# PLOTSCR.HSD # 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. # Use same capitalisation as HSpeak does, pad to length 3 plotscr version, begin "3U ", # Version number used by hspeak to test whether this file # supports necessary features, and also causes the # display of future-version warnings in Game/Custom # or can be used by Game/Custom to change behaviour. # Only very rarely necessary to increment (don't when # new commands are added; that's detected separately), # otherwise leave alone to allow forwards compatibility. "3S " # Minimum supported version of hspeak; # Custom/Game don't care about this. end include, scancode.hsi #-------------------------------------------------------------------------- # 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,-1 # wait for a keypress (scancode) 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,2,0,1 # use door(#,fade screen in and out) 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(#) 28,playmusic,1,0 # play song(#) 29,stopsong,0 # stop the music 29,stopmusic,0 # stop the music 30,keyval,2,0,0 # check key/joystick/virtual scancode state bits (scancode, joystick num) 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/base stat) 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 # display one or more numbers in the bottom left corner 77,showvalues,-1 # display one or more numbers in the bottom left corner 78,alterNPC,4,0,0,0,-1 # 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/base stat) 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 # arbitrarily set x,y 88,setNPCposition,3,0,0,0 # arbitrarily 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,3,0,0,0 # get mapblock x,y,layer 98,writemapblock,4,0,0,0,0 # set mapblock x,y,value,layer 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,4,0,0,0,0 # get an NPC reference by ID number (ID, copynumber, allowdisabled, pool) 121,NPCatspot,3,0,0,0 # get nth NPC reference on tile (X,Y,n) 122,getNPCID,1,0 # get the ID number of an NPC reference 123,NPCcopycount,2,0,0 # find out how many copys of an NPC ID are on the map 124,changeNPCID,3,0,0,-1 # given an NPC reference, changes its ID and pool 125,createNPC,5,0,0,0,2,0 # create an NPC by ID at a location and return its reference 126,destroyNPC,1,0 # destroy the referenced NPC 126,deleteNPC,1,0 # alias 127,teachspell,2,0,0 # (who,spell) 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,2,-1,-1 # load a new tileset for a map layer [](tileset, layer), or change the default tileset [](tileset), or reset tilesets [](). 145,pickhero,2,-1,0 # lets you manually pick a hero (message string, skip if alone) 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,2,-1,1 # 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,-1,-1,-1,-1 # 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) or (slot, id) or (slot, first, last) reads a range of globals from a save slot 173,exportglobals,3,1,0,50000 # (slot) or (slot, first, last) writes a range of globals to a save slot 174,loadfromslot,-1 # loads saved game from slot (slot, args...) 175,deletesave,1,1 # delete (hide from load/save screen - data not *actaully* deleted) specified slot 176,runscriptbyid,-1 # run a script by its id number and pass any number of 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,1,-1 # returns map height in tiles (map id) 181,mapheight,1,-1 # returns map width in tiles (map id) 182,readNPC,3,0,0,-1 # 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 # deprecated, use "spells learned" instead. 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 + 1 (obsoleted by opcode 307) 190,setformationsong,2,0,0 # sets the song associated with a given formation 191,heroframe,1,0 # get hero walkabout frame 192,npcframe,1,0 # get npc walkabout frame 193,npcextra,2,0,1 # get npc extra data (ref, 0 - 2) 194,setnpcextra,3,0,1,0 # set npc extra data (ref, 0 - 2, value) #195,loadsound,2,0,0 # loads a sound into a slot(slot, sfx) #DO NOT USE #196,freesound,1,1 # frees an sfx slot(slot) #DO NOT USE 197,playsound,3,1,0,0 # plays an sfx (num, loop?, preempt?) 198,pausesound,1,1 # pauses an sfx (num) (stop, but don't rewind) 199,stopsound,1,1 # stops an sfx (num) (stop, and rewind) 200,systemhour,0 201,systemminute,0 202,systemsecond,0 203,currentsong,0 203,currentmusic,0 204,getheroname,2,0,0 # (string, hero) - puts the name of hero(hero) in string(string) 205,setheroname,2,0,0 # (string, hero) - sets the name of hero(hero) to string(string) 206,getitemname,2,0,0 # (string, item) - puts the name of item(item) in string(string) 207,getmapname,2,0,0 # (string, map) - puts the name of map(map) in string(string) @obsolete("The argument isn't an attack ID or atk: constant! ", read attack name) 208,getattackname,2,0,0 #Obsolete: Takes real ID - 1 or atk: constant - 2 (string id, attack ID - 1) #209,getglobalstring,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,4,0,0,0,0 #adds number to string(stringID,number,minlength,zeropad) 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,-1,0 #set a string's foreground and 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,stringequal,2,0,0 #returns whether two strings are the same(stringID1, stringID2) 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 (string id, song) 234,loadmenu,2,1,1 #show loadmenu (really load/quit?, show new game) 235,keyispressed,2,0,0 #check key is down, returns true/false (scancode, joystick num) 236,soundisplaying,1,0 #checks to see if a sound is playing (soundID) #237,soundslots,0 #returns the number of slots available 238,searchstring,3,0,0,1 #Search string, (ID1,ID2,start) 239,trimstring,3,0,-1,1 #Trims the specified string, (ID, start,length) 240,stringfromtextbox,4,0,0,0,0 #(obsolete) get a line from a textbox (string, box, line, ignored) 241,expandstring,2,0,0 #expand ${Hxx}, etc in a string(ID) 242,joystickbutton,2,0,0 #returns whether a given button is pressed (button, joystick) 243,joystickaxis,3,0,100,0 #returns the axis position (axis,multiplier,joystick) 244,waitforscancode,1,0 #waits for a specific scancode (identical to waitforkey!) 245,savemapstate,2,255,255 #save map data to a temp file (savebits, customid) 246,loadmapstate,2,255,255 #load map data from a temp file (loadbits, customid) 247,resetmapstate,1,255 #reload original map data (loadbits) 248,deletemapstate,2,255,255 #delete temp map state files (deletebits, customid) 249,partymoney,0 #retrieves amount of gold 250,setmoney,1,0 #sets amount of gold 251,setstringfromtable,2,0,0 #string support function 252,appendstringfromtable,2,0,0 #string support function 253,settileanimationoffset,3,0,0,0 #set offset from starting tile (animation pattern 0/1, offset, layer) 254,gettileanimationoffset,2,0,0 #get offset from starting tile (animation pattern 0/1, layer) 255,animationstarttile,2,0,0 #tile number which this tile starts its animation pattern off as (id of a tile, layer) 256,suspendmapmusic,0 #prevent ambient music from playing on entering a map 257,resumemapmusic,0 #reverse above 258,checkherowall,2,0,0 #check passability in a direction relative to a hero 259,checknpcwall,2,0,0 #check passability in a direction relative to an NPC 260,settimer,6,0,-1,-1,-1,-1,-1#start (or modify) a timer(id, count, speed, trigger, string, flags) 261,stoptimer,1,0 #convenience for settimer(id,-1,0) 262,readtimer,1,0 #returns the count of a timer(id) 263,getcolor,1,0 #returns a 32-bit color from the master palette(index) 264,setcolor,2,0,0 #writes a 32-bit color to the master palette(index,val) 265,rgb,3,0,0,0 #mixes red, green and blue into a 32-bit color(r, g, b) 266,extractcolor,2,0,0 #extracts an RGB component from a 32-bit color(color, component) 267,mainmenu,0 #opens the main menu 268,loadpalette,1,0 #load master palette 269,totalexperience,1,0 #experience gained by a hero 270,experiencetolevel,2,0,-1 #total experience to reach a level (level,hero) 271,experiencetonextlevel,1,0 #experience to level up 272,setexperience,3,0,0,1 #set total experience (who,amount,allow spell forgetting) 273,milliseconds,0 #timer in milliseconds 274,openmenu,2,0,0 #openmenu(menuID, allow duplicate) 275,readmenuint,2,0,0 #read menu int(menuhandle,intid) 276,writemenuint,3,0,0,0 #write menu int(menuhandle,intid,n) 277,readmenuitemint,2,0,0 #read menu item int(menuitemhandle,intid) 278,writemenuitemint,3,0,0,0 #write menu item int(menuitemhandle,intid,n) 279,createmenu,0 #create a blank menu 280,closemenu,2,0,0 #close menu(handle, run close script) 281,topmenu,0 #return a handle to the topmost menu 282,bringmenuforward,1,0 #bring menu forward(menu handle) 283,addmenuitem,1,0 #add menu item(menuhandle) appends, returns menuitemhandle 284,deletemenuitem,1,0 #delete menu item(menuitemhandle) 285,getmenuitemcaption,2,0,0 #get menu item caption(menuitemhandle, string ID) 286,setmenuitemcaption,2,0,0 #set menu item caption(menuitemhandle, string ID) 287,getlevelmp,3,0,0,0 #get level mp(hero party slot, mp level, currentstat|maximumstat) 288,setlevelmp,3,0,0,0 #set level mp(hero party slot, mp level, new value) 289,bottommenu,0 #return a handle to the bottommost menu 290,previousmenu,1,0 #given a menu handle, return a handle to the menu beneath it 291,nextmenu,1,0 #given a menu handle, return a handle to the menu on top of it 292,menuitembyslot,3,0,0,true #menu item by slot(menu handle, slotnum, visible only) returns menuitemhandle 293,previousmenuitem,2,0,true #given a menuitemhandle return handle to the menu item before it 294,nextmenuitem,2,0,true #given a menuitemhandle return handle to the menu item after it 295,selectedmenuitem,1,-1 #selected menu item(menu handle) returns menuitemhandle 296,selectmenuitem,1,0 #select menu item(menu item handle) moves the cursor 297,parentmenu,1,0 #parent menu(menu item handle) returns menu handle 298,getmenuid,1,0 #menu ID(menu handle) returns the ID of the menu 299,swapmenuitems,2,0,0 #swap menu items(handle1, handle2) 300,findmenuitemcaption,4,0,0,0,1 #find menu item caption(menu handle, string ID, search after handle=false, visible only=true) 301,findmenuid,1,0 #find menu(menu ID) search open menus for menu ID and return menu handle 302,menuisopen,1,0 #menu is open(menu handle) # return true as long as the handle is still valid 303,menuitemslot,1,0 #menu item slot(menu item handle) returns a menu slot number 304,outsidebattlecure,3,0,0,-1 #backcompat only, should prefer "map cure" 305,changetileset,2,-1,-1 #similar to loadtileset. load a new tileset for a map layer [](tileset, layer), or change the default tileset [](tileset), or reset tilesets [](). 306,layertileset,1,0 #layer tileset(layer) returns tileset number in use 307,getformationsong,1,0 #returns the song associated with a given formation 308,addenemytoformation,5,0,0,85,95,-1 #add enemy to formation(formation, enemy id, x, y, slot = -1) returns slot or -1 309,findenemyinformation,3,0,0,0 #find enemy in formation(formation, enemy id, number) returns slot or -1 310,deleteenemyfromformation,2,0,0 #delete enemy from formation(formation, slot) 311,formationslotenemy,2,0,0 #formation slot enemy (formation, slot) returns enemy in slot 312,formationslotx,2,0,0 #formation slot x(formation, slot) returns x of enemy in slot 313,formationsloty,2,0,0 #formation slot y(formation, slot) returns y of enemy in slot 314,setformationbackground,4,0,0,1,0 #set formation background(formation, background, animation frames, animation ticks) 315,getformationbackground,1,0 #get formation background(formation) returns background number 316,lastformation,0 #last formation fought 317,randomformation,1,0 #pick a formation from a formation set 318,formationsetfrequency,1,0 #returns set frequency 319,formationprobability,2,0,0 #returns (as percentage) formation being picked from formation set probability 320,currenttextbox,0 #currently displayed textbox or -1 321,getherospeed,1,0 #hero walk speed (hero) 322,loadherosprite,2,0,-1 #load hero sprite (number, palette) 323,freesprite,1,0 #frees a sprite (id) 324,putslice,3,0,0,0 #change the position of a slice 325,setspritevisible,2,0,0 #alias for set slice visible 326,setspritepalette,2,0,0 #set sprite palette(id, pal) 327,replaceherosprite,3,0,0,-1 #replaces the sprite with a hero sprite (id, num, pal) 328,setspriteframe,2,0,0 #what it says on the tin(id, num) 329,loadwalkaboutsprite,2,0,-1 #load walkabout sprite (number, palette) 330,replacewalkaboutsprite,3,0,0,-1 #replaces the sprite with a walkabout sprite (id, num, pal) 331,loadweaponsprite,2,0,-1 #load weapon sprite (number, palette) 332,replaceweaponsprite,3,0,0,-1 #replaces the sprite with a weapon sprite (id, num, pal) 333,loadsmallenemysprite,2,0,-1 #load enemy sprite (number, palette) 334,replacesmallenemysprite,3,0,0,-1 #replaces the sprite with an enemy sprite (id, num, pal) 335,loadmediumenemysprite,2,0,-1 #load enemy sprite (number, palette) 336,replacemediumenemysprite,3,0,0,-1 #replaces the sprite with an enemy sprite (id, num, pal) 337,loadlargeenemysprite,2,0,-1 #load enemy sprite (number, palette) 338,replacelargeenemysprite,3,0,0,-1 #replaces the sprite with an enemy sprite (id, num, pal) 339,loadattacksprite,2,0,-1 #load attack sprite (number, palette) 340,replaceattacksprite,3,0,0,-1 #replaces the sprite with an attack sprite (id, num, pal) 341,loadbordersprite,2,0,-1 #load a textbox border (number, palette) 342,replacebordersprite,3,0,0,-1 #replaces the sprite with a textbox border (id, num, pal) 343,loadportraitsprite,2,0,-1 #load a character portrait (number, palette) 344,replaceportraitsprite,3,0,0,-1 #replaces the sprite with a character portrait (id, num, pal) 345,clonesprite,2,0, 0 #returns a copy of the given sprite(ID, pal) 346,getspriteframe,1,0 #returns the current frame number of a sprite 347,spriteframecount,1,0 #returns the number of frames a sprite has 348,slicex,1,0 #returns the x position of a slice relative to its parent 349,slicey,1,0 #returns the y position of a slice relative to its parent 350,setslicex,2,0,0 #set the x position of a slice relative to its parent 351,setslicey,2,0,0 #set the y position of a slice relative to its parent 352,slicewidth,1,0 #returns the width of a slice 353,sliceheight,1,0 #returns the height of a slice 354,sethorizalign,2,0,0 #changes the horizontal alignment of a slice to its parent 355,setvertalign,2,0,0 #changes the vertical alignment of a slice to its parent 356,sethorizanchor,2,0,0 #changes the horizontal anchor of a slice 357,setvertanchor,2,0,0 #changes the vertical anchor of a slice 358,numberfromstring,2,0,0 #look in a string for a number and return it 359,sliceissprite,1,0 #return true if the provided slice handle points to a sprite 360,spritelayer,0 #return a handle to the plotsprite layer 360,scriptlayer,0 #return a handle to the plotsprite layer 361,freeslice,1,0 #free a slice and all its children 362,firstchild,1,0 #return the first child of a slice or 0 if none 363,nextsibling,1,0 #return the next sibling of a slice or 0 if none 364,createcontainer,2,0,0 #create a container slice (width, height) 365,setparent,2,0,0 #move a slice to a new parent 366,checkparentage,2,0,0 #check to see if a slice is a child (or grandchild) of another 367,slicescreenx,1,0 #return a slice's x position relative to the screen 368,slicescreeny,1,0 #return a slice's y position relative to the screen 369,sliceiscontainer,1,0 #return true if a slice is a container 370,createrect,3,0,0,0 #create a rect slice (width, height, style) 371,sliceisrect,1,0 #return true if a slice is a rect 372,setslicewidth,2,0,0 #change the width of a resizeable slice 373,setsliceheight,2,0,0 #change the height of a resizeable slice 374,getrectstyle,1,0 #return the style of a rect slice 375,setrectstyle,2,0,0 #change the style of a rect slice 376,getrectfgcol,1,0 #return the fgcol of a rect slice 377,setrectfgcol,2,0,0 #change the fgcol of a rect slice 378,getrectbgcol,1,0 #return the bgcol of a rect slice 379,setrectbgcol,2,0,0 #change the bgcol of a rect slice 380,getrectborder,1,0 #return the border of a rect slice 381,setrectborder,2,0,0 #change the border of a rect slice 382,getrecttrans,1,0 #return the translucency of a rect slice 383,setrecttrans,2,0,0 #change the translucency of a rect slice 384,slicecollidepoint,3,0,0,0 #check a point for collision with a slice 385,slicecollide,2,0,0 #check a pair of slices for collision 386,slicecontains,2,0,0 #check if slice2 is completely inside slice1 387,clampslice,2,0,0 #move slice1 so that it is inside slice2 388,horizflipsprite,2,0,1 #flip a sprite horizontally 389,vertflipsprite,2,0,1 #flip a sprite vertically 390,spriteishorizflipped,1,0 #return true if a sprite is flipped horiz. 391,spriteisvertflipped,1,0 #return true if a sprite is flipped vert. 392,settoppadding,2,0,0 #change a slice's top-padding 393,gettoppadding,1,0 #return a slice's top-padding 394,setleftpadding,2,0,0 #change a slice's left-padding 395,getleftpadding,1,0 #return a slice's left-padding 396,setbottompadding,2,0,0 #change a slice's bottom-padding 397,getbottompadding,1,0 #return a slice's bottom-padding 398,setrightpadding,2,0,0 #change a slice's right-padding 399,getrightpadding,1,0 #return a slice's right-padding 400,fillparent,2,0,1 #make a slice fill its parent 401,isfillingparent,1,0 #returns true if a slice is set to fill 402,slicetofront,1,0 #move a slice in front of its siblings 403,slicetoback,1,0 #move a slice behind its siblings 404,lastchild,1,0 #find the last child of a parent slice 405,ysortchildren,1,0 #sort the children of a slice by Y value 406,setsortorder,2,0,0 #set sort value on a slice for sortchildren 407,sortchildren,2,0,1 #sort siblings by their setsortorder value 408,previoussibling,1,0 #return the previous sibling of a slice or 0 if none 409,getsortorder,1,0 #get sort value for sortchildren for a slice 410,getsliceextra,2,0,0 #get slice extra (0-2) data (slice, extra) 411,setsliceextra,3,0,0,0 #set slice extra (0-2) data (slice, extra, value) 412,getspritetype,1,0 #get type of a sprite slice or -1 if not 413,getspritesetnumber,1,0 #get record number of a sprite slice 414,getspritepalette,1,0 #get palette number of a sprite slice 415,suspendtimers,0 #stop all timers without resetting them 416,resumetimers,0 #makes timers paused with "suspend timers" continue 417,setslicevisible,2,0,0 #change sprite visibilty(id, vis) 418,getslicevisible,1,0 #return a slice's visibility bit 419,sliceedgex,2,0,0 #return the x pos of a given edge of a slice 420,sliceedgey,2,0,0 #return the y pos of a given edge of a slice 421,createtext,0 #create a new text slice 422,setslicetext,2,0,0 #copy a string into a text slice 423,gettextcolor,1,0 #return a text strings color 424,settextcolor,2,0,0 #change a text strings color 425,getwrap,1,0 #return true if a text slice wraps 426,setwrap,2,0,1 #change the wrapping state of a text slice 427,sliceistext,1,0 #return true if the given slice handle is a text slice 428,gettextbg,1,0 #return text background color 429,settextbg,2,0,0 #change text background color 430,getoutline,1,0 #return true if text uses outline 431,setoutline,2,0,1 #change text's outline mode 432,usemenuitem,1,0 #given a menu item handle, activate it 433,sliceatpixel,6,0,0,0,0,1,0 #find descendant or child slices containing a screen position 434,findcollidingslice,5,0,0,0,1,0 #find descendant or child slices colliding with a slice 435,parentslice,1,0 #return a slice's parent 435,sliceparent,1,0 #alias 436,childcount,1,0 #return number of children of a slice 437,lookupslice,2,0,0 #find a slice using a lookup code constant (lookup, root) 438,resetgame,-1 #reset the game (newgame args) 439,sliceisvalid,1,0 #checks for a real, non-deleted slice handle 440,iteminslot,1,0 #read inventory by position 441,setiteminslot,2,0,0 #write inventory by position 442,itemcountinslot,1,0 #read item count by position 443,setitemcountinslot,2,0,0 #write item count by position 444,putsprite,3,0,0,0 #change a sprite's position (handle, x, y) 444,placesprite,3,0,0,0 #change a sprite's position (handle, x, y) 445,updateleveluplearning,2,0,1 #refresh spells learned from level ups 446,moveslicebelow,2,0,0 #make a slice the previous sibling of another slice 447,movesliceabove,2,0,0 #make a slice the next sibling of another slice 448,slicechild,2,0,0 #the nth child of a slice, counting from 0 449,resetheropicture,2,0,1 #reset a hero's picture to their default 450,resetheropalette,2,0,1 #reset a hero's palette to their default 451,setsliceclipping,2,0,1 #set whether a slice will crop its children 452,getsliceclipping,1,0 #return whether a slice will crop its children 453,creategrid,4,0,0,1,1 #create a grid slice of a specified size 454,sliceisgrid,1,0 #true if the slice is a grid 455,setgridcolumns,2,0,1 #change grid horizontal count 456,getgridcolumns,1,0 #return the number of horizontal cells 457,setgridrows,2,0,1 #change grid vertical count 458,getgridrows,1,0 #return the number of vertical cells 459,showgrid,2,0,1 #make a grid visible 460,gridisshown,1,0 #return true if grid is visible 461,loadslicecollection,1,0 #load a collection of slices 462,setsliceedgex,3,0,0,0 #set a slice's position by an arbitrary edge 463,setsliceedgey,3,0,0,0 #set a slice's position by an arbitrary edge 464,getslicelookup,1,0 #get a slice's lookup code 465,setslicelookup,2,0,0 #change a slice's lookup code 466,tracevalueinternal,-1 #tracevalue is translated to this 467,mapcure,3,0,0,-1 #uses a cure attack on a hero 468,readattackname,2,0,0 #puts an attack name in a string (string id, atk: constant (attack id+1)) 469,spellslearned,2,0,0 #number spells and spell ids hero learnt at last battle/giveexperience command. 470,allocatetimers,1,16 #change the number of timers #471,unusedtimer,0 #find a timer id that's not in use, or allocate more 472,setnpcignoreswalls,2,0,1 #set whether an npc can pass walls (npcref, bool) 473,getnpcignoreswalls,1,0 #get whether an npc can pass walls (npcref) 474,setnpcobstructs,2,0,1 #set whether an npc obstructs (npcref, bool) 475,getnpcobstructs,1,0 #get whether an npc obstructs (npcref) 476,setnpcusable,2,0,1 #set whether an npc can be used (npcref, bool) 477,getnpcusable,1,0 #get whether an npc can be used (npcref) 478,setnpcmoves,2,0,1 #set whether an npc's movetype used (npcref, bool) 479,getnpcmoves,1,0 #get whether an npc's movetype used (npcref) 480,readzone,3,0,0,0 #test whether a tile is in a zone (zone id, x, y) 481,writezone,4,0,0,0,1 #set whether a tile is in a zone (zone id, x, y, true/false) 482,zoneatspot,3,0,0,0 #get the nth zone set at a tile (x, y, n) 483,zonenumberoftiles,1,0 #get the number of tiles in this zone (zone id) #484,drawwithzone,3,0,0,0 #write to map layer (zone id, layer num, tile) (unimplemented) #485,zonenexttilex,3,0,-1,-1 #x coordinate of next tile in zone (zone id, current x, current y) (unimplemented) #486,zonenexttiley,3,0,-1,-1 #y coordinate of next tile in zone (zone id, current x, current y) (unimplemented) # 487,getzonename,2,0,0 #read zone name (string, zone id) 488,getzoneextra,2,0,0 #get zone extra data (zone id, extra field) 489,setzoneextra,3,0,0,0 #set zone extra data (zone id, extra field, value) 490,useitem,1,0 # use an item as if you had used it from the item menu 491,useiteminslot,1,0 # use item in a given inventory slot 492,mouseclick,1,0 # returns true if the specified button is pressed (button) 493,loadbackdropsprite,1,0 # load backdrop sprite (number) 494,replacebackdropsprite,2,0,-1 # replaces the sprite with a backdrop sprite (handle, number) 495,getspritetrans,1,0 # whether the sprite is drawn transparently (handle) 496,setspritetrans,2,0,1 # set whether the sprite is drawn transparently (handle, bool) 497,setherobaseelementalresist,3,-1,0,100 # set percentage damage taken from an element (hero, element, percent) 498,herobaseelementalresistasint,2,-1,0 # percentage damage taken from an element rounded to an int (hero, element) 499,herototalelementalresistasint,2,-1,0 # percentage damage taken from an element rounded to an int (hero, element) 500,setslicevelocityx,3,0,0,-1 #set slice velocity x(sl, pixels per tick, ticks) # negative left, positive right 501,setslicevelocityy,3,0,0,-1 #set slice velocity y(sl, pixels per tick, ticks) # negative up, positive down 502,getslicevelocityx,1,0 #return x velocity in pixels per tick 503,getslicevelocityy,1,0 #return y velocity in pixels per tick 504,setslicevelocity,4,0,0,0,-1 #set both x and y velocity simultaneously (sl, x vel, y vel, ticks) 505,stopslice,1,0 #cancel all of a slice's movement 506,movesliceto,4,0,0,0,0 #move a slice until it has the new desired x and y (sl, x, y, ticks) 507,movesliceby,4,0,0,0,0 #move a slice until it has the new desired relative x and y (sl, rel x, rel y, ticks) 508,waitforslice,1,0 #wait for a slice to stop moving 509,sliceismoving,1,0 #return true if the slice has velocity or target 510,createellipse,4,0,0,-1,-1 #width, height, border color, fill color 511,sliceisellipse,1,0 #return true if the slice is an ellipse 512,setellipsebordercol,2,0,0 #change border color 513,setellipsefillcol,2,0,0 #change fill color 514,getellipsebordercol,1,0 #change border color 515,getellipsefillcol,1,0 #change fill color 516,_checkpoint,0 #dumps checkpoint screenshot for automated testing. Only works when run with the -autotest command line argument 517,menuitembytrueslot,2,0,0 #return a menu item handle, based on the order in Custom (menu handle, slot no.) 518,menuitemtrueslot,1,0 #slot no. of a menu item as it appears in Custom (menu item handle) 519,getheroslice,1,0 #get the slice representing a hero walkabout 520,getNPCslice,1,0 #get the slice representing an NPC walkabout 521,getdoorx,2,0,-1 #x coordinate of given door 522,getdoory,2,0,-1 #y coordinate of given door 523,getdoordestinationid,2,0,-1 #door id of given door's exit 524,getdoordestinationmap,2,0,-1 #map number of given door's exit 525,doorexists,2,0,-1 #returns true if the given door exists 526,getattackcaption,2,0,0 #puts an attack's caption in a string (string id, attack id+1 / attack .hsi constant) 527,getrectfuzziness,1,0 #get rect fuzz or opacity percentage 528,setrectfuzziness,2,0,50 #set rect fuzz percentange 529,textboxline,5,0,0,-1,1,0 #get a line of text from a textbox (string, box, line, expand, strip) 530,getslicetext,2,0,0 #get the contents of a text slice (string, slice) 531,getinputtext,1,0 #get user textual input since last tick (string) 532,enableinputtext,1,1 #whether to enable getinputtext (enable?) 533,inputtextenabled,0 #(undocumented) whether getinputtext is enabled 534,setherohandx,3,0,0,0 #Change hand position for battle weapons (who, frame, new x) 535,setherohandy,3,0,0,0 #Change hand position for battle weapons (who, frame, new y) 536,getherohandx,2,0,0 #Read hero hand position for battle weapons (who, frame) 537,getherohandy,2,0,0 #Read hero hand position for battle weapons (who, frame) 538,getdefaultherohandx,2,0,0 #Read default hero hand position for battle weapons (who, frame) 539,getdefaultherohandy,2,0,0 #Read default hero hand position for battle weapons (who, frame) 540,checkonetime,1,0 #returns the value of a onetime npc tag 541,setonetime,2,0,0 #set onetime npc tag(#,true/false) 542,microseconds,0 #microsecond timer 543,enemyelementalresistasint,2,0,0 #get percentage elemental damage for an enemy (id, element) 544,heroz,1,0 #a hero's Z coordinate (party slot) 545,getherostatcap,1,0 #get the cap for a stat; 0 if none (stat) 546,setherostatcap,2,0,0 #set the cap for a stat (stat, value or 0) 547,getitemmaximumstacksize,1,0 #get the maximum size of a stack of a certain item (item id) 548,npcz,1,0 #npc's Z value, in pixels (npcref) 549,setnpcz,2,0,0 #set npc's Z value, in pixels (npcref, z) 550,dooratspot,2,0,0 #get door ID on tile, or -1 (x, y) 551,suspenddoors,1,0 #doors don't trigger when stepped on 552,resumedoors,1,0 #undoes suspend doors 553,runningondesktop,0 #returns true if the device is Windows/Mac/Linux 554,runningonmobile,0 #returns true if the device is Android 555,runningonconsole,0 #returns true if the device is console (OUYA, Gamestick, FireTV, Mojo) 556,inputstringwithvirtualkeyboard,3,0,-1,-1 # (string id, max length, only player) 557,getitemdescription,2,0,0 #(string, item) - puts the description of item(item) in string(string) 558,setspritesetnumber,2,0,0 #(sprite slice handle, set num) 559,getspritedefaultpal,1,0 #(sprite slice handle) - returns default palette number 560,npcisdisabled,1,0 #(npc reference) returns true if the npc exists, but is disabled by tags or one-time use #561,unused (Don't use: should increment maxScriptCmdID when new commands added) #562,unused #563,unused #564,unused 565,stringsprintf,-1 #(dest string id, format string id, args...) Format a string, like sprintf 566,scripterror,2,-1,0 #(string id, hide frame) Show a script error 567,getscriptname,2,0,0 #(string id, script id) Get name of a script 568,getcallingscriptid,1,1 #(depth) Get ID number of a parent or ancestor script 569,camerafollowsslice,1,0 #(slice) Center camera on slice 570,getactivebattlepauseonallmenus,0 # returns true or false based on the global bitset 571,setactivebattlepauseonallmenus,1,0, #(true/false) change the global bitset (not saved) 572,dissolvesprite,6,0,0,-1,0,0,1 #(slice handle, dissolve:type, ticks, start tick, backwards, auto animate) 573,canceldissolve,1,0 #(slice handle) stop/reset dissolve 574,spriteisdissolving,1,0 #(slice handle) return true if sprite is in the middle of a dissolve state 575,waitfordissolve,1,0 #(slice handle) wait for an "dissolve sprite" command to finish (only if auto animate) 576,hidevirtualgamepad,0 # force-hide virtual gamepad on platforms that support it 577,showvirtualgamepad,0 # force-show virtual gamepad on platforms that support it 578,autovirtualgamepad,0 # automatic show/hide virtual gamepad on platforms that support it (default) 579,getvertalign,1,0 # return a slice's alignment. Compare with edge: constants 580,gethorizalign,1,0 # return a slice's alignment. Compare with edge: constants 581,getvertanchor,1,0 # return a slice's anchor. Compare with edge: constants 582,gethorizanchor,1,0 # return a slice's anchor. Compare with edge: constants 583,setselectsliceindex,2,0,0 # change the currently selected child of a select slice by index 584,getselectsliceindex,1,0 # return the index of the currently selected child of a select slice 585,createselect,2,0,0 # create a select slice of a specified size 586,sliceisselect,1,0 # true if the slice is a select 587,slicechildindex,1,0 # Return the current integer index of this slice relative to its siblings 588,createscroll,2,0,0 # create a scroll slice of a specified size 589,sliceisscroll,1,0 # true if the slice is a scroll 590,setscrollbarstyle,2,0,0 # change scroll slice scrollbar style 591,getscrollbarstyle,1,0 # return current scroll slice scrollbar style 592,setscrollcheckdepth,2,0,0 # change a scroll's child-check-depth 593,getscrollcheckdepth,1,0 # return a scroll's current child-check-depth 594,scrolltochild,3,0,0,0 # cause all the children of a Scroll Slice to move until a specific child is in view (parent, descendent, apply_padding) 594,scrolltoslice,3,0,0,0 # alias 595,runningonwindows,0 # returns true if the device is Windows 596,runningonmac,0 # returns true if the device is Mac 597,runningonlinux,0 # returns true if the device is Linux 598,nextnpcreference,1,0 # Iterating over NPCs: reference to next NPC 599,input string with mouse keyboard,2,0,-1 # pop up a virtual keyboard that responds to mouse clicks 600,runningonouya,0 # returns true if the device is OUYA (see also "running on console") 601,unhidemousecursor,0 # unhides the OS mouse cursor 601,showmousecursor,0 602,hidemousecursor,0 # hides the OS mouse cursor 603,pixelfocuscamera,3,0,0,2 # pixel focus camera(x,y,pixelstep) 604,sendemail,3,0,-1,-1 # send an email, possibly with attached saved (save slot, subject string, body string) 605,dumpslicetree,1,0 # Dump slice tree to g_debug.txt, like ctrl+F8 debug key (root slice handle) 606,createpanel,2,0,0 #x create a panel slice of a specified size 607,sliceispanel,1,0 #x return if the slice is a panel 608,getpanelisvertical,1,0 #x return true for a vertical panel slice, false for a horizontal panel slice 609,setpanelisvertical,2,0,1 #x change the vertical/horizontal orientation of a panel slice 610,getpanelprimaryindex,1,0 #x return the index (0 or 1) of the panel primary child 611,setpanelprimaryindex,2,0,0 #x change the panel primary child. must be 0 or 1 612,getpanelpercentasint,1,0 #x return slice panel primary child percentage as an integer 613,setpanelpercent,2,0,0 #x change slice panel primary child percentage 614,getpanelpixels,1,0 #x return slice panel primary child pixel size 615,setpanelpixels,2,0,0 #x change slice panel primary child pixel size 616,getpanelpadding,1,0 #x return slice panel padding 617,setpanelpadding,2,0,0 #x change slice panel padding 618,debugmenu,0 # Opens the debug menu 619,menuitematpixel,2,0,0 # The menu item at a screen position 620,rungame,1,0 # Run another game (string id) 621,getbattlecountdown,0 # Get random battle counter 622,setbattlecountdown,1,100 # Set random battle counter 623,checkwallcollisionx,7,0,0,0,0,20,20,100 # Check for wall collision (pixel x, pixel y, width, height, xgo, ygo, friction) 624,checkwallcollisiony,7,0,0,0,0,20,20,100 # Check for wall collision (pixel x, pixel y, width, height, xgo, ygo, friction) 625,moveslicewithwallchecking,4,0,0,0,100 # Move a slice by xgo,ygo or until it hits a wall (sl, xgo, ygo, friction) 626,textboxtext,4,0,0,1,0 # Get whole text from a textbox (string, box, expand, strip) 627,checkgameexists,1,-1 # Check an .rpg/.rpgdir exists (string id) 628,pathfindnpcto,4,0,0,0,0 # Make an NPC pathfind to a specific position (npc, tile x, tile y, stop after stuckticks) 629,npcchasesnpc,4,0,0,0,0 # Make an NPC chase another NPC (npc, target npc, stop when reached, stop after stuckticks) 630,cancelnpcwalk,1,0 # Cancel walknpc, pathfindnpcto, or npcchasesnpc command (npc) 631,playerissuspended,0 # return true if "suspend player" is active 632,npcsaresuspended,0 # return true if "suspend NPCs" is active 633,obstructionissuspended,0 # return true if "suspend obstruction" is active 634,herowallsaresuspended,0 # return true if "suspend hero walls" is active 635,npcwallsaresuspended,0 # return true if "suspend NPC walls" is active 636,caterpillarissuspended,0 # return true if "suspend caterpillar" is active 637,doorsaresuspended,0 # return true if "suspend doors" is active 638,randomenemiesaresuspended,0 # return true if "suspend random enemies" is active 639,boxadvanceissuspended,0 # return true if "suspend box advance" is active 640,overlayissuspended,0 # return true if "suspend overlay" is active 641,mapmusicissuspended,0 # return true if "suspend map music" is active 642,timersaresuspended,0 # return true if "suspend timers" is active 643,getscreenwidth,0 # return the x resolution of the screen 644,getscreenheight,0 # return the y resolution of the screen 645,setscreenresolution,2,0,0 # change the x,y resolution of the screen 646,mouserelease,1,0 # returns true if the specified button is was just released (button) 647,_cancelrunfast,0 # cancels the -runfast command-line option, if it is active. 648,_runfast,0 # speeds up as if the -runfast command-line option is active. 649,multdiv,3,0,0,0 # calculate int(float(a)*b/c), with rounding and clamping 650,setrectrawborder,2,0,-1 # set a rectangle slice to use a specific border sprite instead of the border for its style 651,getrectrawborder,1,0 # set a rectangle slice to use a specific border sprite instead of the border for its style 652,cloneslice,2,0,1 # Copy a slice (handle, recurse) 653,resetformation,1,0 # resets any scripted modifications to a battle formation 654,resetformationslot,2,0,0 # resets scripted modifications to a specific slot in a battle formation 655,sliceismaplayer,1,0 # Check slice type 656,npcreferencefromslice,1,0 # Return the NPC reference for an NPC slice, or else 0 657,herorankfromslice,1,0 # Return the hero rank for a hero slice, or else -1 658,slicetype,1,0 # Returns a slicetype:* constant 659,_asserteq,4,0,0,0,0 # Used in the macro expansion of assert(x==y) 660,savescreenshot,0 # Save a screenshot 661,sliceisline,1,0 # Check slice type 662,createline,3,0,0,0 # Create line slice (w, h, color) 663,getlinecolor,1,0 # Line slice color 664,setlinecolor,2,0,0 # Set line slice color 665,forcemountvehicle,1,0 # Mount a vehicle without checking mounting permissions first 666,currentvehicleid,0 # return vehicle id, or -1 if not riding 667,currentvehiclenpc,0 # return npc reference to vehicle, or 0 if not riding 668,pathfindheroto,4,0,0,0,0 # Make a hero pathfind to a specific position (hero, tile x, tile y, stop after stuckticks) 669,herochasesnpc,4,0,0,0,0 # Make a hero chase an NPC (hero, target npc, stop when reached, stop after stuckticks) 670,cancelherowalk,1,0 # Cancel walkhero, pathfindheroto, or herochasesnpc command (hero) 671,menuitemselectable,1,0 # Whether selectable and not hidden 672,menuitemdisabled,1,0 # Whether disabled 673,menuitemvisible,1,0 # Isn't hidden 674,setlastsaveslot,1,-1 # Set return value of lastsaveslot (0-1000) 675,speakingnpc,0 # NPC reference for the NPC which is currently talking 676,keypress,2,0,0 # check for new or keyrepeat key-press event, returns bool (scancode, joystick num) 677,newkeypress,2,0,0 # check for new key-press event, returns bool (scancode, joystick num) 678,getjoystickname,2,0,0 # Joystick name (string, joynum) 679,joystickbuttoncount,1,0 # Number of buttons a joystick has (might be 0 if not known) (joynum) 680,joystickaxiscount,1,0 # Number of axes a joystick has (joynum) 681,joystickhatcount,1,0 # Number of hats (eg dpads) a joystick has (joynum) 682,findcolor,4,0,0,0,0 # Index of nearest match in palette (r, g, b, searchstart) 683,overridetickmilliseconds,1,0 # change game tick speed 684,canceloverridetickmilliseconds,0 # revert tick speed back to the game default 685,suspendtextboxcontrols,0 # Prevents player from using choiceboxes 686,resumetextboxcontrols,0 # Reverses suspendtextboxcontrols 687,textboxcontrolsaresuspended,0 # Return true if "suspend textbox control" is active 688,menuitemcount,1,0 # Number of menu items in a menu, including invisible ones 689,visiblemenuitemcount,1,0 # Number of visible menu items in a menu 690,replacesubstring,5,-1,-1,-1,-1,0 # Replace text in a string (in string ID, replace what ID, with what ID, max replacements, case insensitive) 691,decodetrigger,1,0 # (Undocumented) Decode a script trigger to a script ID. Script IDs and 0 passed through. Missing scripts return 0. 692,getscancodename,3,0,0,1 # Get the name of a scancode in a string (string id, scancode, long name) 693,getheroslicebyslot,1,0 # Get the slice representing a hero walkabout 694,heroslotfromslice,1,0 # Return the hero party slot for a hero slice, or else -1 695,getopacity,1,0 # Return opacity percentage, 0-100 (slice) 696,setopacity,2,0,100 # Set slice opacity 0-100 (blendable slice, percent) 697,getblendingenabled,1,0 # True or false (slice) 698,setblendingenabled,2,0,1 # Blending (blendable slice, true/false) 699,getblendmode,1,0 # Get slice blend mode: blend:normal/blend:add/blend:multiply (slice) 700,setblendmode,2,0,0 # Set blend mode (blendable slice, blendmode) 701,getrectopacity,1,0 # Alias to "get rect fuzziness" (slice) 702,setrectopacity,2,0,50 # Set rect bg to transparent and set its opacity (slice, opacity) 703,settimerargs,-1 # Set the arguments a timer will pass to its triggered script (id, args...) 704,expandstringsinslices,2,0,0 # Expand all codes like ${H0} or ${V0} in text slices starting with a parent slice and including all child slices 705,heroischasing,1,0 # If hero is chasing an NPC, return the NPC reference 706,npcischasing,1,0 # If npc is chasing another NPC, return NPC reference 707,maxmapid,0 # Return id number of the last map 708,getslicelookupname,3,0,0,1 # Get the name of a lookup code (string id, code id, use default name) 709,getnpcpool,1,0 # given an NPC reference, return its pool number 710,gracefullydismountvehicle,0 # Dismount a vehicle, but cleanly 711,readfoemap,2,0,0 # Read a formation set (0-255) from the foe map (x, y) 712,getenemyname,2,0,0 # Get enemy name (enemyid, stringid) 713,setenemyname,2,0,0 # Change the name of an enemy (enemyid, stringid) 714,breakpoint,0 # Enter the script debugger 715,deleteherobyslot,1,0 # Delete a hero by slot number 716,getuicolor,2,0,0 # Translate a ui: constant to master pal index (color code, autotoggle) 717,setuicolor,2,0,0 # Change UI color temporarily (color code, pal index) 718,getboxstylecolor,1,0 # Box background color (box style) 719,getboxstyleedgecolor,1,0 # Box edge color (box style) 720,getboxstyleborder,1,0 # border:line or box border spriteset (box style) 721,getchildautosort,1,0 # Get slice children autosort setting, an autosort: constant (slice) 722,setchildautosort,2,0,0 # Set slice children autosort setting (slice, autosort) 723,lastlayerid,0 # The ID number of the last map layer that exists in the current map 724,layeridunderwalkabouts,0 # Get ID number of map layer under the walkabouts in the current map 725,getglobalsoundvolume,0 # Get the sfx volume setting (0-255) 726,setglobalsoundvolume,1,192 # Get sfx volume (0-255); default to 75% (default initial sfx volume) 727,healparty,1,-2 # Restore active party's HP & MP ([revive dead heroes]) 728,setheroautobattle,2,0,0 # Change a hero's auto battle setting 729,getheroautobattle,1,0 # Return true if the hero is set to auto battle 730,resizeextra,2,0,3 # Resize an object's 'extra' array (handle, length) 731,extralength,1,0 # The length of an object's 'extra' array (handle) 732,appendextra,2,0,0 # Append to an object's 'extra' array (handle, value) 733,lookupnextslice,3,0,0,0 # Next slice with lookup code (lookupcode, current, root) 734,nextsliceintree,3,0,0,1 # Next slice (current, root, visit children) 735,windowisfocused,0 # The game's window is the active one 736,showvalueofinternal,-1 # "show value of" is translated to this 737,resetenemydata,2,0,0 # Reset one element of an enemy's data (enemy id, data index) 738,resetenemyname,1,0 # Reset enemy name to original (enemy id) 739,getextra,2,0,0 # Index an object's 'extra' array (handle, index) 739,getmenuitemextra,2,0,0 # Used to be a script 740,setextra,3,0,0,0 # Set element of an object's 'extra' array (handle, index, value) 740,setmenuitemextra,3,0,0,0 # Used to be a script 741,herouseslevelmp,1,0 # Returns true if the hero uses level mp 742,getzone,1,0 # Create a zone handle (zone id) 743,getrectfuzzyzoom,1,0 # Get fuzzy zoom (slice) 744,setrectfuzzyzoom,2,0,1 # Set fuzzy zoom >= 1 (slice, zoom) 745,getrectstationarypattern,1,0 # Get whether fuzzy pattern is stationary (slice) 746,setrectstationarypattern,2,0,1 # Set whether fuzzy pattern is stationary (slice, bool) 747,keypresstime,2,0,0 # How long a key has been down, in milliseconds (scancode, player) 748,randomchoice,-1 # Return one of the args, randomly 749,getstatname,2,0,0 # Get the name of a stat, register, or "" if invalid ID (string id, stat) 750,suspendwalkabouts,0 # Suspend hero/NPC movement and logic 751,resumewalkabouts,0 # Undo suspendwalkabouts 752,walkaboutsaresuspended,0 # suspendwalkabouts called 753,forwardx,1,0 # Tile X coord in front of hero (hero rank) 754,forwardy,1,0 # Tile Y coord in front of hero (hero rank) 755,getattackextra,2,0,0 # get attack extra data (attack id + 1, 0 - 2) 756,pathfindintoextraasnpc,9,0,0,0,0,0,0,0,0,0 # pathfind, then store the results in extra data (handle, npcref, startx, starty, destx, desty, maxsearch, append, skipstart) 757,pathfindintoextraashero,8,0,0,0,0,0,0,0,0 # pathfind, then store the results in extra data (handle, startx, starty, destx, desty, maxsearch, append, skipstart) 758,insertextra,3,0,0,0 # insert a new extra value at a specific index (handle, index, value) 759,deleteextra,2,0,0 # Delete an element from an extra array, returns the deleted value (handle, index) 760,deleteextrarange,3,0,0,0 # Delete several elements of a slice at once (handle, first index, last index) 761,isshopbuymenuempty,1,0 # Is the "Buy" menu empty? (shop id) 762,isshophiremenuempty,1,0 # Is the "Hire" menu empty? (shop id) 763,innscreen,2,0,0 # Open the Inn screen for a specific price (price, skip_fade) 764,readenvironment,2,0,0 # (Console only) Read a platform info string (deststr, keystr) 765,xboxrequestaccountpicker,0# (Console only) 766,ps5startstory,0 # (Console only) 767,ps5endstory,0 # (Console only) 768,setrichpresence,2,0,-1 # (Console/Steam) Set the Friends list status (token_name strid, substitution strid) 769,findextra,3,0,0,0 # Return index of a value in an extra array, or -1 (handle, value, startindex) #770 unused #771 unused #772 unused 773,playstationcontroller,1,0 # The specified controller is a playstation-style one 774,xboxcontroller,1,0 # The specified controller is an xbox-style one 775,nintendocontroller,1,0 # The specified controller is a nintendo-style one # Don't forget to update maxScriptCmdID in const.bi when adding new commands end #-------------------------------------------------------------------------- # soft coded functions script,walkherotoX,hsd:who,hsd:n,begin if (hsd:n<>heroX(hsd:who)) then(walk hero(hsd:who,east,hsd:n--heroX(hsd:who))) end script,walkherotoY,hsd:who,hsd:n,begin if (hsd:n<>heroY(hsd:who)) then(walk hero(hsd:who,south,hsd:n--heroY(hsd:who))) end script,walkNPCtoX,hsd:who,hsd:n,begin if (hsd:n<>NPCX(hsd:who)) then(walk NPC(hsd:who,east,hsd:n--NPCX(hsd:who))) end script,walkNPCtoY,hsd:who,hsd:n,begin if (hsd:n<>NPCY(hsd:who)) then(walk NPC(hsd:who,south,hsd:n--NPCY(hsd:who))) end script,getNPCspeed,hsd:who,begin return(readNPC(hsd:who,NPCstat:movespeed)) end script,setNPCspeed,hsd:who,hsd:newspeed=4,begin alterNPC(hsd:who,NPCstat:movespeed,hsd:newspeed) end script, npc copy number, hsd:npc, begin variable(hsd:id, hsd:copy, hsd:ref) hsd:id := get NPC ID(hsd:npc) if (hsd:id < 0) then (exit returning (-1)) # No such NPC if (hsd:npc >= 0) then (exit returning (0)) # It's an NPC ID, not an NPC reference! ID refers to copy 0 # This works too, but kind of risky #while(npc reference(hsd:id, hsd:copy, true) <> hsd:npc) do (hsd:copy += 1) while(true) do ( hsd:ref := npc reference(hsd:id, hsd:copy, true) if (hsd:ref == hsd:npc) then (break) if (hsd:ref == 0) then (exit returning (-1)) hsd:copy += 1 ) return (hsd:copy) end script, create global npc, hsd:id, hsd:x=0, hsd:y=0, hsd:direction=2, begin exit returning(create npc(hsd:id, hsd:x, hsd:y, hsd:direction, pool:global)) end script, global npc reference, hsd:id, hsd:copy=0, hsd:allow disabled=0, begin exit returning(npc reference(hsd:id, hsd:copy, hsd:allow disabled, pool:global)) end # Alias to above script, global npc, hsd:id, hsd:copy=0, hsd:allow disabled=0, begin exit returning(npc reference(hsd:id, hsd:copy, hsd:allow disabled, pool:global)) end script,swapbyname,hsd:hero1,hsd:hero2,begin hsd:hero1:=findhero(hsd:hero1) hsd:hero2:=findhero(hsd:hero2) if (hsd:hero1==-1,or,hsd:hero2==-1) then (return(false)) else (return(true),swapbyposition(hsd:hero1,hsd:hero2)) end script,renamehero,hsd:who=0,begin variable(hsd:slot, hsd:tmp) hsd:slot:=findhero(hsd:who) if(hsd:slot>=0) then(return(renameherobyslot(hsd:slot))) else( hsd:tmp := hsd:save string(99) script error(string sprintf(99, $99="rename hero: no hero with id %d", hsd:who), true) hsd:restore string(99, hsd:tmp) ) end # this exploits an undocumented feature of getherostat. Don't use the # same method to set the hero level (use setherolevel instead) script,getherolevel,hsd:who=0,begin return(getherostat(hsd:who,12,currentstat)) end script, gainherostat, hsd:who, hsd:stat, hsd:change, hsd:resetcurrent=false, begin variable(hsd:oldcur, hsd:oldmax, hsd:newcur, hsd:newmax, hsd:newbase, hsd:cap) if (hsd:resetcurrent == false) then ( hsd:oldcur := getherostat(hsd:who, hsd:stat, currentstat) hsd:oldmax := getherostat(hsd:who, hsd:stat, maximumstat) ) hsd:newbase := getherostat(hsd:who, hsd:stat, basestat) + hsd:change setherostat(hsd:who, hsd:stat, hsd:newbase, basestat) hsd:newmax := getherostat(hsd:who, hsd:stat, maximumstat) if (hsd:resetcurrent || hsd:oldmax <= 0) then ( # Set current to new max hsd:newcur := hsd:newmax ) else ( # Increase current proportional to change in max # Have to be careful about integer overflow. Each stat can be any int32 #hsd:newcur := hsd:oldcur * hsd:newmax / hsd:oldmax hsd:newcur := multdiv(hsd:oldcur, hsd:newmax, hsd:oldmax) ) # Enforce stat caps on current. No need to do this for base/max, as base isn't # capped, and max is autocapped when base is modified. hsd:cap := get hero stat cap(hsd:stat) if (hsd:cap && hsd:newcur > hsd:cap) then (hsd:newcur := hsd:cap) setherostat(hsd:who, hsd:stat, hsd:newcur, currentstat) return(hsd:newmax) end script,autosave,begin if (lastsaveslot==0) then(return(savemenu)) else(saveinslot(lastsaveslot),return(lastsaveslot)) end script,stringtoglobals,hsd:stringID,hsd:start,hsd:length,begin variable(hsd:temp,hsd:padding) if (hsd:stringID>=0,and,hsd:stringID<=maximum string id) then( if (hsd:length>=1) then( if (hsd:length+hsd:start>maximum global id) then(hsd:length:=maximum global id--hsd:start) hsd:padding:=hsd:length--stringlength(hsd:stringID) hsd:length:=stringlength(hsd:stringID) for (hsd:temp,1,hsd:length) do( writeglobal(hsd:start,asciifromstring(hsd:stringID,hsd:temp)) hsd:start+=1 ) for (hsd:temp,hsd:start,hsd:start+hsd:padding--1) do( writeglobal(hsd:temp,256) ) ) ) end script,globalstostring,hsd:stringID,hsd:start,hsd:length,begin variable(hsd:temp) variable(hsd:temp2) if (hsd:stringID>=0,and,hsd:stringID<=maximum string id) then( clearstring(hsd:stringID) if (hsd:length>=1) then( if (hsd:length+hsd:start>maximum global id) then(hsd:length:=maximum global id--hsd:start) for (hsd:temp,1,hsd:length) do( hsd:temp2:=readglobal(hsd:start+(hsd:temp--1)) if (hsd:temp2>=0,and,hsd:temp2<=255) then(appendascii(hsd:stringID,hsd:temp2)) ) ) ) end script,showstringat,hsd:stringID,hsd:x=0,hsd:y=0,begin setstringbit(hsd:stringID,0,1) positionstring(hsd:stringID,hsd:x,hsd:y) end script,centerstringat,hsd:stringID,hsd:x=-654321,hsd:y=-654321,begin if(hsd:x == -654321) then(hsd:x := get screen width / 2) if(hsd:y == -654321) then(hsd:y := get screen height / 2) setstringbit(hsd:stringID,0,1) positionstring(hsd:stringID,hsd:x--(stringlength(hsd:stringID)*4),hsd:y) end script,hidestring,hsd:stringID,begin setstringbit(hsd:stringID,0,0) end script,stringstyle,hsd:stringID,hsd:style=0,begin setstringbit(hsd:stringID,1,hsd:style) end script,stringisvisible,hsd:stringID,begin return(getstringbit(hsd:stringID,0)) end # Internal functions, do not use # To get around the 100 string limitation... script, hsd:save string, hsd:id, begin variable (hsd:sl) hsd:sl := create text set slice visible(hsd:sl, false) set slice text(hsd:sl, hsd:id) clear string(hsd:id) return (hsd:sl) end script, hsd:restore string, hsd:id, hsd:saved, begin get slice text(hsd:id, hsd:saved) free slice(hsd:saved) end # Improvement (but which requires enableinputtext) # script, last ascii, begin # variable (hsd:saved) # hsd:saved := hsd:savestring(0) # get input text(0) # if (string length(0)) then ( # return (ascii from string(0, 1)) # ) # hsd:restore string(0, hsd:saved) # end script, last ascii, begin variable(hsd:code, hsd:shift) hsd:shift := keyispressed(key:shift) if(keyval(30) >> 1) then (hsd:code := 65) #A... if(keyval(48) >> 1) then (hsd:code := 66) if(keyval(46) >> 1) then (hsd:code := 67) if(keyval(32) >> 1) then (hsd:code := 68) if(keyval(18) >> 1) then (hsd:code := 69) if(keyval(33) >> 1) then (hsd:code := 70) if(keyval(34) >> 1) then (hsd:code := 71) if(keyval(35) >> 1) then (hsd:code := 72) if(keyval(23) >> 1) then (hsd:code := 73) if(keyval(36) >> 1) then (hsd:code := 74) if(keyval(37) >> 1) then (hsd:code := 75) if(keyval(38) >> 1) then (hsd:code := 76) if(keyval(50) >> 1) then (hsd:code := 77) if(keyval(49) >> 1) then (hsd:code := 78) if(keyval(24) >> 1) then (hsd:code := 79) if(keyval(25) >> 1) then (hsd:code := 80) if(keyval(16) >> 1) then (hsd:code := 81) if(keyval(19) >> 1) then (hsd:code := 82) if(keyval(31) >> 1) then (hsd:code := 83) if(keyval(20) >> 1) then (hsd:code := 84) if(keyval(22) >> 1) then (hsd:code := 85) if(keyval(47) >> 1) then (hsd:code := 86) if(keyval(17) >> 1) then (hsd:code := 87) if(keyval(45) >> 1) then (hsd:code := 88) if(keyval(21) >> 1) then (hsd:code := 89) if(keyval(44) >> 1) then (hsd:code := 90)#...Z if(keyval(2) >> 1) then (if(hsd:shift) then (hsd:code :=33) else (hsd:code :=49)) # 1... if(keyval(3) >> 1) then (if(hsd:shift) then (hsd:code :=64) else (hsd:code :=50)) if(keyval(4) >> 1) then (if(hsd:shift) then (hsd:code :=35) else (hsd:code :=51)) if(keyval(5) >> 1) then (if(hsd:shift) then (hsd:code :=36) else (hsd:code :=52)) if(keyval(6) >> 1) then (if(hsd:shift) then (hsd:code :=37) else (hsd:code :=53)) if(keyval(7) >> 1) then (if(hsd:shift) then (hsd:code :=94) else (hsd:code :=54)) if(keyval(8) >> 1) then (if(hsd:shift) then (hsd:code :=38) else (hsd:code :=55)) if(keyval(9) >> 1) then (if(hsd:shift) then (hsd:code :=42) else (hsd:code :=56)) if(keyval(10) >> 1) then (if(hsd:shift) then (hsd:code :=40) else (hsd:code :=57)) if(keyval(11) >> 1) then (if(hsd:shift) then (hsd:code :=41) else (hsd:code :=48)) # ...0 if(keyval(41) >> 1) then (if(hsd:shift) then (hsd:code :=126) else (hsd:code :=96)) # ` ~ if(keyval(12) >> 1) then (if(hsd:shift) then (hsd:code :=95) else (hsd:code :=45)) # - _ if(keyval(13) >> 1) then (if(hsd:shift) then (hsd:code := 43) else (hsd:code := 61)) # = + if(keyval(26) >> 1) then (if(hsd:shift) then (hsd:code := 123) else (hsd:code := 91)) # [ { if(keyval(27) >> 1) then (if(hsd:shift) then (hsd:code := 125) else (hsd:code := 93)) # ] } if(keyval(39) >> 1) then (if(hsd:shift) then (hsd:code := 58) else (hsd:code := 59)) # ; : if(keyval(40) >> 1) then (if(hsd:shift) then (hsd:code := 34) else (hsd:code := 39)) # ' " if(keyval(51) >> 1) then (if(hsd:shift) then (hsd:code := 60) else (hsd:code := 44)) # , < if(keyval(52) >> 1) then (if(hsd:shift) then (hsd:code := 62) else (hsd:code := 46)) # . > if(keyval(53) >> 1) then (if(hsd:shift) then (hsd:code := 63) else (hsd:code := 47)) # / ? if(keyval(43) >> 1) then (if(hsd:shift) then (hsd:code := 124) else (hsd:code := 92)) # \ | if(keyval(102) >> 1) then (hsd:code := 47) # Num / if(keyval(55) >> 1) then (hsd:code := 42) # Num * if(keyval(71) >> 1) then (hsd:code := 55) # Num 7 if(keyval(72) >> 1) then (hsd:code := 56) # Num 8 if(keyval(73) >> 1) then (hsd:code := 57) # Num 9 if(keyval(74) >> 1) then (hsd:code := 45) # Num - if(keyval(75) >> 1) then (hsd:code := 52) # Num 4 if(keyval(76) >> 1) then (hsd:code := 53) # Num 5 if(keyval(77) >> 1) then (hsd:code := 54) # Num 6 if(keyval(78) >> 1) then (hsd:code := 43) # Num + if(keyval(79) >> 1) then (hsd:code := 49) # Num 1 if(keyval(80) >> 1) then (hsd:code := 50) # Num 2 if(keyval(81) >> 1) then (hsd:code := 51) # Num 3 if(keyval(82) >> 1) then (hsd:code := 48) # Num 0 if(keyval(83) >> 1) then (hsd:code := 46) # Num . if(keyval(57) >> 1) then (hsd:code := 32) #Space if(hsd:code <= 90 && hsd:code >= 65) then, begin if(hsd:shift == false) then (hsd:code += 32) end return (hsd:code) end script, input string, hsd:str, hsd:max len=-1, hsd:useexist=0, hsd:center=1, hsd:positionx=-654321, hsd:positiony=-654321, begin variable(hsd:done, hsd:key, hsd:show, hsd:tmp str, hsd:saved, hsd:enable input) hsd:enable input := input text enabled enable input text (true) if(hsd:useexist) else(clear string(hsd:str)) trim string(hsd:str,1,hsd:maxlen) hsd:show:=(string is visible(hsd:str) == false) if(hsd:max len < 0) then (hsd:max len := get screen width / 8) if(hsd:positiony <> -654321 || hsd:show) then( if(hsd:positionx == -654321) then(hsd:positionx := get screen width / 2) if(hsd:positiony == -654321) then(hsd:positiony := get screen height / 2 + 10) if(hsd:center) then( center string at(hsd:str,hsd:positionx,hsd:positiony) )else( show string at(hsd:str,hsd:positionx,hsd:positiony) ) )else( hsd:positionx := string x(hsd:str) hsd:positiony := string y(hsd:str) ) hsd:tmp str := hsd:str,xor,1 # A string ID different to hsd:str hsd:saved := hsd:save string(hsd:tmp str) while(not(hsd:done)) do, begin if(hsd:center) then(center string at(hsd:str,hsd:positionx,hsd:positiony)) wait if(keyval(key:Enter)>1 || keyval(key:Numpad Enter)>1) then(hsd:done:=true, return(true)) else( if(keyval(key:Backspace)>1) then(delete char(hsd:str,string length(hsd:str))) get input text(hsd:tmp str) concatenate strings(hsd:str, hsd:tmp str) trim string(hsd:str, 1, hsd:max len) while(key is pressed(key:Esc)) do, begin # Wait for the player to let go of Esc before finishing hsd:done:=true return(false) if(player is suspended) then(wait) # Esc will be ignored else(suspendplayer, wait, resumeplayer) # Ignore the Esc, don't bring up the menu end ) end enable input text (hsd:enable input) hsd:restore string(hsd:tmp str,hsd:saved) if(hsd:show) then(hide string(hsd:str)) end script,currentdisplaytile,hsd:tile,hsd:layernumber=0,begin if(hsd:tile>=160) then( return(animationstarttile(hsd:tile,hsd:layernumber)+gettileanimationoffset((hsd:tile--160)/48,hsd:layernumber)) ) else(return(hsd:tile)) end script, wait for sound, hsd:soundid, begin while(sound is playing(hsd:soundid)) do(wait(1)) end #-------------------------------------------------------------------------- #read/write enemy wrappers #getenemyname and setenemyname used to be scripts here script,getenemystat,hsd:enemyID,hsd:stat,begin return(readenemydata(hsd:enemyID,hsd:stat+62)) end script,setenemystat,hsd:enemyID,hsd:stat,hsd:value,begin writeenemydata(hsd:enemyID,hsd:stat+62,hsd:value) end script,resetenemystat,hsd:enemyID,hsd:stat,begin resetenemydata(hsd:enemyID,hsd:stat+62) end #get/set enemy appearance are now simply wrappers. too much confusion to remove them now script,getenemyappearance,hsd:enemyID,hsd:appearance,begin return(readenemydata(hsd:enemyID,hsd:appearance)) end script,setenemyappearance,hsd:enemyID,hsd:appearance,hsd:value,begin writeenemydata(hsd:enemyID,hsd:appearance,hsd:value) end #-------------------------------------------------------------------------- # read/write general wrappers script,set victory music,hsd:song,begin write general(3,hsd:song+1) end script,get victory music,begin return(read general(3)--1) end script,get death script,begin return(decode trigger(read general(42))) end script,get load script,begin return(decode trigger(read general(57))) end script,set load script,hsd:ID=0,begin write general(57,hsd:ID) end script,hsd:pref bit index,hsd:bitnum, begin if (hsd:bitnum >= 48) then ( return(222 + (hsd:bitnum--48)/16) # genBits3 ) else if (hsd:bitnum >= 16) then ( return(177 + (hsd:bitnum--16)/16) # genBits2 ) else ( return(101) # genBits ) end # See https://rpg.hamsterrepublic.com/ohrrpgce/GEN#General_bitsets for bitnum script,read preference bit,hsd:bitnum,begin variable(hsd:index) hsd:index := hsd:pref bit index(hsd:bitnum) hsd:bitnum := hsd:bitnum,mod,16 return((read general(hsd:index),and,2^hsd:bitnum)<>0) end script,write preference bit,hsd:bitnum,hsd:value=1,begin variable(hsd:index) hsd:index := hsd:pref bit index(hsd:bitnum) hsd:bitnum := hsd:bitnum,mod,16 if(hsd:value) then (hsd:value := 2^hsd:bitnum) write general(hsd:index, (read general(hsd:index),and,(-1--2^hsd:bitnum))+hsd:value) end script,set battle wait mode,hsd:bit=1,begin write preference bit(0, hsd:bit) end script,set caterpillar mode,hsd:bit=1,begin write preference bit(1, hsd:bit) end #@obsolete(set HP level up restore) script,set no HP level up restore,hsd:bit=1,begin write preference bit(2, hsd:bit) end #@obsolete(set MP level up restore) script,set no MP level up restore,hsd:bit=1,begin write preference bit(3, hsd:bit) end #@obsolete(set inn revive mode) script,set inn no revive mode,hsd:bit=1,begin write preference bit(4, hsd:bit) end script,set HP level up restore,hsd:bit=1,begin write preference bit(2, not(hsd:bit)) end script,set MP level up restore,hsd:bit=1,begin write preference bit(3, not(hsd:bit)) end script,set inn revive mode,hsd:bit=1,begin write preference bit(4, not(hsd:bit)) end script,set full hero swap mode,hsd:bit=1,begin write preference bit(5, hsd:bit) end #@obsolete(show battle ready meter) script,hide battle ready meter,hsd:bit=1,begin write preference bit(6, hsd:bit) end #@obsolete(show battle health meter) script,hide battle health meter,hsd:bit=1,begin write preference bit(7, hsd:bit) end script,show battle ready meter,hsd:bit=1,begin write preference bit(6, not(hsd:bit)) end script,show battle health meter,hsd:bit=1,begin write preference bit(7, not(hsd:bit)) end script,set debug keys disable,hsd:bit=1,begin write preference bit(8, hsd:bit) end script,set dead heroes gain experience,hsd:bit=1,begin write preference bit(19, hsd:bit) end script, set turn based battle mode,begin write general(192, 1) end script, get turn based battle mode,begin exit returning(read general(192) == 1) end script, set active time battle mode,begin write general(192, 0) end script, get active time battle mode,begin exit returning(read general(192) == 0) end script,set active battle pause for animations,hsd:bit=1,begin write preference bit(23, hsd:bit) end script,set capped hero stat,hsd:who,hsd:stat,hsd:value,hsd:stat type=current stat,begin variable(hsd:cap) if (hsd:stat type <> base stat) then ( hsd:cap := get hero stat cap(hsd:stat) if(hsd:cap>>0, and, hsd:cap<> 600) then(write general(85, 0)) else(write general(85, (hsd:newsize + 2) / 3 * 3 -- 1)) end script, extended scancodes enabled, begin return(read preference bit(24)) end script, get level cap, begin return(readgeneral(87)) end script, set level cap, hsd:cap, begin if(hsd:cap >= 0 && hsd:cap <= readgeneral(191)) then(writegeneral(87, hsd:cap)) end #-------------------------------------------------------------------------- # read/write gmap wrappers script,get map tileset,begin return(read gmap(0)) end script, get ambient music, begin return (read gmap(1) -- 1) end script, set ambient music, hsd:song=-1, begin write gmap(1,hsd:song + 1) if (hsd:song >= 0) then (play song (hsd:song)) else (if (hsd:song == -1) then (stop song)) end script,allow minimap,hsd:setting=1,begin write gmap(2,hsd:setting) end script,allow save anywhere,hsd:setting=1,begin write gmap(3,hsd:setting) end script,cancel map name display,begin write gmap(4,0) end script,set map edge mode,mode=0,hsd:tile=0,begin write gmap(5,mode) write gmap(6,hsd:tile) end script,get map edge mode,begin return(read gmap(5)) end script,set harm tile damage,hsd:damage=0,begin write gmap(9,hsd:damage) end script,set harm tile flash,hsd:colour=0,begin write gmap(10,hsd:colour) end script,get footoffset,begin return(read gmap(11)) end script,set footoffset,hsd:offset=0,begin write gmap(11,hsd:offset) end script,get instead of battle script,begin return (decode trigger(read gmap(13))) end script,set instead of battle script,hsd:ID=0,begin write gmap(13,hsd:ID) end script,get each step script,begin return (decode trigger(read gmap(14))) end script,set each step script,hsd:ID=0,begin write gmap(14,hsd:ID) end script,get on keypress script,begin return (decode trigger(read gmap(15))) end script,set on keypress script,hsd:ID=0,begin write gmap(15,hsd:ID) end script,draw npcs above heroes,hsd:setting=1,begin write gmap(16,hsd:setting) end script,get current map autorun script, begin return (read gmap(7)) end script,get current map autorun script argument, begin return (read gmap(8)) end #-------------------------------------------------------------------------- # read/write pass block wrappers script, read wall bit, hsd:x, hsd:y, hsd:bit, begin return ((read pass block(hsd:x, hsd:y), and, hsd:bit) <> 0) end script, write wall bit, hsd:x, hsd:y, hsd:bit, hsd:new value = true, begin variable (hsd:val) hsd:val := read pass block (hsd:x, hsd:y), and, (-1 -- hsd:bit) if (hsd:new value) then (hsd:val += hsd:bit) write pass block (hsd:x, hsd:y, hsd:val) end #-------------------------------------------------------------------------- # new wrappers/re-inventing of the wheel commands 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,hsd:d, begin if(hsd:d >= 0) then (write general(51,hsd:d)) end script,set hours of play,hsd:h, begin if(hsd:h >= 0, and, hsd:h << 24) then (write general(52,hsd:h)) end script,set minutes of play,hsd:m, begin if(hsd:m >= 0, and, hsd:m << 60) then (write general(53,hsd:m)) end script,set seconds of play,hsd:s, begin if(hsd:s >= 0, and, hsd:s << 60) then (write general(54,hsd:s)) end #-------------------------------------------------------------------------- # menu wrappers script, first menu item, hsd:menuhandle, begin exit returning(menu item by slot(hsd:menuhandle, 0)) end script, last menu item, hsd:menuhandle, hsd:visible only=true, begin variable(hsd:idx) if (hsd:visible only) then ( hsd:idx := visible menu item count(hsd:menuhandle) -- 1 ) else ( hsd:idx := menu item count(hsd:menuhandle) -- 1 ) if (hsd:idx >= 0) then ( exit returning(menu item by slot(hsd:menuhandle, hsd:idx, false)) ) end script, wait for menu, hsd:menuhandle, begin while(menu is open(hsd:menuhandle)) do(wait(1)) end #-------------------------------------------------------------------------- # menu data wrappers script, get menu boxstyle, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 12)) end script, set menu boxstyle, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 12, hsd:n) end script, get menu textcolor, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 13)) end script, set menu textcolor, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 13, hsd:n) end script, get menu disabled textcolor, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 28)) end script, set menu disabled textcolor, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 28, hsd:n) end script, get menu max rows, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 14)) end script, set menu max rows, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 14, hsd:n) end script, get menu offset x, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 16)) end script, set menu offset x, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 16, hsd:n) end script, get menu offset y, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 17)) end script, set menu offset y, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 17, hsd:n) end script, get menu anchor x, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 18)) end script, set menu anchor x, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 18, hsd:n) end script, get menu anchor y, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 19)) end script, set menu anchor y, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 19, hsd:n) end script, get menu text align, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 20)) end script, set menu text align, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 20, hsd:n) end script, get menu min chars, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 21)) end script, set menu min chars, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 21, hsd:n) end script, get menu max chars, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 22)) end script, set menu max chars, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 22, hsd:n) end script, get menu border, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 23)) end script, set menu border, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 23, hsd:n) end script, get menu on close script, hsd:menuhandle, begin exit returning(decode trigger(read menu int(hsd:menuhandle, 24))) end script, set menu on close script, hsd:menuhandle, hsd:n=0, begin write menu int(hsd:menuhandle, 24, hsd:n) end script, get menu cancel button menu, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 25) -- 1) end script, set menu cancel button menu, hsd:menuhandle, hsd:n=-1, begin write menu int(hsd:menuhandle, 25, hsd:n + 1) end script, get menu item spacing, hsd:menuhandle, begin exit returning(read menu int(hsd:menuhandle, 27) -- 1) end script, set menu item spacing, hsd:menuhandle, hsd:n=-1, begin write menu int(hsd:menuhandle, 27, hsd:n + 1) end script, get menu bit, hsd:handle, hsd:bit, begin variable(hsd:n) hsd:n := read menu int(hsd:handle, 15) if(hsd:n,and,2^hsd:bit) then(exit returning(true)) exit returning(false) end script, set menu bit, hsd:handle, hsd:bit, hsd:value=1, begin variable(hsd:n) hsd:n := read menu int(hsd:handle, 15) if(hsd:value) then(hsd:n := hsd:n, or, 2^hsd:bit) else(hsd:n := hsd:n, and, (-1, xor, 2^hsd:bit)) write menu int(hsd:handle, 15, hsd:n) end #-------------------------------------------------------------------------- # menu item data wrappers script, set menu item, hsd:handle, hsd:type=0, hsd:subtype=0, hsd:tag1=0, hsd:tag2=0, hsd:stag=0, hsd:togtag=0, begin write menu item int(hsd:handle, 22, hsd:type) write menu item int(hsd:handle, 23, hsd:subtype) write menu item int(hsd:handle, 24, hsd:tag1) write menu item int(hsd:handle, 25, hsd:tag2) write menu item int(hsd:handle, 26, hsd:stag) write menu item int(hsd:handle, 27, hsd:togtag) end script, set menu item type, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 22, hsd:n) end script, get menu item type, hsd:handle, begin exit returning(read menu item int(hsd:handle, 22)) end script, set menu item subtype, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 23, hsd:n) end script, get menu item subtype, hsd:handle, begin exit returning(read menu item int(hsd:handle, 23)) end script, set menu item tag, hsd:handle, hsd:n=0, hsd:whichtag=1, begin if(hsd:whichtag == 1) then(write menu item int(hsd:handle, 24, hsd:n)) if(hsd:whichtag == 2) then(write menu item int(hsd:handle, 25, hsd:n)) end script, get menu item tag, hsd:handle, hsd:whichtag=1, begin if(hsd:whichtag == 1) then(exit returning(read menu item int(hsd:handle, 24))) if(hsd:whichtag == 2) then(exit returning(read menu item int(hsd:handle, 25))) end script, set menu item settag, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 26, hsd:n) end script, get menu item settag, hsd:handle, begin exit returning(read menu item int(hsd:handle, 26)) end script, set menu item togtag, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 27, hsd:n) end script, get menu item togtag, hsd:handle, begin exit returning(read menu item int(hsd:handle, 27)) end script, get menu item bit, hsd:handle, hsd:bit, begin variable(hsd:n) hsd:n := read menu item int(hsd:handle, 28) if(hsd:n,and,2^hsd:bit) then(exit returning(true)) exit returning(false) end script, set menu item bit, hsd:handle, hsd:bit, hsd:value=1, begin variable(hsd:n) hsd:n := read menu item int(hsd:handle, 28) if(hsd:value) then(hsd:n := hsd:n, or, 2^hsd:bit) else(hsd:n := hsd:n, and, (-1, xor, 2^hsd:bit)) write menu item int(hsd:handle, 28, hsd:n) end script, set menu item color, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 32, hsd:n) end script, get menu item color, hsd:handle, begin exit returning(read menu item int(hsd:handle, 32)) end script, set menu item disabled color, hsd:handle, hsd:n=0, begin write menu item int(hsd:handle, 33, hsd:n) end script, get menu item disabled color, hsd:handle, begin exit returning(read menu item int(hsd:handle, 33)) end #-------------------------------------------------------------------------- # slice commands script, get npc sprite, hsd:npc, begin variable (hsd:sl, hsd:tmp) hsd:sl := get npc slice(hsd:npc) # If the NPC is tag-disabled it has no slice and we return 0; not an error. if (hsd:sl) then (return (lookup slice(sl:walkabout sprite component, hsd:sl))) end script, get hero sprite, hsd:rank, begin variable (hsd:sl) hsd:sl := get hero slice(hsd:rank) # If the caterpillar rank is empty we return 0; not an error. if (hsd:sl) then (return (lookup slice(sl:walkabout sprite component, hsd:sl))) end script, get hero sprite by slot, hsd:who, begin variable (hsd:sl) hsd:sl := get hero slice by slot(hsd:who) # If the slot is empty we return 0; not an error. if (hsd:sl) then (return (lookup slice(sl:walkabout sprite component, hsd:sl))) end script, load sprite, hsd:type, hsd:number, hsd:pal = -1, begin switch (hsd:type) do ( case(spritetype:hero) return(load hero sprite (hsd:number, hsd:pal)) case(spritetype:smallenemy) return(load small enemy sprite (hsd:number, hsd:pal)) case(spritetype:mediumenemy) return(load medium enemy sprite (hsd:number, hsd:pal)) case(spritetype:largeenemy) return(load large enemy sprite (hsd:number, hsd:pal)) case(spritetype:walkabout) return(load walkabout sprite (hsd:number, hsd:pal)) case(spritetype:weapon) return(load weapon sprite (hsd:number, hsd:pal)) case(spritetype:attack) return(load attack sprite (hsd:number, hsd:pal)) case(spritetype:border) return(load border sprite (hsd:number, hsd:pal)) case(spritetype:portrait) return(load portrait sprite (hsd:number, hsd:pal)) case(spritetype:backdrop) return(load backdrop sprite (hsd:number)) else ( variable(hsd:tmp) hsd:tmp := hsd:save string(99) script error(string sprintf(99, $99="load sprite(%d,%d,%d): invalid type %d", hsd:type, hsd:number, hsd:pal, hsd:type), true) hsd:restore string(99, hsd:tmp) ) ) end script, create sprite, hsd:type, hsd:number, hsd:pal = -1, begin return(load sprite(hsd:type, hsd:number, hsd:pal)) end script, replace sprite, hsd:sl, hsd:type, hsd:number, hsd:pal = -1, begin switch (hsd:type) do ( case(spritetype:hero) replace hero sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:smallenemy) replace small enemy sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:mediumenemy) replace medium enemy sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:largeenemy) replace large enemy sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:walkabout) replace walkabout sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:weapon) replace weapon sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:attack) replace attack sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:border) replace border sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:portrait) replace portrait sprite (hsd:sl, hsd:number, hsd:pal) case(spritetype:backdrop) replace backdrop sprite (hsd:sl, hsd:number) else ( variable(hsd:tmp) hsd:tmp := hsd:save string(99) script error(string sprintf(99, $99="replace sprite(%d,%d,%d): invalid type %d", hsd:type, hsd:number, hsd:pal, hsd:type), true) hsd:restore string(99, hsd:tmp) ) ) end script, load enemy sprite, hsd:size, hsd:number, hsd:pal = -1, begin if(hsd:size == EnemySize:small) then(return(load small enemy sprite(hsd:number, hsd:pal))) if(hsd:size == EnemySize:medium) then(return(load medium enemy sprite(hsd:number, hsd:pal))) if(hsd:size == EnemySize:large) then(return(load large enemy sprite(hsd:number, hsd:pal))) end script, replace enemy sprite, hsd:ID, hsd:size, hsd:number, hsd:pal = -1, begin if(hsd:size == EnemySize:small) then(return(replace small enemy sprite(hsd:ID, hsd:number, hsd:pal))) if(hsd:size == EnemySize:medium) then(return(replace medium enemy sprite(hsd:ID, hsd:number, hsd:pal))) if(hsd:size == EnemySize:large) then(return(replace large enemy sprite(hsd:ID, hsd:number, hsd:pal))) end #### first child/next sibling wrappers script, first child of type, hsd:parent, hsd:type, begin variable(hsd:sl) hsd:sl := first child(hsd:parent) if(hsd:sl==0) then(exit returning(hsd:sl)) if(slice type(hsd:sl) == hsd:type) then(exit returning(hsd:sl)) exit returning(next sibling of type(hsd:sl, hsd:type)) end script, next sibling of type, hsd:sl, hsd:type, begin hsd:sl := next sibling(hsd:sl) while(hsd:sl) do ( if(slice type(hsd:sl) == hsd:type) then(exit returning(hsd:sl)) hsd:sl := next sibling(hsd:sl) ) exit returning(hsd:sl) end script, first container child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:container)) end script, next container sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:container)) end script, first rect child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:rect)) end script, next rect sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:rect)) end script, first sprite child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:sprite)) end script, next sprite sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:sprite)) end script, first text child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:text)) end script, next text sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:text)) end script, first ellipse child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:ellipse)) end script, next ellipse sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:ellipse)) end script, first grid child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:grid)) end script, next grid sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:grid)) end script, first scroll child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:scroll)) end script, next scroll sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:scroll)) end script, first select child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:select)) end script, next select sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:select)) end script, first panel child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:panel)) end script, next panel sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:panel)) end script, first line child, hsd:parent, begin return(first child of type(hsd:parent, slicetype:line)) end script, next line sibling, hsd:sib, begin return(next sibling of type(hsd:sib, slicetype:line)) end #### More slice commands script, get selected child, hsd:parent, begin return(slice child(hsd:parent, get select slice index(hsd:parent))) end script, set selected child, hsd:parent, hsd:child, begin if (parent slice(hsd:child) <> hsd:parent) then ( variable(hsd:tmp) hsd:tmp := hsd:save string(99) script error($99="set selected slice: 2nd slice must be a child of the 1st", true) hsd:restore string(99, hsd:tmp) ) else ( set select slice index(hsd:parent, slice child index(hsd:child)) ) end script, free slice children, hsd:parent, begin variable(hsd:sl, hsd:next) hsd:sl := first child(hsd:parent) while(hsd:sl) do( hsd:next := next sibling(hsd:sl) free slice(hsd:sl) hsd:sl := hsd:next ) end script, realign slice, hsd:sl, hsd:halign, hsd:valign, hsd:hanchor=-1, hsd:vanchor=-1, begin set horiz align(hsd:sl, hsd:halign) set vert align(hsd:sl, hsd:valign) if(hsd:hanchor <> -1) then(set horiz anchor(hsd:sl, hsd:hanchor)) if(hsd:vanchor <> -1) then(set vert anchor(hsd:sl, hsd:vanchor)) end script, gently realign slice, hsd:sl, hsd:halign, hsd:valign, hsd:hanchor=-1, hsd:vanchor=-1, begin variable(hsd:oldx, hsd:oldy) hsd:oldx := slice screen x(hsd:sl) hsd:oldy := slice screen y(hsd:sl) realign slice(hsd:sl, hsd:halign, hsd:valign, hsd:hanchor, hsd:vanchor) set slice screen x(hsd:sl, hsd:oldx) set slice screen y(hsd:sl, hsd:oldy) end script, center slice, hsd:sl, begin realign slice(hsd:sl, 1, 1, 1, 1) end script, set slice screen x, hsd:sl, hsd:newx, begin variable(hsd:oldx, hsd:diff) hsd:oldx := slice screen x(hsd:sl) hsd:diff := hsd:newx -- hsd:oldx set slice x(hsd:sl, slice x(hsd:sl) + hsd:diff) end script, set slice screen y, hsd:sl, hsd:newy, begin variable(hsd:oldy, hsd:diff) hsd:oldy := slice screen y(hsd:sl) hsd:diff := hsd:newy -- hsd:oldy set slice y(hsd:sl, slice y(hsd:sl) + hsd:diff) end script, set slice size, hsd:sl, hsd:width, hsd:height, begin set slice width(hsd:sl, hsd:width) set slice height(hsd:sl, hsd:height) end script, put slice screen, hsd:sl, hsd:newx, hsd:newy, begin put slice(hsd:sl, slice x(hsd:sl) + hsd:newx -- slice screen x(hsd:sl), slice y(hsd:sl) + hsd:newy -- slice screen y(hsd:sl)) end script, move slice to screen pos, hsd:sl, hsd:newx, hsd:newy, hsd:ticks, begin variable(hsd:offsetx, hsd:offsety) hsd:offsetx := slice screen x(hsd:sl) -- slice x(hsd:sl) hsd:offsety := slice screen y(hsd:sl) -- slice y(hsd:sl) move slice to(hsd:sl, hsd:newx -- hsd:offsetx, hsd:newy -- hsd:offsety, hsd:ticks) end script, set padding, hsd:sl, hsd:newpadding, begin set left padding (hsd:sl, hsd:newpadding) set right padding (hsd:sl, hsd:newpadding) set top padding (hsd:sl, hsd:newpadding) set bottom padding(hsd:sl, hsd:newpadding) end script, reparent to npc, hsd:sl, hsd:npc, begin set parent(hsd:sl, lookup slice(sl:walkabout sprite component, get npc slice(hsd:npc))) end script, reparent to hero, hsd:sl, hsd:hero rank, begin set parent(hsd:sl, lookup slice(sl:walkabout sprite component, get hero slice(hsd:hero rank))) end script, gently reparent, hsd:sl, hsd:newparent, begin variable(hsd:oldx, hsd:oldy) hsd:oldx := slice screen x(hsd:sl) hsd:oldy := slice screen y(hsd:sl) set parent(hsd:sl, hsd:newparent) set slice screen x(hsd:sl, hsd:oldx) set slice screen y(hsd:sl, hsd:oldy) end script, lookup ancestor, hsd:code, hsd:sl, begin variable(hsd:par) hsd:par := slice parent(hsd:sl) while(hsd:par) do( if(get slice lookup(hsd:par) == hsd:code) then(exit(hsd:par)) hsd:par := slice parent(hsd:par) ) exit(0) end #-------------------------------------------------------------------------- # helper scripts script, dirX, dir, begin switch (dir) do ( #case (up, down) return (0) case (right) return (1) case (left) return (-1) ) end script, dirY, dir, begin switch (dir) do ( #case (left, right) return (0) case (down) return (1) case (up) return (-1) ) end #-------------------------------------------------------------------------- # script triggers define trigger,begin 0, script 1, plotscript 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 < lessthan 50 > greaterthan 50 <= lessthanorequalto 50 >= greaterthanorequalto 60,xor,xor 60,and,and 60,or, or 65 && logand 70 || logor 70 ^^ logxor 80 := setvariable 80 += increment 80 -= decrement 80 $+ concatenatestrings 80 $= 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,me 0,none -1,autonumber 0,currentstat 1,maximumstat 2,basestat 0b1,northwall 0b10,eastwall 0b100,southwall 0b1000,westwall 0b10000,vehicleA 0b100000,vehicleB 0b1000000,harmtile 0b10000000,overheadtile # Special constants used only by 'move slice with wallchecking' # Each is euqal to the wall bits for two directions, shifted 24 bits left 0b0011 00000000 00000000 00000000,northeast corner 0b1001 00000000 00000000 00000000,northwest corner 0b0110 00000000 00000000 00000000,southeast corner 0b1100 00000000 00000000 00000000,southwest corner # Special zones 10000,zone:OneWayExit 0,inside battle 1,outside battle 2,hero portrait 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 6,NPCmovetype:chaseyoumeandering 7,NPCmovetype:avoidyou 7,NPCmovetype:avoidyoumeandering 8,NPCmovetype:walkinplace 9,NPCmovetype:chaseyoudirect 10,NPCmovetype:avoidyoudirect 11,NPCmovetype:followwallsright 12,NPCmovetype:followwallsleft 13,NPCmovetype:followwallsrightstopsforothers 14,NPCmovetype:followwallsleftstopsforothers 15,NPCmovetype:chaseyoupathfinding 3,NPCstat:movespeed 4,NPCstat:displaytext 5,NPCstat:whenactivated 0,NPCwhenactivated:changedirection 1,NPCwhenactivated:faceplayer 2,NPCwhenactivated:donotfaceplayer 6,NPCstat:giveitem # Note: item num + 1 7,NPCstat:pushability 0,NPCpush:off 1,NPCpush:full 2,NPCpush:vertical 3,NPCpush:horizontal 4,NPCpush:uponly 5,NPCpush:rightonly 6,NPCpush:downonly 7,NPCpush:leftonly 8,NPCstat:activation 0,NPCactivation:use 1,NPCactivation:touch 2,NPCactivation:stepon 9,NPCstat:tag1 10,NPCstat:tag2 11,NPCstat:onetimeusetag 11,NPCstat:onetimeuseflag 12,NPCstat:script 13,NPCstat:scriptargument 14,NPCstat:vehicle 15,NPCstat:defaultmovementzone 16,NPCstat:defaultavoidancezone 17,NPCstat:ignorepassmap 18,NPCstat:pathfindingrule # Values for NPCstat:pathfindingrule 0,pathfinding:default 1,pathfinding:npcs obstruct 2,pathfinding:npcs ignored 0,color:red 1,color:green 2,color:blue 0,leftbutton 1,rightbutton 2,middlebutton -1,getcount 0,string:outline 1,string:flat # readenemydata constants 53,Enemy:Picture 54,Enemy:Palette 55,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 # end of readenemydata constants 0, Crop 1, Wrap 2, Defaulttile -1,party 0, extra 0 1, extra 1 2, extra 2 0b1,mapstate:mapsettings 0b10,mapstate:npclocations 0b100,mapstate:npcdefinitions 0b1000,mapstate:tilemap 0b10000,mapstate:passmap 0b100000,mapstate:zonemap #0b1000000,mapstate:foemap 0b110,mapstate:npcs 0b111000,mapstate:tiles 0b11111111,mapstate:all # Values for "draw NPCs above heroes" 0,layering:heroes over NPCs 1,layering:NPCS over heroes 2,layering:heroes and NPCs together 0,timer:stop #use in speed -1,timer:default #use in any -2,timer:gameover#use in trigger 0b1,timerflag:critical 0b10,timerflag:battle 0b100,timerflag:menu 0,menutype:label 0,menutype:caption 1,menutype:special 2,menutype:menu 3,menutype:textbox 4,menutype:script 0,menulabel:selectable 1,menulabel:disabled 2,menulabel:unselectable 2,menulabel:cant be selected 0,menuspecial:items 1,menuspecial:spells 2,menuspecial:status 3,menuspecial:equip 4,menuspecial:order 5,menuspecial:team 6,menuspecial:orderteam 7,menuspecial:map 8,menuspecial:save 9,menuspecial:load 10,menuspecial:quit 11,menuspecial:volume 12,menuspecial:mapalways 13,menuspecial:savealways 14,menuspecial:margins 15,menuspecial:purchases 16,menuspecial:windowed 17,menuspecial:fullscreen 18,menuspecial:musicvolume 19,menuspecial:soundvolume 0,menuitembit:hide when disabled #Renamed 0,menuitembit:hide if disabled 1,menuitembit:close menu when selected #Renamed 1,menuitembit:close menu when activated 2,menuitembit:skip close script 0,menubit:translucent box 1,menubit:never show scrollbar 2,menubit:allow gameplay 3,menubit:suspend player even if gameplay allowed 4,menubit:no box 5,menubit:no close 6,menubit:no controls 7,menubit:prevent main menu 8,menubit:advance text box when menu closes 9,menubit:highlight selection background 10,menubit:remember selection 11,menubit:clamp to screen bounds ### The align: constants are for menu alignment, NOT for slices! 0,align:center -1,align:left 1,align:right -1,align:top 1,align:bottom -1,tileset:default -1,song:silence -2,song:same as map -2,song:same as last map -1,any enemy 0,inv:max ### The edge: constants are for slice alignment, NOT for menus! 0,edge:left 1,edge:center 2,edge:right 0,edge:top 1,edge:middle 2,edge:bottom 1,slicetype:Special 2,slicetype:Container 3,slicetype:Rectangle 3,slicetype:Rect 4,slicetype:Sprite 5,slicetype:Text 6,slicetype:Map 7,slicetype:Grid 8,slicetype:Ellipse 9,slicetype:Scroll 10,slicetype:Select 11,slicetype:Panel 12,slicetype:Layout 13,slicetype:Line 0,spritetype:hero 1,spritetype:smallenemy 2,spritetype:mediumenemy 3,spritetype:largeenemy 4,spritetype:walkabout 5,spritetype:weapon 6,spritetype:attack 7,spritetype:border 8,spritetype:portrait 9,spritetype:backdrop 0,autosort:Off 1,autosort:Custom 2,autosort:Y 3,autosort:TopY 4,autosort:CenterY 5,autosort:BottomY -1,border:line -2,border:none -99,border:raw 0,trans:solid 1,trans:fuzzy 2,trans:hollow 3,trans:blend 0,blend:normal 1,blend:add 1,blend:additive 2,blend:multiply 0,hand:Attack A 1,hand:Attack B 0,dissolve:random scatter 1,dissolve:crossfade 2,dissolve:diagonal vanish 3,dissolve:sink into ground 4,dissolve:squash 5,dissolve:melt 6,dissolve:vaporise 6,dissolve:vaporize 6,dissolve:vapourise 7,dissolve:phase out 8,dissolve:squeeze 9,dissolve:shrink 10,dissolve:flicker 11,dissolve:shrink to center 12,dissolve:fade 13,dissolve:ghostly fade 14,dissolve:fade to white 15,dissolve:puff 16,dissolve:fade up 17,dissolve:blip -1,dissolvetime:default 50000,maximum global id 255,maximum string id -1, ui:Background # Background colour -2, ui:MenuItem # Normal menu item -3, ui:DisabledItem # Disabled menu item -4, ui:SelectedItem # Selection, alternates 3 & 4 -5, ui:SelectedItem2 # Selection flash color -6, ui:SelectedDisabled # Selected disabled item -7, ui:SelectedDisabled2 # Selected disabled item flash color -8, ui:HighlightA # Background to selected menu item -9, ui:HighlightB # Background used in equip menu -10, ui:TimeBar # Hero's time bar -11, ui:TimeBarFull # Time bar flash when full -12, ui:HealthBar # Hero's health bar -13, ui:HealthBarFull # Health bar flash when full -14, ui:Text # Default text colour -15, ui:TextOutline # Text outline colour -16, ui:Description # Spell description -17, ui:Money # Status menu money display -18, ui:Shadow # Vehicle shadow -19, ui:SpecialItem # Special menu item -20, ui:SelectedSpecial # Selected Special item -21, ui:SelectedSpecial2 # Selected Special item flash color -22, ui:Items:Swap -23, ui:Items:SwapDisabled -24, ui:Items:SwapSpecial -25, ui:Items:Item -26, ui:Items:Disabled -27, ui:Items:Special -28, ui:Items:Selected -29, ui:Items:Selected2 -30, ui:Items:SelectedDisabled -31, ui:Items:SelectedDisabled2 -32, ui:Items:SelectedSpecial -33, ui:Items:SelectedSpecial2 -34, ui:Items:Highlight -35, ui:Items:Highlight2 -36, ui:Items:SwapHighlight -37, ui:Items:SwapHighlight2 -38, ui:MouseHoverItem # A menu item over which the mouse is hovering -39, ui:Damage # Default damage digit color -40, ui:Heal -41, ui:Absorb -42, ui:Poison -43, ui:Regen -44, ui:FadeOutNewGame -45, ui:FadeOutLoadGame -46, ui:FadeOutDeath -47, ui:FadeOutQuit -48, ui:FadeOutDoor -49, ui:FadeOutInn -50, ui:FadeOutEnterBattle -51, ui:FadeOutWonBattle -52, ui:FadeOutExitBattle -53, ui:MPBar # Hero's MP bar -54, ui:MPBarFlash # MP bar flash colour (when higher than max) 0,pool:local 1,pool:global end # define constant, begin -100000, sl:root -100001, sl:textbox text -100002, sl:textbox portrait -100003, sl:textbox choice0 -100004, sl:textbox choice1 -100016, sl:textbox box -100017, sl:textbox portrait box -100018, sl:textbox choice box -100019, sl:textbox root -100005, sl:script layer -100005, sl:sprite layer -100006, sl:textbox layer -100007, sl:string layer -100021, sl:reserve -100008, sl:maproot -100009, sl:obsolete overhead -100020, sl:map overlay -100010, sl:walkabout layer -100011, sl:hero layer -100012, sl:npc layer -100013, sl:walkabout sprite -100013, sl:walkabout sprite component -100014, sl:walkabout shadow -100014, sl:walkabout shadow component -100015, sl:backdrop -101000, sl:map layer0 -101001, sl:map layer1 -101002, sl:map layer2 -101003, sl:map layer3 -101004, sl:map layer4 -101005, sl:map layer5 -101006, sl:map layer6 -101007, sl:map layer7 -101008, sl:map layer8 -101009, sl:map layer9 -101010, sl:map layer10 -101011, sl:map layer11 -101012, sl:map layer12 -101013, sl:map layer13 -101014, sl:map layer14 -101015, sl:map layer15 -102100, sl:pathfind dest display end #