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ðððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððððð rgfxversion spritesets spritesetframesetwhformatbitsframeidimageATTACK.BINhOHRRPGCE.MAPøOHRRPGCE.ITM €?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?BOXBORDERS.RGFX¿jRELD mj\jMj³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   € ³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   € ³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   € ³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   € ³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   € ³£    €   €   €   €   €   €   €   €   €    €    €    €    €    €   €   €  rgfxversion spritesets spritesetframesetwhformatbitsframeidimagedefpalOHRRPGCE.HSPk HSHamsterSpeak 3Uf 1 3U 3 718 SCRIPTS.TXT„walkherotox 32767 2 0 0 walkherotoy 32766 2 0 0 walknpctox 32765 2 0 0 walknpctoy 32764 2 0 0 getnpcspeed 32626 1 0 setnpcspeed 32763 2 0 4 npccopynumber 32625 1 0 createglobalnpc 32725 4 0 0 0 2 globalnpcreference 32584 3 0 0 0 globalnpc 32629 3 0 0 0 swapbyname 32762 2 0 0 renamehero 32761 1 0 getherolevel 32760 1 0 gainherostat 32624 4 0 0 0 0 autosave 32759 0 stringtoglobals 32758 3 0 0 0 globalstostring 32757 3 0 0 0 showstringat 32756 3 0 0 0 centerstringat 32755 3 0 -654321 -654321 hidestring 32754 1 0 stringstyle 32753 2 0 0 stringisvisible 32752 1 0 hsd:savestring 32751 1 0 hsd:restorestring 32750 2 0 0 lastascii 32749 0 inputstring 32748 6 0 -1 0 1 -654321 -654321 currentdisplaytile 32747 2 0 0 waitforsound 32623 1 0 getenemystat 32745 2 0 0 setenemystat 32744 3 0 0 0 getenemyappearance 32742 2 0 0 setenemyappearance 32741 3 0 0 0 setvictorymusic 32740 1 0 getvictorymusic 32739 0 getdeathscript 32738 0 getloadscript 32737 0 setloadscript 32736 1 0 hsd:prefbitindex 32622 1 0 readpreferencebit 32621 1 0 writepreferencebit 32620 2 0 1 setbattlewaitmode 32735 1 1 setcaterpillarmode 32734 1 1 setnohpleveluprestore 32733 1 1 setnompleveluprestore 32732 1 1 setinnnorevivemode 32731 1 1 sethpleveluprestore 32619 1 1 setmpleveluprestore 32618 1 1 setinnrevivemode 32617 1 1 setfullheroswapmode 32730 1 1 hidebattlereadymeter 32729 1 1 hidebattlehealthmeter 32728 1 1 showbattlereadymeter 32616 1 1 showbattlehealthmeter 32615 1 1 setdebugkeysdisable 32727 1 1 setdeadheroesgainexperience 32726 1 1 setactivebattlepauseforanimations 32614 1 1 setcappedherostat 32724 4 0 0 0 0 getdamagecap 32723 0 setdamagecap 32722 1 0 getinventorysize 32721 0 setinventorysize 32720 1 0 extendedscancodesenabled 32719 0 getlevelcap 32718 0 setlevelcap 32717 1 0 getmaptileset 32716 0 getambientmusic 32715 0 setambientmusic 32714 1 -1 allowminimap 32713 1 1 allowsaveanywhere 32712 1 1 cancelmapnamedisplay 32711 0 setmapedgemode 32710 2 0 0 getmapedgemode 32709 0 setharmtiledamage 32708 1 0 setharmtileflash 32707 1 0 getfootoffset 32706 0 setfootoffset 32705 1 0 getinsteadofbattlescript 32704 0 setinsteadofbattlescript 32703 1 0 geteachstepscript 32702 0 seteachstepscript 32701 1 0 getonkeypressscript 32700 0 setonkeypressscript 32699 1 0 drawnpcsaboveheroes 32698 1 1 readwallbit 32583 3 0 0 0 writewallbit 32582 4 0 0 0 1 daysofplay 32697 0 hoursofplay 32696 0 minutesofplay 32695 0 secondsofplay 32694 0 setdaysofplay 32693 1 0 sethoursofplay 32692 1 0 setminutesofplay 32691 1 0 setsecondsofplay 32690 1 0 firstmenuitem 32689 1 0 lastmenuitem 32581 2 0 1 waitformenu 32688 1 0 getmenuboxstyle 32687 1 0 setmenuboxstyle 32686 2 0 0 getmenutextcolor 32685 1 0 setmenutextcolor 32684 2 0 0 getmenudisabledtextcolor 32613 1 0 setmenudisabledtextcolor 32612 2 0 0 getmenumaxrows 32683 1 0 setmenumaxrows 32682 2 0 0 getmenuoffsetx 32681 1 0 setmenuoffsetx 32680 2 0 0 getmenuoffsety 32679 1 0 setmenuoffsety 32678 2 0 0 getmenuanchorx 32677 1 0 setmenuanchorx 32676 2 0 0 getmenuanchory 32675 1 0 setmenuanchory 32674 2 0 0 getmenutextalign 32673 1 0 setmenutextalign 32672 2 0 0 getmenuminchars 32671 1 0 setmenuminchars 32670 2 0 0 getmenumaxchars 32669 1 0 setmenumaxchars 32668 2 0 0 getmenuborder 32667 1 0 setmenuborder 32666 2 0 0 getmenuonclosescript 32665 1 0 setmenuonclosescript 32664 2 0 0 getmenucancelbuttonmenu 32611 1 0 setmenucancelbuttonmenu 32610 2 0 -1 getmenuitemspacing 32609 1 0 setmenuitemspacing 32608 2 0 -1 getmenubit 32663 2 0 0 setmenubit 32662 3 0 0 1 setmenuitem 32661 7 0 0 0 0 0 0 0 setmenuitemtype 32660 2 0 0 getmenuitemtype 32659 1 0 setmenuitemsubtype 32658 2 0 0 getmenuitemsubtype 32657 1 0 setmenuitemtag 32656 3 0 0 1 getmenuitemtag 32655 2 0 1 setmenuitemsettag 32654 2 0 0 getmenuitemsettag 32653 1 0 setmenuitemtogtag 32652 2 0 0 getmenuitemtogtag 32651 1 0 getmenuitembit 32650 2 0 0 setmenuitembit 32649 3 0 0 1 setmenuitemextra 32648 3 0 0 0 getmenuitemextra 32647 2 0 0 setmenuitemcolor 32607 2 0 0 getmenuitemcolor 32606 1 0 setmenuitemdisabledcolor 32605 2 0 0 getmenuitemdisabledcolor 32604 1 0 getnpcsprite 32580 1 0 getherosprite 32579 1 0 getherospritebyslot 32578 1 0 loadsprite 32603 3 0 0 -1 createsprite 32577 3 0 0 -1 replacesprite 32602 4 0 0 0 -1 loadenemysprite 32646 3 0 0 -1 replaceenemysprite 32645 4 0 0 0 -1 firstchildoftype 32601 2 0 0 nextsiblingoftype 32600 2 0 0 firstcontainerchild 32642 1 0 nextcontainersibling 32641 1 0 firstrectchild 32640 1 0 nextrectsibling 32639 1 0 firstspritechild 32644 1 0 nextspritesibling 32643 1 0 firsttextchild 32599 1 0 nexttextsibling 32598 1 0 firstellipsechild 32597 1 0 nextellipsesibling 32596 1 0 firstgridchild 32595 1 0 nextgridsibling 32594 1 0 firstscrollchild 32593 1 0 nextscrollsibling 32592 1 0 firstselectchild 32591 1 0 nextselectsibling 32590 1 0 firstpanelchild 32589 1 0 nextpanelsibling 32588 1 0 firstlinechild 32576 1 0 nextlinesibling 32575 1 0 getselectedchild 32574 1 0 setselectedchild 32573 2 0 0 freeslicechildren 32638 1 0 realignslice 32637 5 0 0 0 -1 -1 centerslice 32636 1 0 setslicescreenx 32635 2 0 0 setslicescreeny 32634 2 0 0 setslicesize 32587 3 0 0 0 putslicescreen 32633 3 0 0 0 setpadding 32632 2 0 0 reparenttonpc 32586 2 0 0 reparenttohero 32585 2 0 0 setextendedscancodesenabled 32631 1 1 main 32630 0 checkmodechange 32746 0 checkmodechange<-mouseonslice 32565 1 0 keyboardmain 32572 0 createjoystickbuttongrid 32743 0 joystickmain 32571 0 updatekeyboardstrings 32570 0 updatestr 32627 2 0 0 setslicelookups 32628 1 0 updatebuttons 32569 5 0 0 0 0 0 updatejoystickstrings 32568 1 0 updatejoystickstrings<-updateaxis 32567 3 0 0 0 updatestick 32566 4 0 0 0 0 SCRIPTS.BINè",ÿ walkherotoxþ walkherotoyý walknpctoxü walknpctoyr getnpcspeedû setnpcspeedq npccopynumberÕcreateglobalnpcHglobalnpcreferenceu globalnpcú swapbynameù renameheroø getherolevelp gainherostat÷autosaveöstringtoglobalsõglobalstostringô showstringatócenterstringatò hidestringñ stringstyleðstringisvisibleïhsd:savestringîhsd:restorestringí lastasciiì inputstringëcurrentdisplaytileo waitforsoundé getenemystatè setenemystatægetenemyappearanceåsetenemyappearanceäsetvictorymusicãgetvictorymusicâgetdeathscriptá getloadscriptà setloadscriptnhsd:prefbitindexmreadpreferencebitlwritepreferencebitßsetbattlewaitmodeÞsetcaterpillarmodeÝsetnohpleveluprestoreÜsetnompleveluprestoreÛsetinnnorevivemodeksethpleveluprestorejsetmpleveluprestoreisetinnrevivemodeÚsetfullheroswapmodeÙhidebattlereadymeterØhidebattlehealthmeterhshowbattlereadymetergshowbattlehealthmeter×setdebugkeysdisableÖsetdeadheroesgainexperiencef!setactivebattlepauseforanimationsÔsetcappedherostatÓ getdamagecapÒ setdamagecapÑgetinventorysizeÐsetinventorysizeÏextendedscancodesenabledÎ getlevelcapÍ setlevelcapÌ getmaptilesetËgetambientmusicÊsetambientmusicÉ allowminimapÈallowsaveanywhereÇcancelmapnamedisplayÆsetmapedgemodeÅgetmapedgemodeÄsetharmtiledamageÃsetharmtileflash getfootoffsetÁ setfootoffsetÀgetinsteadofbattlescript¿setinsteadofbattlescript¾geteachstepscript½seteachstepscript¼getonkeypressscript»setonkeypressscriptºdrawnpcsaboveheroesG readwallbitF writewallbit¹ daysofplay¸ hoursofplay· minutesofplay¶ secondsofplayµ setdaysofplay´sethoursofplay³setminutesofplay²setsecondsofplay± firstmenuitemE lastmenuitem° waitformenu¯getmenuboxstyle®setmenuboxstyle­getmenutextcolor¬setmenutextcoloregetmenudisabledtextcolordsetmenudisabledtextcolor«getmenumaxrowsªsetmenumaxrows©getmenuoffsetx¨setmenuoffsetx§getmenuoffsety¦setmenuoffsety¥getmenuanchorx¤setmenuanchorx£getmenuanchory¢setmenuanchory¡getmenutextalign setmenutextalignŸgetmenumincharsžsetmenumincharsgetmenumaxcharsœsetmenumaxchars› getmenuborderš setmenuborder™getmenuonclosescript˜setmenuonclosescriptcgetmenucancelbuttonmenubsetmenucancelbuttonmenuagetmenuitemspacing`setmenuitemspacing— getmenubit– setmenubit• setmenuitem”setmenuitemtype“getmenuitemtype’setmenuitemsubtype‘getmenuitemsubtypesetmenuitemtaggetmenuitemtagŽsetmenuitemsettaggetmenuitemsettagŒsetmenuitemtogtag‹getmenuitemtogtagŠgetmenuitembit‰setmenuitembitˆsetmenuitemextra‡getmenuitemextra_setmenuitemcolor^getmenuitemcolor]setmenuitemdisabledcolor\getmenuitemdisabledcolorD getnpcspriteC getherospriteBgetherospritebyslot[ loadspriteA createspriteZ 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"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(#) 29,stopsong,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,1,0 # display a number 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,0 204,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,1,255 #delete temp map state files (deletebits) 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 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 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) # 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 #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 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 #-------------------------------------------------------------------------- # 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 extra, hsd:handle, hsd:extra=0, hsd:n=0, begin if(hsd:extra >= 0 && hsd:extra <= 2) then, begin write menu item int(hsd:handle, 29+hsd:extra, hsd:n) end end script, get menu item extra, hsd:handle, hsd:extra=0, begin if(hsd:extra >= 0 && hsd:extra <= 2) then, begin exit returning(read menu item int(hsd:handle, 29+hsd:extra)) end 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, 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, 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 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 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 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 ### 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: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 99,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 -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 # SCANCODE.HSI# This include file defines key: and joy: constants for use with commands like #"keypress", "key is pressed" and "wait for key", and also axis: constants for # "joystick axis". # You don't need to include this file, it's done automatically. define constant,begin # These *key constants can be used with any keypress commands. -1,anykey -2,upkey -3,downkey -4,leftkey -5,rightkey -6,usekey -7,menukey -8,fleekey -8,runkey -9,cancelkey 01,key:Esc 02,key:1 02,key:Exclamation 03,key:2 03,key:At Sign 04,key:3 04,key:Hash 05,key:4 05,key:Dollar Sign 06,key:5 06,key:Percent 07,key:6 07,key:Circumflex 08,key:7 08,key:Ampersand 09,key:8 09,key:Asterix 09,key:Asterisk 10,key:9 10,key:Left Parenthesis 11,key:0 11,key:Right Parenthesis 12,key:Minus 12,key:Underscore 13,key:Equals 13,key:Plus 14,key:Backspace 15,key:Tab 16,key:Q 17,key:W 18,key:E 19,key:R 20,key:T 21,key:Y 22,key:U 23,key:I 24,key:O 25,key:P 26,key:Left Bracket 26,key:Left Brace 27,key:Right Bracket 27,key:Right Brace 28,key:Enter 29,key:Ctrl 30,key:A 31,key:S 32,key:D 33,key:F 34,key:G 35,key:H 36,key:J 37,key:K 38,key:L 39,key:Semicolon 39,key:Colon 40,key:Quote 40,key:Doublequote 40,key:Apostrophe 41,key:Backquote 41,key:Tilde 42,key:Left Shift 43,key:Backslash 43,key:Pipe 44,key:Z 45,key:X 46,key:C 47,key:V 48,key:B 49,key:N 50,key:M 51,key:Comma 51,key:Left Caret 52,key:Period 52,key:Right Caret 53,key:Slash 53,key:Question Mark 54,key:Right Shift 55,key:Numpad Asterix 55,key:Numpad Asterisk 56,key:Alt 57,key:Space 58,key:Capslock 59,key:F1 60,key:F2 61,key:F3 62,key:F4 63,key:F5 64,key:F6 65,key:F7 66,key:F8 67,key:F9 68,key:F10 69,key:Numlock # On Macs this is the Clear numpad key instead 70,key:Scroll Lock 71,key:Home 72,key:Up 73,key:Page Up 74,key:Numpad Minus 75,key:Left 77,key:Right 78,key:Numpad Plus 79,key:End 80,key:Down 81,key:Page Down 82,key:Insert 83,key:Delete 87,key:F11 88,key:F12 91,key:Left Win Logo 91,key:Left Command #Macintosh 91,key:Left Meta 92,key:Right Win Logo 92,key:Right Command #Macintosh 92,key:Right Meta 93,key:Context 94,key:F13 95,key:F14 96,key:F15 97,key:Shift 98,key:Left Alt 99,key:Right Alt 100,key:Left Ctrl 101,key:Right Ctrl 102,key:Numpad Slash # previously key:Slash 103,key:Numpad Enter # previously key:Enter 104,key:Numpad 7 # previously key:Home 105,key:Numpad 8 # previously key:Up 106,key:Numpad 9 # previously key:Page Up 108,key:Numpad 4 # previously key:Left 109,key:Numpad 5 110,key:Numpad 6 # previously key:Right 112,key:Numpad 1 # previously key:End 113,key:Numpad 2 # previously key:Down 114,key:Numpad 3 # previously key:Page Down 115,key:Numpad 0 # previously key:Insert 116,key:Numpad Period # previously key:Delete 117,key:Print Screen 118,key:Pause # previously key:Numlock 119,key:Filtered Alt # Same as key:Alt, but try to filter out keypresses which are part of window manager combinations 120,key:Any Enter # either key:Enter or key:Numpad Enter 121,key:Meta # either key:Left Meta or key:Right Meta 121,key:Win Logo 121,key:Command # Keys >= 128 are scancodes for other devices (mouse, joystick) 128,joy:A # B button on SNES! 128,joy:Cross # PS 129,joy:B # A button on SNES! 129,joy:Circle # PS 130,joy:X # Y button on SNES! 130,joy:Square # PS 131,joy:Y # X button on SNES! 132,joy:Triangle # PS 132,joy:LeftStick # When pressed as a button 133,joy:RightStick # # Center-left button: Select (NES, SNES, PS1-3), Back (Xbox), Share (PS4), View (Xbox) 134,joy:Select 134,joy:Back # Center button: PS button (PS3), Xbox guide button 135,joy:Logo 135,joy:Guide # Center-right button: Start (NES, SNES, Genesis, N64, Saturn, PS1-3, Xbox), Options (PS4), Menu (XBox) 136,joy:Start 137,joy:L1 # Left shoulder 138,joy:R1 # Right shoulder 139,joy:L2 # Left trigger. Also axis:L2 140,joy:R2 # Right trigger. Also axis:R2 #141-143 unassigned # Dpad, and also translates axis:X/Y (left/only stick) to button presses 144,joy:Left 145,joy:Right 146,joy:Up 147,joy:Down # Translation of right stick (axis:RightX/Y) to button presses 148,joy:RStick Left 149,joy:RStick Right 150,joy:RStick Up 151,joy:RStick Down # Obsolete aliases 144,joy:x left 145,joy:x right 146,joy:y up 147,joy:y down 128,joy:button 1 129,joy:button 2 130,joy:button 3 131,joy:button 4 132,joy:button 5 133,joy:button 6 134,joy:button 7 135,joy:button 8 136,joy:button 9 137,joy:button 10 138,joy:button 11 139,joy:button 12 140,joy:button 13 141,joy:button 14 142,joy:button 15 143,joy:button 16 144,joy:button 17 145,joy:button 18 146,joy:button 19 147,joy:button 20 148,joy:button 21 149,joy:button 22 150,joy:button 23 151,joy:button 24 152,joy:button 25 153,joy:button 26 154,joy:button 27 155,joy:button 28 156,joy:button 29 157,joy:button 30 158,joy:button 31 159,joy:button 32 # 160-163 reserved # These are only returned by waitforkey(anykey)! You can't use them elsewhere! # Don't confuse these with "left button", etc, which are used for "mouse click", etc. #180,mouse:left #181,mouse:right #182,mouse:middle end define constant, begin # Joystick axes 0, x axis # Old style alias 1, y axis 0, axis:X 1, axis:Y 2, axis:RightX # Also mapped to joy:RStickLeft, joy:RStickRight 3, axis:RightY # Also mapped to joy:RStickUp, joy:RStickDown 4, axis:L2 # Also mapped to joy:L2 button 5, axis:R2 # Also mapped to joy:R2 button end INPUTTEST.HSI×# HamsterSpeak constant definitions for inputtest.rpg define constant, begin 0,stat:HP 1,stat:MP 2,stat:Atk 3,stat:Aim 4,stat:Def 5,stat:Dog 6,stat:Mag 7,stat:Wil 8,stat:Spd 9,stat:Ctr 10,stat:MP~ 11,stat:Hits 0,element:Fire 1,element:Ice 2,element:Lit 3,element:Earth 4,element:Other 5,element:Other 2 6,element:Other 3 7,element:Other 4 8,element:Type 1killer 9,element:Type 2killer 10,element:Type 3killer 11,element:Type 4killer 12,element:Type 5killer 13,element:Type 6killer 14,element:Type 7killer 15,element:Type 8killer 1,slot:Weapon 2,slot:Head 3,slot:Body 4,slot:Arms 5,slot:Legs 1,sli:left X axis 2,sli:left Y axis 3,sli:right X axis 4,sli:right Y axis 5,sli:L2 axis 6,sli:R2 axis 7,sli:joystick name 8,sli:joystick num 9,sli:joy button template 10,sli:right stick 11,sli:button grid 12,sli:joystick info 13,sli:keyboard tab 14,sli:joystick tab 15,sli:input string 16,sli:scancode backcompat string 17,sli:hash string 18,sli:joystick dpad map 19,sli:map joy to keys end INPUTTEST.HSSLinclude, plotscr.hsd include, scancode.hsi global variable (1, tick) global variable (2, input hash) global variable (3, show hash) global variable (4, current mode) # mode:... constant define constant (0, mode:keyboard) define constant (1, mode:joystick) define constant (4, str:input text) #Removed from plotscr.hsd script, set extended scancodes enabled, hsd:bit=1, begin if(hsd:bit) then (hsd:bit := 256) write general(177, (read general(177),and,-257) + hsd:bit) end plotscript, main, begin suspend player while (true) do ( if (current mode == mode:keyboard) then (keyboard main) if (current mode == mode:joystick) then (joystick main) ) end script, check mode change, begin variable (mode, sl) mode := current mode if (key is pressed (key:ctrl)) then ( if (keypress (key:1)) then (mode := mode:keyboard) if (keypress (key:2)) then (mode := mode:joystick) ) subscript, mouse on slice, lookup, begin return (slice collide point (lookup slice (lookup), mouse pixel x, mouse pixel y)) end if (mouse release) then ( if (mouse on slice (sli:keyboard tab)) then (mode := mode:keyboard) if (mouse on slice (sli:joystick tab)) then (mode := mode:joystick) ) return (mode <> current mode) current mode := mode end plotscript, keyboard main, begin variable (collection) collection := load slice collection (0) set slice lookups (sprite layer) while (check mode change == false) do, begin tick += 1 if (key is pressed(key:ctrl) && keypress(key:t)) then ( enable input text (not (input text enabled)) $str:input text="" ) if (key is pressed(key:ctrl) && keypress(key:e)) then ( set extended scancodes enabled (extended scancodes enabled, xor, true) ) if (key is pressed(key:ctrl) && keypress(key:h)) then ( show hash := show hash, xor, true ) if (key is pressed(key:ctrl) && keypress(key:k)) then ( write preference bit (47, (true, xor, read preference bit (47))) # "!Map joystick controls to keyboard keys for scripts" ) update keyboard strings update buttons (cancelkey, 127) wait end free slice (collection) end script, create joystick button grid, begin variable(template, i, sl) template := lookup slice (sli:joy button template) for (i, 0, 31) do ( sl := clone slice(template) $0="" append number(0, i + 1) set slice text(first text child(sl), 0) set slice lookup(sl, 100 + joy:button 1 + i) ) free slice(template) end plotscript, joystick main, begin variable (collection, template, player) collection := load slice collection (2) create joystick button grid set slice lookups (sprite layer) # Only needed for the Control keys, I set the lookups of buttons directly instead of extra0 while (check mode change == false) do, begin tick += 1 if (keypress(key:plus) && player < 15) then (player += 1) if (keypress(key:minus) && player > 0) then (player -= 1) if (key is pressed(key:ctrl) && keypress(key:d)) then ( write preference bit (53, (true, xor, read preference bit (53))) # "!Map joystick (left) stick to dpad" ) update joystick strings (player) update buttons (cancelkey, anykey, player) #-9 to -1 update buttons (joy:button1, joy:button32, player, true) # Duplicate buttons update buttons (joy:button1, joy:button32, player, true, lookup slice(sli:right stick)) update buttons (joy:button1, joy:button32, player, false, lookup slice(sli:button grid)) # Move sticks update stick (axis:X, axis:Y, player, lookup slice(100 + joy:left stick)) update stick (axis:RightX, axis:RightY, player, lookup slice(100 + joy:right stick)) wait end free slice(collection) end script, update keyboard strings, begin if (extended scancodes enabled) then ( $0="OFF" ) else ( $0="ON" ) update str (sli:scancode backcompat string, 0) if (show hash) then ( $2="Hash:" append number (2, abs(input hash)) ) else ( $2="" ) update str (sli:hash string, 2) $3="Ctrl+T: enable text input" if (input text enabled) then ( get input text (5) variable (i) for (i, 1, string length (5)) do ( input hash += (input hash * 333667), xor, ascii from string (5, i) ) str:input text $+ 5 if (string length (str:input text) > 33) then ( trim string (str:input text, string length (str:input text) -- 33 + 1, 33) ) if (keypress (key:backspace)) then ( trim string (str:input text, string length (str:input text), 1) ) $3="Input :" 3 $+ str:input text ) update str (sli:input string, 3) if (read preference bit (47)) then ( # "!Map joystick controls to keyboard keys for scripts" $3="Ctrl+K: joysticks not mapped to keyboard" ) else ( $3="Ctrl+K: joysticks mapped to keyboard" ) update str (sli: map joy to keys, 3) end script, update str, lookup, strid, begin variable(sl) sl := lookup slice(lookup) set slice text(sl, strid) end #Keyboard scancodes are stored in extra0, which we copy #into the lookup for convenience (and for testing) script, set slice lookups, sl, begin if (get slice lookup (sl) == 0 && get slice extra (sl, 0)) then ( # Offet by 100 to allow negative scancode while avoiding disallowed negative lookup codes set slice lookup (sl, 100 + get slice extra (sl, 0)) ) variable (child) child := first child (sl) while (child) do, begin set slice lookups (child) child := next sibling (child) end end #Update appearance of the button slices #is game button: buttons on the gamepad itself (unlike Use, etc) are styled a bit differently script, update buttons, first, last, player = 0, gamepad button = false, root = 0, begin variable (key, sl, st, box style) for (key, first, last) do, begin sl := lookup slice (100 + key, root) if (sl == 0) then (continue) # keyboard buttons use box styles 1-4 box style := 1 + keyval(key, player) if (gamepad button && box style == 1) then ( # joy buttons use box styles 0 and 2-4 box style := 0 ) if (slice is rect(sl)) then ( set rect style(sl, box style) if (gamepad button) then (set rect border(sl, border:none)) ) else if (slice is ellipse(sl)) then ( set ellipse fill col(sl, get box style color(box style)) ) if (keyval(key, player)) then ( input hash += (input hash * 333667), xor, (tick * 367 + key * 336667 + keyval(key, player) * 3336677) # primes ) end end script, update joystick strings, player, begin subscript, update axis, axis, lookup, strid, begin variable(sl) append number (strid, joystick axis(axis, 100, player)) sl := lookup slice (lookup) set slice text (sl, strid) end update axis(axis:X, sli:left X axis, $0="X") update axis(axis:Y, sli:left Y axis, $0="Y") update axis(axis:RightX, sli:right X axis, $0="X") update axis(axis:RightY, sli:right Y axis, $0="Y") update axis(axis:L2, sli:L2 axis, $0="") update axis(axis:R2, sli:R2 axis, $0="") get joystick name (0, player) update str (sli:joystick name, 0) string sprintf (0, $0="%d", player) if (player == 0) then ($0+" (any)") update str (sli:joystick num, 0) string sprintf (0, $0="%d buttons %d axes %d hats", joystick button count(player), joystick axis count(player), joystick hat count(player)) update str (sli:joystick info, 0) if (read preference bit (53)) then ( # 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" # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? ôy!íÌ@':m ô³å@2021 Sep 08 15:28:12­§OHRRPGCEoªOHRRPGCE wip 20181026.10789 gfx_sdl+fb/music_sdl FreeBASIC 1.06.0 (09-28-2018) x86 -g -exx Linux 32-bitwip"ð3%*%*ÏOHRRPGCE—’OHRRPGCE wip 20201123.12075 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2020-05-27) gcc 9.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwip£>4+/¼/ÏOHRRPGCE—’OHRRPGCE wip 20201218.12126 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2020-05-27) gcc 9.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwip?4^/¼/ÜOHRRPGCE¤ŸOHRRPGCE wip 20210412.12249 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2021-02-17) gcc 9.3.0 x86_64 portable Built on Fleetbox.local.host -gen gcc Linux 64-bitwipìb4Ù/¼/ÏOHRRPGCE—’OHRRPGCE wip 20210413.12250 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2021-02-17) gcc 9.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwipíb4Ú/¼/ÏOHRRPGCE—’OHRRPGCE wip 20210413.12255 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2021-02-17) gcc 9.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwipíb4ß/¼/ÏOHRRPGCE—’OHRRPGCE wip 20210417.12269 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.08.0 (2021-02-17) gcc 9.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwipñb4í/¼/ ÐOHRRPGCE˜“OHRRPGCE wip 20210908.12385 gfx_sdl2+fb/music_sdl2 FreeBASIC 1.09.0 (2021-09-05) gcc 10.3.0 x86 Built on Fleetbox.local.host -g -exx Linux 32-bitwipÜd4a0¼/ general_dataeditor_version long_version branch_name build_daterevisionbranch_revision buttonnamescodeuicolors forpaletteuilookcolboxlookbgcoledgecolborder elementalselement non_elemental edit_time last_savedstrprev_editor_versions title_options titletext