Example Status Script
The following is an example setup for a Status Script file to better demonstrate how to
put the above information into practice. Use the same format and fill in the appropriate
values given the information contained throughout the various documents to create menus, a logo, a title screen, a HUD, etc, for an HCGE Game.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 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