then (code += 32) end return (code) end script, input string, str, max len, useexist, center, positionx, positiony, begin variable(done, key, show) if(useexist) else(clear string(str)) while(string length(str)>>maxlen) do(delete char(str,string length(str))) show:=getstringbit(str,0)==0 if(center==0) then(show string at(str,positionx,positiony)) else( if(center==1,or,show) then( center string at(str,positionx,positiony) ) ) while(done == false) do, begin if(center==1,or,(show,and,center<>0)) then(center string at(str,positionx,positiony)) wait for key if(key is pressed(28)) then(done:=true, return(true)) else( if(key is pressed(14)) then(delete char(str,string length(str))) key:=last ascii if(key, and, string length(str)<=16)then(t2:=16)else(t2:=stringlength(stringid)) writeenemydata(enemyid,0,t2) for(t,1,t2)do( writeenemydata(enemyid,t,asciifromstring(stringid,t)) ) end define script(autonumber,getenemyappearance,2,0,0) script,getenemyappearance,enemyid,appearance,begin return(readenemydata(enemyid,appearance)) end define script(autonumber,setenemyappearance,3,0,0,0) script,setenemyappearance,enemyid,appearance,value,begin writeenemydata(enemyid,appearance,value) end #-------------------------------------------------------------------------- # read/write general wrappers define script(autonumber,set victory music,1,0) script,set victory music,song,begin write general(3,song) end define script(autonumber,get death script,none) script,get death script,begin return(read general(42)) end define script(autonumber,get load script,none) script,get load script,begin return(read general(57)) end define script(autonumber,set load script,1,0) script,set load script,ID,begin write general(57,ID) end define script(autonumber,set battle wait mode,1,1) script,set battle wait mode,bit,begin if(bit) then(bit:=1) write general(101,(read general(101),and,32766)+bit) end define script(autonumber,set caterpillar mode,1,1) script,set caterpillar mode,bit,begin if(bit) then(bit:=2) write general(101,(read general(101),and,32765)+bit) end define script(autonumber,set no HP level up restore,1,1) script,set no HP level up restore,bit,begin if(bit) then(bit:=4) write general(101,(read general(101),and,32763)+bit) end define script(autonumber,set no MP level up restore,1,1) script,set no MP level up restore,bit,begin if(bit) then(bit:=8) write general(101,(read general(101),and,32759)+bit) end define script(autonumber,set inn no revive mode,1,1) script,set inn no revive mode,bit,begin if(bit) then(bit:=16) write general(101,(read general(101),and,32751)+bit) end define script(autonumber,set full hero swap mode,1,1) script,set full hero swap mode,bit,begin if(bit) then(bit:=32) write general(101,(read general(101),and,32735)+bit) end define script(autonumber,hide battle ready meter,1,1) script,hide battle ready meter,bit,begin if(bit) then(bit:=64) write general(101,(read general(101),and,32703)+bit) end define script(autonumber,hide battle health meter,1,1) script,hide battle health meter,bit,begin if(bit) then(bit:=128) write general(101,(read general(101),and,32639)+bit) end define script(autonumber,set debug keys disable,1,1) script,set debug keys disable,bit,begin if(bit) then(bit:=256) write general(101,(read general(101),and,32511)+bit) end define script(autonumber,suspend map music,0) script,suspend map music, begin write general(44,read general(44),or,512) end define script(autonumber,resume map music,0) script,resume map music, begin write general(44,read general(44),and,32255) end #-------------------------------------------------------------------------- # read/write gmap wrappers define script(autonumber,get map tileset,0) script,get map tileset,begin return(read gmap(0)) end define script(autonumber,get ambient music,0) script, get ambient music, begin return (read gmap(1) -- 1) end define script(autonumber,set ambient music,1,-1) script, set ambient music, song, begin write gmap(1,song + 1) if (song >= 0) then (play song (song)) else (stop song) end define script(autonumber,allow minimap,1,1) script,allow minimap,setting,begin write gmap(2,setting) end define script(autonumber,allow save anywhere,1,1) script,allow save anywhere,setting,begin write gmap(3,setting) end define script(autonumber,cancel map name display,0) script,cancel map name display,begin write gmap(4,0) end define script(autonumber,set map edge mode,2,0,0) #second argument only used with DefaultTile script,set map edge mode,mode,tile,begin write gmap(5,mode) write gmap(6,tile) end define script(autonumber,get map edge mode,0) script,get map edge mode,begin return(read gmap(5)) end define script(autonumber,set harm tile damage,1,0) script,set harm tile damage,damage,begin write gmap(9,damage) end define script(autonumber,set harm tile flash,1,0) script,set harm tile flash,colour,begin write gmap(10,colour) end define script(autonumber,get footoffset,0) script,get footoffset,begin return(read gmap(11)) end define script(autonumber,set footoffset,1,0) script,set footoffset,offset,begin write gmap(11,offset) end define script(autonumber,get instead of battle script,0) script,get instead of battle script,begin return (read gmap(13)) end define script(autonumber,set instead of battle script,1,0) script,set instead of battle script,ID,begin write gmap(13,ID) end define script(autonumber,get each step script,0) script,get each step script,begin return (read gmap(14)) end define script(autonumber,set each step script,1,0) script,set each step script,ID,begin write gmap(14,ID) end define script(autonumber,get on keypress script,0) script,get on keypress script,begin return (read gmap(15)) end define script(autonumber,set on keypress script,1,0) script,set on keypress script,ID,begin write gmap(15,ID) end define script(autonumber,draw npcs above heroes,1,1) script,draw npcs above heroes,setting,begin write gmap(16,setting) end define script(autonumber,get damage cap,0) script,get damage cap,begin return(readgeneral(63)) end define script(autonumber,set damage cap,1,0) script,set damage cap,c,begin writegeneral(63,c) end #-------------------------------------------------------------------------- # new wrappers/re-inventing of the wheel commands define script, begin autonumber,days of play,0 autonumber,hours of play,0 autonumber,minutes of play,0 autonumber,seconds of play,0 autonumber,set days of play,1,0 autonumber,set hours of play,1,0 autonumber,set minutes of play,1,0 autonumber,set seconds of play,1,0 end script, days of play, begin return(read general(51)) end script, hours of play, begin return(read general(52)) end script, minutes of play, begin return(read general(53)) end script, seconds of play, begin return(read general(54)) end script,set days of play,d, begin if(d >= 0) then (write general(51,d)) end script,set hours of play,h, begin if(h >= 0, and, h << 24) then (write general(52,h)) end script,set minutes of play,m, begin if(m >= 0, and, m << 60) then (write general(53,m)) end script,set seconds of play,s, begin if(s >= 0, and, s << 60) then (write general(54,s)) end #-------------------------------------------------------------------------- # appendascii wrapper functions # $id="..." and $id+"..." are translated to these to functions by HSpeak define script,begin autonumber,setstring,41,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 autonumber,appendstring,41,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 end script,setstring,id,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13,a14,a15,a16,a17,a18,a19,a20 a21,a22,a23,a24,a25,a26,a27,a28,a29,a30,a31,a32,a33,a34,a35,a36,a37,a38,a39,a40,begin clearstring(id) appendascii(id,a1) appendascii(id,a2) appendascii(id,a3) appendascii(id,a4) appendascii(id,a5) appendascii(id,a6) appendascii(id,a7) appendascii(id,a8) appendascii(id,a9) appendascii(id,a10) appendascii(id,a11) appendascii(id,a12) appendascii(id,a13) appendascii(id,a14) appendascii(id,a15) appendascii(id,a16) appendascii(id,a17) appendascii(id,a18) appendascii(id,a19) appendascii(id,a20) appendascii(id,a21) appendascii(id,a22) appendascii(id,a23) appendascii(id,a24) appendascii(id,a25) appendascii(id,a26) appendascii(id,a27) appendascii(id,a28) appendascii(id,a29) appendascii(id,a30) appendascii(id,a31) appendascii(id,a32) appendascii(id,a33) appendascii(id,a34) appendascii(id,a35) appendascii(id,a36) appendascii(id,a37) appendascii(id,a38) appendascii(id,a39) appendascii(id,a40) end script,appendstring,id,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13,a14,a15,a16,a17,a18,a19,a20 a21,a22,a23,a24,a25,a26,a27,a28,a29,a30,a31,a32,a33,a34,a35,a36,a37,a38,a39,a40,begin appendascii(id,a1) appendascii(id,a2) appendascii(id,a3) appendascii(id,a4) appendascii(id,a5) appendascii(id,a6) appendascii(id,a7) appendascii(id,a8) appendascii(id,a9) appendascii(id,a10) appendascii(id,a11) appendascii(id,a12) appendascii(id,a13) appendascii(id,a14) appendascii(id,a15) appendascii(id,a16) appendascii(id,a17) appendascii(id,a18) appendascii(id,a19) appendascii(id,a20) appendascii(id,a21) appendascii(id,a22) appendascii(id,a23) appendascii(id,a24) appendascii(id,a25) appendascii(id,a26) appendascii(id,a27) appendascii(id,a28) appendascii(id,a29) appendascii(id,a30) appendascii(id,a31) appendascii(id,a32) appendascii(id,a33) appendascii(id,a34) appendascii(id,a35) appendascii(id,a36) appendascii(id,a37) appendascii(id,a38) appendascii(id,a39) appendascii(id,a40) end #-------------------------------------------------------------------------- # betweenable operators define operator,begin 20 ^ exponent 30,mod,modulus 30 / divide 30 * multiply 40 -- subtract 40 + add 50 == equal 50 <> notequal 50 << lessthan 50 >> greaterthan 50 <= lessthanorequalto 50 >= greaterthanorequalto 60,xor,xor 60,and,and 60,or, or 70 := setvariable 70 += increment 70 -= decrement 70 $+ concatenatestrings 70 $= copystring end #-------------------------------------------------------------------------- # global constants define constant, begin 0,zero 1,one 2,two 3,three 4,four 5,five 6,six 7,seven 8,eight 9,nine 10,ten 0,false 1,true 0,off 1,on 0,north 1,east 2,south 3,west 0,up 2,down 3,left 1,right 0,upkey 1,downkey 2,leftkey 3,rightkey 4,usekey 5,cancelkey 5,menukey 99,anykey 0,me 0,none -1,autonumber 0,currentstat 1,maximumstat 1,northwall 2,eastwall 4,southwall 8,westwall 16,vehicleA 32,vehicleB 64,harmtile 128,overheadtile 0,inside battle 1,outside battle 0,NPCstat:picture 1,NPCstat:palette 2,NPCstat:movetype 0,NPCmovetype:standstill 1,NPCmovetype:wander 2,NPCmovetype:pace 3,NPCmovetype:rightturns 4,NPCmovetype:leftturns 5,NPCmovetype:randomturns 6,NPCmovetype:chaseyou 7,NPCmovetype:avoidyou 3,NPCstat:movespeed 4,NPCstat:displaytext 5,NPCstat:whenactivated 0,NPCwhenactivated:changedirection 1,NPCwhenactivated:faceplayer 2,NPCwhenactivated:donotfaceplayer 6,NPCstat:giveitem 7,NPCstat:pushability 0,NPCpush:off 1,NPCpush:full 2,NPCpush:horizontal 3,NPCpush:vertical 4,NPCpush:uponly 5,NPCpush:rightonly 6,NPCpush:downonly 7,NPCpush:leftonly 8,NPCstat:activation 0,NPCactivation:use 1,NPCactivation:touch 2,NPCactivation:stepon 12,NPCstat:script 13,NPCstat:scriptargument 14,NPCstat:vehicle 0,color:red 1,color:green 2,color:blue 0,leftbutton 1,rightbutton -1,getcount 0,string:outline 1,string:flat 0,Enemy:Picture 1,Enemy:Palette 2,Enemy:PictureSize 0, EnemySize:small 1, EnemySize:medium 2, EnemySize:large 56,Enemy:Gold 57,Enemy:Experience 58,Enemy:Item 59,Enemy:ItemPercent 60,Enemy:RareItem 61,Enemy:RareItemPercent 17,Stealability -1, IsNotStealable 0, StealableOnce 1, StealableInfinity 18, StealableItem 19, StealableItemChance 20, StealableRareItem 21, StealableRareItemchance 0, Crop 1, Wrap 2, Defaulttile -1,party end