Status Script Format


"Status Objects" can function as "Title Screens", Menus, and other In-game displays. They contain several parts that work together to create interactive and/or informative visuals:


Format Description


Example Status Script

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Example Status Script Def ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Number of Counters:               1

Default Window:           0	;Scripted Window 0

Number Of Windows:        2	;2 User-created Windows

Window 0-   Parent Win: _StatWin_Level
                     X: 320
                     Y:  37
                    X1:   0
                    Y1:   0
                    X2: 213
                    Y2:  36
    Default Visibility: _Visible
     Default Selection: _Stat_None
           Select Func: _Stat_None
         Deselect Func: _Stat_None
            Num Events:   0	;No Key Events

Window 1-   Parent Win: _StatWin_Main
                     X: 320
                     Y:  34
                    X1:   0
                    Y1:   0
                    X2: 156
                    Y2: 156
    Default Visibility: _Visible
     Default Selection:   0	;Selection 0
           Select Func: _Stat_None
         Deselect Func: _Stat_None
            Num Events:   4	;4 Key Events
   Event 0-   Num Sets:   1	;1 Set of Keys triggers the event
       Set 0- Num Keys:   1	;1 Key in this set
                 Key 0:M0T2	;Key Map 0, Tapped Key Entry 2
              Function:   1	;Status Script Function 1
   Event 1-   Num Sets:   1	;1 Set of Keys triggers the event
       Set 0- Num Keys:   1	;1 Key in this set
                 Key 0:M0T3	;Key Map 0, Tapped Key Entry 3
              Function:   2	;Status Script Function 2
   Event 2-   Num Sets:   3	;3 Set of Keys triggers the event
       Set 0- Num Keys:   1	;1 Key in this set
                 Key 0:M2T0	;Key Map 2, Tapped Key Entry 0
       Set 1- Num Keys:   1	;1 Key in this set
                 Key 0:M0T6	;Key Map 0, Tapped Key Entry 6
       Set 2- Num Keys:   1	;1 Key in this set
                 Key 0:M0T4	;Key Map 0, Tapped Key Entry 4
              Function:   3	;Status Script Function 3
   Event 3-   Num Sets:   1	;1 Set of Keys triggers the event
       Set 0- Num Keys:   1	;1 Key in this set
                 Key 0:M0T5	;Key Map 0, Tapped Key Entry 5
              Function:   4	;Status Script Function 4


Number Of Texts:        3

 Text  0-         Text: Some
 Text  1-         Text: Example
 Text  2-         Text: Text


Number Of Sprite Sets:   2

 Set 0- Num of Sprites:   1	;Sprite Set 0, 1 Frame in Set
  Sprite  0-  FileName:   art.pcx
             XOff Grab:   0
             YOff Grab:  57
                 Width:  92
                Height:  11

 Set 1- Num of Sprites:   3	;Sprite Set 1, 3 Frames in Set
  Sprite  0-  FileName:   art.pcx
             XOff Grab:   0
             YOff Grab:  64
                 Width:  16
                Height:  16
  Sprite  1-  FileName:   art.pcx
             XOff Grab:  16
             YOff Grab:  64
                 Width:  16
                Height:  16
  Sprite  2-  FileName:   art.pcx
             XOff Grab:  32
             YOff Grab:  64
                 Width:  16
                Height:  16


     Number of Selections:   2

 Selection 0 -Select Func:   6	;Status Script Function 6
            Deselect Func:   7	;Status Script Function 7
            Parent Window:   1	;Scripted Window 1
               Num Events:   0	;No Key Events

 Selection 1 -Select Func:   8	;Status Script Function 8
            Deselect Func:   9	;Status Script Function 9
            Parent Window:   1	;Scripted Window 1
               Num Events:   1	;1 Key Event
      Event 0-   Num Sets:   1	;1 Set of Keys triggers the event
          Set 0- Num Keys:   2	;2 Keys in this set
                    Key 0:M2H1	;Key Map 2, Holding Key Entry 1
                    Key 0:M2T0	;Key Map 2, Tapped  Key Entry 0
                 Function:   5	;Status Script Function 5


Number of Objects:        9

 Object 0-        Type: _Stat_ScriptSprite
                Script: _Stat_This
             Object ID:   0 ;Status Script Sprite Set 0 from this Script
          Animation ID: None
    Visible by Default: _Visible
        Default Window: _StatWin_Main
            Start XOff: 118
            Start YOff: -16

 Object 1-        Type: _Stat_ObjectSprite
             Object ID:  Z6 ;Sprite Set 6 from the "Object Def" loaded by the current "Zone"'s "Zone Def"
          Animation ID:  12 ;Animation 12 from the "Object Def" loaded by the current "Zone"'s "Zone Def"
    Visible by Default: _Invisible
        Default Window:   0 ;User-created Window 0
            Start XOff:   0
            Start YOff:   0

 Object 2-        Type: _Stat_PlayerSprite
          Character ID:   1 ;Sprite Set from Player Character 1's "Character Def"
          Animation ID:   3 ;Function 3 from Player Character 1's "Character Def"
    Visible by Default: _Stat_Visible
        Default Window:   0 ;User-created Window 0
            Start XOff:   0
            Start YOff:   0

 Object 3-        Type: _Stat_ScriptText
                Script:   0 ;Obtain assets from Status Script 0
             Object ID:   3 ;Status Script Text 3 from Status Script 0
               Font ID:  Z1 ;Font 1 from the Fonts loaded by the current "Zone"'s "Zone Def"
    Visible by Default: _Invisible
        Default Window:   1 ;User-created Window 1
            Start XOff: -14
            Start YOff:  $A

 Object 4-        Type: _Stat_LevelText
             Object ID:  G1 ;Game/Zone Text 1 from the Text listing in the "Game Def"
               Font ID:  Z1 ;Font 1 from the Fonts loaded by the current "Zone"'s "Zone Def"
    Visible by Default: _Visible
        Default Window:   1 ;User-created Window 1
            Start XOff: -14
            Start YOff: $12

 Object 5-        Type: _Stat_Reg_Space
         Num Of Digits:   1 ;Display only as many digits as necessary (Object's width will change as the number increases/decreases)
          Hex/Dec Flag: _Stat_Dec
           Register ID:  U0 ;"User Register" 0
               Font ID:  G0 ;Font 0 from the Fonts loaded by the "Game Def"
    Visible by Default: _Visible
        Default Window:   1 ;User-created Window 1
            Start XOff:   2
            Start YOff: $1A

 Object 6-        Type: _Stat_Reg_Zero
         Num Of Digits:   4 ;Display value with at least 4 digits, unused leading digits are filled with 0
          Hex/Dec Flag: _Stat_Hex
           Register ID:  19 ;"Game Register" 19 (vpxr[0])
               Font ID:  G0 ;Font 0 from the Fonts loaded by the "Game Def"
    Visible by Default: _Visible
        Default Window:   1 ;User-created Window 1
            Start XOff:   2
            Start YOff: $22

 Object 7-        Type: _Stat_Chr_Space
         Num Of Digits:   8 ;Display value with at least 8 digits, unused leading digits are filled spaces
          Hex/Dec Flag: _Stat_Dec
             Player ID:  a2 ;User-created "Active Variable" 2
               Font ID:  G0 ;Font 0 from the Fonts loaded by the "Game Def"
    Visible by Default: _Visible
        Default Window:   1 ;User-created Window 1
            Start XOff:   2
            Start YOff: $2A

 Object 8-        Type: _Stat_Chr_Zero
         Num Of Digits:   4 ;Display value with at least 4 digits, unused leading digits are filled with 0
          Hex/Dec Flag: _Stat_Hex
             Player ID:  A3 ;"Main" "Active Variable" 3 (Player_X_Pos)
               Font ID:  G0 ;Font 0 from the Fonts loaded by the "Game Def"
    Visible by Default: _Visible
        Default Window:   1 ;User-created Window 1
            Start XOff:   2
            Start YOff: $32


Number of Functions: 10

;===================================================================================
;==================
;Function 0 - Init=
;==================

	#_Set_ScreenMode
	:_Screen_Single

	#_Pal_FadeEffect
	:_PalFade_ToTarget

	#_LevelActivation
	:_On

	#_StatSel_Activate
	:_On

# End	;Terminate Function

;===================================================================================
;==============================
;Function 1 - Window 1 Event 0=
;==============================

	#_StatSel_Prev			;Deselect current Selection, select the next lowest Selection in the current Window, wrap around to highest Selection in the current Window if this is already the lowest
	:_StatSel_Wrap

# End	;Terminate Function

;===================================================================================
;==============================
;Function 2 - Window 1 Event 1=
;==============================

	#_StatSel_Next			;Deselect current Selection, select the next highest Selection in the current Window, wrap around to lowest Selection in the current Window if this is already the highest
	:_StatSel_Wrap

# End	;Terminate Function

;===================================================================================
;==============================
;Function 3 - Window 1 Event 2=
;==============================

# End	;Terminate Function

;===================================================================================
;==============================
;Function 4 - Window 1 Event 3=
;==============================

# End	;Terminate Function

;===================================================================================
;=================================
;Function 5 - Selection 1 Event 0=
;=================================

# End	;Terminate Function

;===================================================================================
;================================
;Function 6 - Selection 0 Select=
;================================

	#_StatObj_SetFont		;Highlight an Object to visually signify the selection of this "Selection"
	:   5						;(ObjID)  Object 5    (User Register 0 Text space Fill)
	:   1						;(FontID) Game Font 1 (Highlighted)

# End	;Terminate Function

;===================================================================================
;==================================
;Function 7 - Selection 0 Deselect=
;=================================

	#_StatObj_SetFont		;Unhighlight an Object to visually signify the deselection of this "Selection"
	:   5						;(ObjID)  Object 5    (User Register 0 Text space Fill)
	:   0						;(FontID) Game Font 1 (Unhighlighted)

# End	;Terminate Function

;===================================================================================
;================================
;Function 8 - Selection 1 Select=
;================================

	#_StatObj_SetFont		;Highlight an Object to visually signify the selection of this "Selection"
	:   6						;(ObjID)  Object 5    (Game Register 19 Text Zero Fill)
	:   1						;(FontID) Game Font 1 (Highlighted)

# End	;Terminate Function

;===================================================================================
;==================================
;Function 9 - Selection 1 Deselect=
;=================================

	#_StatObj_SetFont		;Unhighlight an Object to visually signify the deselection of this "Selection"
	:   6						;(ObjID)  Object 5    (Game Register 19 Text Zero Fill)
	:   0						;(FontID) Game Font 1 (Unhighlighted)

# End	;Terminate Function