Headcannon Game Engine Script Commands - Status Objects
Index:
Miscellaneous:
(D) (E) | _Stat_Destroy |
(D) (E) | _Stat_Wait |
(D) (E) | _StatCtr_Set |
Object Manipulation:
(D) (E) | _StatObj_SetPos |
(D) (E) | _StatObj_SetDest |
(D) (E) | _StatObj_SetSpeed |
(D) (E) | _StatObj_SetVis |
(D) (E) | _StatObj_SetFont |
(D) (E) | _StatObj_SetType |
(D) (E) | _StatObj_SetScript |
(D) (E) | _StatObj_SetID |
(D) (E) | _StatObj_SetParam |
(D) (E) | _StatObj_SetParentWin |
(D) (E) | _StatObj_SetFrame |
(D) (E) | _StatObj_SetAni |
Window Manipulation:
(D) (E) | _StatWin_SetPos |
(D) (E) | _StatWin_SetDest |
(D) (E) | _StatWin_SetSpeed |
(D) (E) | _StatWin_SetVis |
(D) (E) | _StatWin_SetParentWin |
(D) (E) | _StatWin_SetSize |
(D) (E) | _StatWin_SetDestSize |
(D) (E) | _StatWin_SetCurrent |
Menu Selections:
(D) (E) | _StatSel_Activate |
(D) (E) | _StatSel_Next |
(D) (E) | _StatSel_Prev |
(D) (E) | _StatSel_Set |
Descriptions:
Miscellaneous:
_Stat_Destroy
(STAT) (Example)
Destroy the current Status Object
Parameters:
None
_Stat_Wait
(STAT) (Example)
Because a Function does not allow the rest of the game (including other
active Functions) to process until it is finished, it must sometimes be
told to stop until something else has had the chance to happen. This
command instructs the Function to wait until a Status Script "Counter"
receives a certain value. Once the Counter has reached this value, it
is reset to 0, and the Function is allowed to continue
Parameters:
- Counter
This is the ID number of the Counter whose value should be
tested.
- Condition
This value describes the condition that the Counter's value
must meet for the Function to continue processing. It also
affects the rest of the parameter listing:
0 - _StatWait_CountUp - If value is not equal, increase value and wait
- Value
This is the value that the Counter must
meet for the Function to continue
1 - _StatWait_CountDown - If value is not zero, decrease value and wait
This Condition contains no more Parameters
2 - _StatWait_ObjectTrigger - If value is not equal, continue to wait
- Value
This is the value that the Counter must
meet for the Function to continue. In this
case, the value is set by active "Objects" or "Windows"
in the Status Object when they reach their
"Destination" and become inactive
_StatCtr_Set
(STAT) (Example)
Set the value of the given Counter
Parameters:
- Counter
This is the ID number of the Counter whose value should be
modified.
- Value
This is the value that is to be assigned to the given Counter.
Object Manipulation:
_StatObj_SetPos
(STAT) (Example)
Sets the x/y position of an "Object" inside a Status Object.
Aligning a "Text" type Object vertically can be tricky depending
on how the "Font" that it uses was set up. Generally, "Top" in
that case should refer to "Bottom", as the vertical drawing offset would often be set so that
the y position for the Text would actually be at the bottom of each letter, and "Bottom" wouldn't be useful
If the Object is being aligned against another Object or a Window other than its "Parent", the position will be
calculated based on that Object/Window's "Destination" settings, not its current position
Parameters:
- Object ID
ID number of the Object that should be affected
- Alignment
This value specifies where to get the coordinates to apply
to the Object. This also affects the rest of the
parameter listing:
0 | - | _StatAlign_XPos | - | Align Object horizontally at a given position |
1 | - | _StatAlign_YPos | - | Align Object vertically at a given position |
- Alignment Type
This value specifies which part of the Object
to align at the new position
0 | - | _StatAlign_Pos_Center | | | - | Center |
1 | - | _StatAlign_Pos_Left | or | _StatAlign_Pos_Top | - | Left/top |
2 | - | _StatAlign_Pos_Right | or | _StatAlign_Pos_Bottom | - | Right/Bottom |
- Position (Reg)
This is the X or Y position at which to
align the given part of the Object
2 | - | _StatAlign_XParent | - | Align Object horizontally against its parent Window |
3 | - | _StatAlign_YParent | - | Align Object vertically against its parent Window |
- Alignment Type
This value specifies how to align the Object
within its parent Window
0 | - | _StatAlign_Win_Center | | | - | Center in Window |
1 | - | _StatAlign_Win_OffLeft | or | _StatAlign_Win_OffTop | - | Align off-Window to the left/top |
2 | - | _StatAlign_Win_OffRight | or | _StatAlign_Win_OffBottom | - | Align off-Window to the right/bottom |
3 | - | _StatAlign_Win_AtLeft | or | _StatAlign_Win_AtTop | - | Align against Window's left/top edge |
4 | - | _StatAlign_Win_AtRight | or | _StatAlign_Win_AtBottom | - | Align against Window's right/bottom edge |
- Offset (Reg)
This value specifies how far away from the
given position relative to the window to actually
place the Object
4 | - | _StatAlign_XObj | - | Align Object horizontally against another Object |
5 | - | _StatAlign_YObj | - | Align Object vertically against another Object |
- Alignment Type
This value specifies how to align the Object
being manipulated against the second Object
0 | - | _StatAlign_Obj_ToLeft | or | _StatAlign_Obj_ToTop | - | Align to the left/top of the other Object |
1 | - | _StatAlign_Obj_ToRight | or | _StatAlign_Obj_ToBottom | - | Align to the right/bottom of the other Object |
2 | - | _StatAlign_Obj_Center | | | - | Align centered with the other Object |
3 | - | _StatAlign_Obj_WithLeft | or | _StatAlign_Obj_WithTop | - | Align this left/top with other left/top |
4 | - | _StatAlign_Obj_WithRight | or | _StatAlign_Obj_WithBottom | - | Align this right/bottom with other right/bottom |
- Object ID (Reg)
ID number of the second Object
- Offset (Reg)
This value specifies how far away from the
given position relative to the second object to actually
place the Object being manipulated
6 | - | _StatAlign_XWin | - | Align Object horizontally against another Window |
7 | - | _StatAlign_YWin | - | Align Object vertically against another Window |
- Alignment Type
This value specifies how to align the Object
against the given Window
0 | - | _StatAlign_Win_Center | | | - | Center in Window |
1 | - | _StatAlign_Win_OffLeft | or | _StatAlign_Win_OffTop | - | Align off-Window to the left/top |
2 | - | _StatAlign_Win_OffRight | or | _StatAlign_Win_OffBottom | - | Align off-Window to the right/bottom |
3 | - | _StatAlign_Win_AtLeft | or | _StatAlign_Win_AtTop | - | Align against Window's left/top edge |
4 | - | _StatAlign_Win_AtRight | or | _StatAlign_Win_AtBottom | - | Align against Window's right/bottom edge |
- Window ID (Reg)
- Offset (Reg)
This value specifies how far away from the
given position relative to the Window to actually
place the Object
_StatObj_SetDest
(STAT) (Example)
Sets the x/y position toward which an "Object" inside a Status Object should move
when its "Speed" is greater than 0. This Command is used in the
same way as the "_StatObj_SetPos" Command listed above
_StatObj_SetSpeed
(STAT) (Example)
Sets the speed at which an "Object" inside a Status Object moves toward
its "Destination". An Object's default "Speed" is 0, so this value
must be set for the Destination setting to take effect. When the Object reaches its Destination,
the given "Counter" is incremented. If the Object
is moving on both the X and Y axes, it will update the Counter whose ID was given by whichever
SetSpeed command came second, but only when it has reached its destination on both axes
Parameters:
- Object ID
ID number of the "Object" that should be affected
- Direction
On what axis the "Object" should be set in motion
0 | - | _XAxis | - | X speed |
1 | - | _YAxis | - | Y speed |
- Speed
The speed to apply to the "Object"
- Counter
The Counter to add 1 to when the Object reaches
its Destination
_StatObj_SetVis
(STAT) (Example)
Sets the visibility flag of an Object so that it can be actively
enabled and disabled.
Parameters:
- Object ID
ID number of the Object that should be affected
- Flag
0 | - | _Invisible | - | Invisible, inactive |
1 | - | _Visible | - | Visible, active |
_StatObj_SetFont
(STAT) (Example)
Sets the "Font" that an Object will use if it is a "Text Object".
Parameters:
- Object ID
ID number of the "Object" that should be affected
- Font ID
ID number of the Font that this "Text Object" should be set to
use. This must be an absolute value; it cannot use "Tags". If the desired Font is a
"Zone" Font, add the number of "Game" Fonts to its ID. If it
is an "Act" Font, add the number of "Game" and "Zone" Fonts to
its ID
_StatObj_SetType
(STAT) (Example)
Allows the "Type" of the "Object" to be changed, so that active Objects
in the Status Script may become something else. After this setting is updated, _StatObj_SetID must also be used,
even if the Content ID should remain the same. This is the only way HCGE will be able to re-obtain this Object's size
properties so that it can be properly managed
Parameters:
- Object ID
ID number of the Object that should be affected
- Type ID
This is the type ID of the new type that the Object should be
switched to.
_StatObj_SetScript
(STAT) (Example)
Instructs the Object to use data from the specified Status Script rather than from the current one.
After this setting is updated, _StatObj_SetID must also be used,
even if the Content ID should remain the same. This is the only way HCGE will be able to re-obtain this Object's size
properties so that it can be properly managed
Parameters:
- Object ID (REG)
ID number of the Object that should be affected
- Script ID (REG)
ID number of the Status Script that this object should now
receive its data from. This must be an absolute value. If the
desired Script is a "Zone" Script, add the number of "Game"
scripts to its ID. If it is an "Act" Script, add the number
of "Game" and "Zone" Scripts to its ID.
_StatObj_SetID
(STAT) (Example)
Sets the content data ID for the Object so that it displays
something different than it was initialized with
Parameters:
- Object ID (REG)
ID number of the "Object" that should be affected
- Data ID (REG)
This is the ID number of the new data that this Object should
use. The Data ID is its position in its own listing, such
as the Text listing, or the Sprite listing.
_StatObj_SetParam
(STAT) (Example)
Modifies the "Parameter" variable of the given Object. This is used for the
ID value of Text Objects that display the current value of a Register or Player Variable
Parameters:
- Object ID (REG)
ID number of the "Object" that should be affected
- Value (REG)
This is the new value to assign to the "Extra" variable of
the Object
_StatObj_SetParentWin
(STAT) (Example)
Moves the "Object" to a new parent "Window"
Parameters:
- Object ID
ID number of the Object that should be affected
- Window ID
ID number of the Window that this Object should be moved to
_StatObj_SetFrame
(STAT) (Example)
Sets the Sprite Frame ID for the Object so that it displays
something different than it was initialized with
Parameters:
- Object ID (REG)
ID number of the "Object" that should be affected
- Value (REG)
This is the ID number of the new Sprite Frame that the
Object should display
_StatObj_SetAni
(STAT) (Example)
Sets the "Animation" that an Object will use if it's a "Sprite Object".
Parameters:
- Object ID
ID number of the Object that should be affected
- Animation ID
ID number of the "Animation" that this "Sprite Object" should
use. Objects displaying Player Sprites will use that Player's
Function listing as the Animation listing. Objects displaying a "Game Object" Sprite
will use the Animations defined in the "Object Def Files". In
this case, this value must be an absolute value, and cannot use
the "G", "Z", and "A" tags. If the desired Animation is a
"Zone" Animation, add the number of "Game" Animations to its
ID. If it is an "Act" Animation, add the number of "Game" and
"Zone" Animations to its ID. Objects displaying a "Status
Script" sprite will use the Status Script's Function listing
as the Animation listing, so Animations for this type of
Object should appear in the Status Script's own Function
listing. If no Animation is desired, this value should be "65535".
This will cause the Object to display the sprite based on its
own "Frame" setting (Controlled by _StatObj_SetFrame)
Window Manipulation:
_StatWin_SetPos
_StatWin_SetDest
_StatWin_SetSpeed
_StatWin_SetVis
_StatWin_SetParentWin
(STAT) (Example)
These commands work the same as their "Object" counterparts, except that
they affect Windows instead. The proper Window ID should be used in
place of an Object ID
_StatWin_SetSize
(STAT) (Example)
Sets new X1, Y1, X2, and Y2 clipping boundaries for the given Window.
These settings take effect immediately.
Parameters:
- Window ID
ID number of the "Window" to resize
- X1
- Y1
- X2
- Y2
These values give the new clipping region to assign to the
given Window. The "R" or "r" tags
may be used to obtain a value from a Register for each of these Parameters
_StatWin_SetDestSize
(STAT) (Example)
Sets a target clipping region that the given Window will grow or
shrink to at the given speeds.
Parameters:
- Window ID
ID number of the Window to resize
- X1
- Y1
- X2
- Y2
These values give the new clipping region to assign to the
given Window. The "R" or "r" tags
may be used to obtain a value from a Register for each of these Parameters
- X Speed
- Y Speed
These values give the horizontal and vertical speeds at which
the Window should grow/shrink to the target size
- Counter
The Counter variable to add 1 to when the Window reaches
its target size
_StatWin_SetCurrent
(STAT) (Example)
Selects the Window whose ID is given by the Parameter.
Parameters:
- Window
ID number of the Window to select
Menu Selections:
_StatSel_Activate
(STAT) (Example)
Enables or disables "Selections" within the current Status Script.
Selections are disabled by default, so they must be enabled to be
used within the script
Parameters:
- Flag
0 | - | _Off | - | Disabled |
1 | - | _On | - | Enabled |
_StatSel_Next
(STAT) (Example)
Selects the next available Selection that is assigned to the currently
active Window. The next selection is determined by the next highest ID
number.
Parameters:
- Wrap
This value specifies what should happen if the highest available Selection that is assigned to the current Window is already
selected:
0 | - | _StatSel_Wrap | - | Wrap (Select the lowest Selection assigned to the current Window) |
1 | - | _StatSel_NoWrap | - | No Wrap (Do nothing) |
_StatSel_Prev
(STAT) (Example)
Selects the previous available Selection that is assigned to the currently
active Window. The previous selection is determined by the next lowest ID
number.
Parameters:
- Wrap
This value specifies what should happen if the lowest available Selection that is assigned to the current Window is already
selected:
0 | - | _StatSel_Wrap | - | Wrap (Select the highest Selection assigned to the current Window) |
1 | - | _StatSel_NoWrap | - | No Wrap (Do nothing) |
_StatSel_Set
(STAT) (Example)
Selects the Selection whose ID is given by the Parameter, regardless of
which Window it belongs to.
Parameters:
- Selection
ID number of the Selection to select
Examples:
#_Stat_Destroy ;Destroy the current status object
_Stat_Wait
(Description)
; This example assumes that the counter was set to 0 first
#_Stat_Wait ;Wait for 1 second
: 0 ; (Counter) Counter 0
:_StatWait_CountUp ; (Condition) Increase Counter and test for Value
: 60 ; (Value) 60 frames = 1 second
; ----------
; This example assumes that the counter was somehow made nonzero first
#_Stat_Wait ;Wait to complete countdown
: 0 ; (Counter) Counter 0
:_StatWait_CountDown ; (Condition) Decrease Counter and test for 0
; ----------
; This example assumes that the counter was set to 0 first
#_Stat_Wait ;Wait for 3 Objects to reach their destination
: 0 ; (Counter) Counter 0
:_StatWait_ObjectTrigger ; (Condition) Test for Value
: 3 ; (Value) 3 Objects should have triggered this counter
_StatCtr_Set
(Description)
#_StatCtr_Set ;Re-initialize the Counter
: 0 ; (Counter) Counter 0
: 0 ; (Value) Ready for counting up or counting Object deactivation
Object Manipulation:
#_StatObj_SetPos ;Center this Object on the screen horizontally
: 0 ; (ObjID) Object 0
:_StatAlign_XPos ; (Align) Horizontally at given position
:_StatAlign_Pos_Center ; (Type) Position the center of the Object
: 160 ; (Pos) The center of the screen (320 / 2 = 160)
; ----------
#_StatObj_SetPos ;Position the Object so its top is at the top of the screen
: 0 ; (ObjID) Object 0
:_StatAlign_YPos ; (Align) Vertically at given position
:_StatAlign_Pos_Top ; (Type) Position the top of the Object
: 0 ; (Pos) Top of the screen
; ----------
#_StatObj_SetPos ;Position the Object 8 pixels up from the bottom of its Parent Window
: 0 ; (ObjID) Object 0
:_StatAlign_YParent ; (Align) Vertically against Parent Window
:_StatAlign_Win_AtBottom ; (Type) Position against Window's bottom edge
: -8 ; (Off) 8 Pixels up from the calculated position
; ----------
#_StatObj_SetPos ; _StatObj_SetPos (Position Object 0 8 pixels to the right of Object 1)
: 0 ; (ObjID) Object 0
:_StatAlign_XObj ; (Align) Horizontally against another Object
:_StatAlign_Obj_ToRight ; (Type) This Object's left side against Target Object's right side
: 1 ; (Obj2ID) Object 1
: 8 ; (Off) 8 Pixels to the right of the calculated position
; ----------
#_StatObj_SetPos ;Position Object's bottom just above Window 1
: 0 ; (ObjID) Object 0
:_StatAlign_YWin ; (Align) Vertically against another Window
:_StatAlign_Win_OffTop ; (Type) Off-Window at the top
: 1 ; (WinID) Window 1
: 0 ; (Off) Align at exactly the calculated position
_StatObj_SetDest
(Description)
#_StatObj_SetDest ;Position the Object so its top is at the top of the screen
: 0 ; (ObjID) Object 0
:_StatAlign_YPos ; (Align) Vertically at given position
:_StatAlign_Pos_Top ; (Type) Position the top of the Object
: 0 ; (Pos) Top of the screen
; ----------
#_StatObj_SetDest ;Hide Object just off the left side of its Parent Window
: 0 ; (ObjID) Object 0
:_StatAlign_XParent ; (Align) Horizontally against Parent Window
:_StatAlign_Win_OffLeft ; (Type) Off-Window to the left
: 0 ; (Off) Align at exactly the calculated position
; ----------
#_StatObj_SetDest ;Center Object 0 vertically at Object 1's vertical center
: 0 ; (ObjID) Object 0
:_StatAlign_YObj ; (Align) Vertically against another Object
:_StatAlign_Obj_Center ; (Type) Centered with Target Object
: 1 ; (Obj2ID) Object 1
: 0 ; (Off) Align at exactly the calculated position
; ----------
#_StatObj_SetDest ;Position Object 8 pixels to the left of Window 1
: 0 ; (ObjID) Object 0
:_StatAlign_XWin ; (Align) Horizontally against another Window
:_StatAlign_Win_OffLeft ; (Type) Off-Window to the left
: 1 ; (WinID) Window 1
: -8 ; (Off) 8 pixels to the left of the calculated position
_StatObj_SetSpeed
(Description)
#_StatObj_SetDest ;Move the Object toward its horizontal destination by 8 pixels every frame
: 0 ; (ObjID) Object 0
:_XAxis ; (Dir) X Speed
: 8 ; (Speed)
: 0 ; (Counter) Update Counter 0 when Destination X position is reached
; ----------
#_StatObj_SetDest ;Move the Object toward its vertical destination by 16 pixels every frame
: 0 ; (ObjID) Object 0
:_YAxis ; (Dir) Y Speed
: 16 ; (Speed)
: 1 ; (Counter) Update Counter 1 when Destination Y position is reached
_StatObj_SetVis
(Description)
#_StatObj_SetVis ;Set Object 0 as visible and able to move
: 0 ; (ObjID) Object 0
:_Visible ; (Flag)
; ----------
#_StatObj_SetVis ;Set Object 0 as invisible and unable to move
: 0 ; (ObjID) Object 0
:_Invisible ; (Flag)
_StatObj_SetFont
(Description)
#_StatObj_SetFont ;Set Object 0 to use Game Font 1 for Text
: 0 ; (ObjID) Object 0
: 1 ; (FontID) Game Font 1
_StatObj_SetType
(Description)
#_StatObj_SetType ;Set Object 0 to display a Status Script Sprite
: 0 ; (ObjID) Object 0
: 0 ; (Type) Script Sprite
; ----------
#_StatObj_SetType ;Set Object 0 to display a Status Script Text
: 0 ; (ObjID) Object 0
: 10 ; (Type) Script Text
; ----------
#_StatObj_SetType ;Set Object 0 to display the current value of a Player Variable, with unused digits filled with 0's
: 0 ; (ObjID) Object 0
: 15 ; (Type) Player Variable Text (Zero Fill)
_StatObj_SetScript
(Description)
#_StatObj_SetScript ;Set Object 0 to display graphics/text loaded from Game Status Script 0 rather than its own script
: 0 ; (ObjID) Object 0
: 0 ; (ScriptID) Game Status Script 0
; ----------
#_StatObj_SetScript ;Set Object 0 to display data from the Status Script whose ID is stored in User Register 0
: 0 ; (ObjID) Object 0
: R0 ; (ScriptID) Status Script ID value stored in User Register 0
_StatObj_SetID
(Description)
#_StatObj_SetID ;Set Object 0 to display from Sprite Set or Text number 1
: 0 ; (ObjID) Object 0
: 1 ; (NewID) List Entry 1
; ----------
#_StatObj_SetID ;Set Object 0 to display data whose List ID is stored in User Register 1
: 0 ; (ObjID) Object 0
: R1 ; (NewID) List ID value stored in User Register 1
_StatObj_SetParam
(Description)
#_StatObj_SetParam ;Set Object 0 to display the contents of Game/Player Variable 2
: 0 ; (ObjID) Object 0
: 2 ; (NewID) Variable 2
; ----------
#_StatObj_SetParam ;Set Object 0 to display the contents of the Game/Player Variable whose ID is stored in User Register 0
: 0 ; (ObjID) Object 0
: R0 ; (NewID) Variable ID stored in User Register 0
_StatObj_SetParentWin
(Description)
#_StatObj_SetParentWin ;Set Object 0 to display within this script's Window 0
: 0 ; (ObjID) Object 0
: 0 ; (WinID) Script Window 0
; ----------
#_StatObj_SetParentWin ;Set Object 0 to display with screen-relative positioning
: 0 ; (ObjID) Object 0
:_WinID_Screen ; (WinID) "Screen Window"
; ----------
#_StatObj_SetParentWin ;Set Object 0 to display with level-relative positioning
: 0 ; (ObjID) Object 0
:_WinID_Level ; (WinID) "Level Window"
_StatObj_SetFrame
(Description)
#_StatObj_SetFrame ;Set Object 0 to display Sprite Frame 0 from it's current Sprite Set
: 0 ; (ObjID) Object 0
: 0 ; (Frame) Frame 0
; ----------
#_StatObj_SetFrame ;Set Object 0 to display the Sprite Frame whose ID is stored in User Register 0 from it's current Sprite Set
: 0 ; (ObjID) Object 0
: R0 ; (Frame) Frame ID stored in User Register 0
_StatObj_SetAni
(Description)
#_StatObj_SetAni ;Set Object 0 to play Animation 3 from the Animation List that matches its type
: 0 ; (ObjID) Object 0
: 3 ; (AniID) Animation 3
Window Manipulation:
_StatWin_SetPos
_StatWin_SetDest
_StatWin_SetSpeed
_StatWin_SetVis
_StatWin_SetParentWin
(Description)
See also the Object versions of these commands for more complete sets of examples
#_StatWin_SetPos ;Center this Window on the screen horizontally
: 0 ; (WinID) Script Window 0
:_StatAlign_XPos ; (Align) Horizontally at given position
:_StatAlign_Pos_Center ; (Type) Position the center of the Window
: 160 ; (Pos) The center of the screen (320 / 2 = 160)
; ----------
#_StatWin_SetDest ;Center Window 0 vertically at Object 1's vertical center
: 0 ; (WinID) Script Window 0
:_StatAlign_YObj ; (Align) Vertically against an Object
:_StatAlign_Obj_Center ; (Type) Centered with Object
: 1 ; (Obj2ID) Object 1
: 0 ; (Off) Align at exactly the calculated position
; ----------
#_StatWin_SetSpeed ;Move the Window toward its horizontal destination by 8 pixels every frame
: 0 ; (WinID) Script Window 0
:_XAxis ; (Dir) X Speed
: 8 ; (Speed)
: 0 ; (Counter) Update Counter 0 when Destination X position is reached
; ----------
#_StatWin_SetVis ;Set Window 0 as visible and able to move
: 0 ; (WinID) Script Window 0
:_Visible ; (Flag)
; ----------
#_StatWin_SetParentWin ;Set Window 0 to display within this script's Window 1
: 0 ; (WinID) Script Window 0
: 1 ; (Win2ID) Script Window 1
_StatWin_SetSize
(Description)
#_StatWin_SetSize ;Set Window 0's relative clipping region to start at 0,0 and end at 16,8
: 0 ; (WinID) Script Window 0
: 0 ; (X1) 0 is the Window's leftmost visible column
: 0 ; (Y1) 0 is the Window's uppermost visible row
: 16 ; (X2) 16 is the Window's rightmost visible column
: 8 ; (Y2) 8 is the Window's lowermost visible row
; ----------
#_StatWin_SetSize ;Set Window 0's relative clipping region to begin and end vertically at 0 and 8, and horizontally at the values in User Registers 10 and 11
: 0 ; (WinID) Script Window 0
: R10 ; (X1) Window's leftmost visible column is stored in User Register 10
: 0 ; (Y1) 0 is the Window's uppermost visible row
: R11 ; (X2) Window's rightmost visible column is stored in User Register 11
: 8 ; (Y2) 8 is the Window's lowermost visible row
; ----------
#_StatWin_SetSize ;Set Window 0's relative clipping region to the values stored in User Registers 10 through 13
: 0 ; (WinID) Script Window 0
: R10 ; (X1) Window's leftmost visible column is stored in User Register 10
: R11 ; (Y1) Window's uppermost visible column is stored in User Register 11
: R12 ; (X2) Window's rightmost visible column is stored in User Register 12
: R13 ; (Y2) Window's lowermost visible column is stored in User Register 13
_StatWin_SetDestSize
(Description)
#_StatWin_SetDestSize ;Pan Window 0's relative clipping region to start at 0,0 and end at 16,8 at a horizontal speed of 2, and vertical speed of 1
: 0 ; (WinID) Script Window 0
: 0 ; (X1) 0 will be the Window's leftmost visible column
: 0 ; (Y1) 0 will be the Window's uppermost visible row
: 16 ; (X2) 16 will be the Window's rightmost visible column
: 8 ; (Y2) 8 will be the Window's lowermost visible row
: 2 ; (XSpeed) Pan horizontally at 2 pixels per frame
: 1 ; (YSpeed) Pan vertically at 1 pixel per frame
: 0 ; (Counter) Increase Counter 0 when the Window has reached its new size
; ----------
#_StatWin_SetDestSize ; _StatWin_SetSize (Pan Window 0's relative clipping region to begin and end horizontally at the values in User Registers 10 and 11 at a speed of 2)
: 0 ; (WinID) Script Window 0
: R10 ; (X1) Window's target leftmost visible column is stored in User Register 10
: 0 ; (Y1) 0 will be the Window's uppermost visible row
: R11 ; (X2) Window's target rightmost visible column is stored in User Register 11
: 8 ; (Y2) 8 will be the Window's lowermost visible row
: 2 ; (XSpeed) Pan horizontally at 2 pixels per frame
: 0 ; (YSpeed) Window is already clipping at desired Y coordinates, no need to move
: 0 ; (Counter) Increase Counter 0 when the Window has reached its new size
; ----------
#_StatWin_SetDestSize ;Pan Window 0's relative clipping region to the values stored in User Registers 10 through 13 at horizontal and vertical speeds of 1
: 0 ; (WinID) Script Window 0
: R10 ; (X1) Window's target leftmost visible column is stored in User Register 10
: R11 ; (Y1) Window's target uppermost visible column is stored in User Register 11
: R12 ; (X2) Window's target rightmost visible column is stored in User Register 12
: R13 ; (Y2) Window's target lowermost visible column is stored in User Register 13
: 1 ; (XSpeed) Pan horizontally at 1 pixels per frame
: 1 ; (YSpeed) Pan vertically at 1 pixel per frame
: 0 ; (Counter) Increase Counter 0 when the Window has reached its new size
_StatWin_SetCurrent
(Description)
#_StatWin_SetCurrent ;Deselect current Window, select Window 2
: 2 ; (Window) Script Window 2
Menu Selections:
#_StatSel_Activate ;Disallow Selections Key Events from taking effect
:_Off ; (Flag) Disabled
; ----------
#_StatSel_Activate ;Allow Selections Key Events to take effect
:_On ; (Flag) Enabled
_StatSel_Next
(Description)
#_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 ; Wrap
_StatSel_Prev
(Description)
#_StatSel_Prev ;Deselect current Selection, select the next lowest Selection in the current Window, do not wrap around to highest Selection in the current Window if this is already the lowest
:_StatSel_NoWrap ; No Wrap
_StatSel_Set
(Description)
#_StatSel_Set ;Deselect current Selection, select Selection 4
: 4 ; (Selection) Selection 4