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tsc_list_tsc+.txt
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tsc_list_tsc+.txt
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By Wistil
Here's info for the TSC commands. Basic setup is the command name, the number of arguments it takes,
a short name for the command, and a description of what it does. I have personally kept the short
names in such a way that the names match fairly well with the command code. That way when I read
<MYB I think MY Bump and not Player Bump which makes more sense to me.
The following descriptions are used by CE to display information more useful for the current parameters
entered for a command. These ids are NOT editable.
a arms
A ammo
d direction
e event
E equip
f face
F flag
g graphic
l illustration
i item
m map
u music
N npc (specific)
n npc type
s sound
t tile
x x coord
y y coord
# number
. ticks
Tab and newline are token delimeters...
TSC List revised by Jackalope and Lace
Format:
[command name, starts with <] [number of arguments] [parameter types, shown above] [command name] [command description] [1 if command ends event, 0 otherwise] [1 if command clears textbox, 0 otherwise] [1 if args are seperated, 0 otherwise] [length of each parameter]
NOTE: If you add a command, make sure to increase the number next to BL_TSC by 1!
[BL_TSC] 100
<AE+ 0 ---- Arms Energy + Refill all weapon ammo. 0 0 1 4 4 4 4
<AM+ 2 aA-- ArMs + Give weapon W with X ammo. Use 0000 for infinite ammo. 0 0 1 4 4 4 4
<AM- 1 a--- ArMs - Remove weapon W. 0 0 1 4 4 4 4
<AMJ 2 ae-- ArMs Jump Jump to event X if the PC has weapon W. 0 0 1 4 4 4 4
<ANP 3 N#d- Animate NPc Give all entities W scriptstate X and direction Y. Used for animation. 0 0 1 4 4 4 4
<BOA 1 #--- BOss Animation Give map-boss (eg Omega) scriptstate W 0 0 1 4 4 4 4
<BSL 1 N--- Boss Script Load Start boss fight with entity W. Use 0000 to end the boss fight. 0 0 1 4 4 4 4
<CAT 0 ---- (C?) All Text Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <SAT. 0 0 1 4 4 4 4
<CIL 0 ---- Clear ILlustration Clear illustration (during credits). 0 0 1 4 4 4 4
<CLO 0 ---- CLOse Close message box. 0 0 1 4 4 4 4
<CLR 0 ---- CLeaR Clear message box. 0 1 1 4 4 4 4
<CMP 3 xyt- Change MaP tile Change the tile at coordinates W:X to type Y. Produces smoke. 0 0 1 4 4 4 4
<CMU 1 u--- Change MUsic Change music to song W. 0 0 1 4 4 4 4
<CNP 3 Nnd- Change NPc Change all entities W to type X with direction Y. 0 0 1 4 4 4 4
<CPS 0 ---- Clear Prop. Sound Stops the propeller sound. 0 0 1 4 4 4 4
<CRE 0 ---- CREdits Rolls credits. 0 0 1 4 4 4 4
<CSS 0 ---- Clear Stream Sound Stops the stream sound. 0 0 1 4 4 4 4
<DNA 1 n--- Delete Npc (All?) Remove all entities of type W. 0 0 1 4 4 4 4
<DNP 1 N--- Delete NPc Remove all entities W. 0 0 1 4 4 4 4
<ECJ 2 #e-- Event Check Jump Jump to event X if any entities W exist. 0 0 1 4 4 4 4
<END 0 ---- END End the current scripted event. 1 0 1 4 4 4 4
<EQ+ 1 E--- EQuip + Equip item W. 0 0 1 4 4 4 4
<EQ- 1 E--- EQuip - Dequip item W. 0 0 1 4 4 4 4
<ESC 0 ---- ESCape Quit to title screen. 1 0 1 4 4 4 4
<EVE 1 e--- EVEnt Go to event W. 1 0 1 4 4 4 4
<FAC 1 f--- FACe Show face W in the message box. 0 0 1 4 4 4 4
<FAI 1 d--- FAde In Fade in with direction W. 0 0 1 4 4 4 4
<FAO 1 d--- FAde Out Fade out with direction W. 0 0 1 4 4 4 4
<FL+ 1 F--- FLag + Set flag W. Using flags over 8000 is inadvisable. 0 0 1 4 4 4 4
<FL- 1 F--- FLag - Clear flag W. 0 0 1 4 4 4 4
<FLA 0 ---- FLAsh Flash the screen white. 0 0 1 4 4 4 4
<FLJ 2 Fe-- FLag Jump Jump to event X if flag W is set. 0 0 1 4 4 4 4
<FMU 0 ---- Fade MUsic Fade the music out. 0 0 1 4 4 4 4
<FOB 2 N.-- Focus On Boss Focus on boss W in X ticks. Use X > 0. 0 0 1 4 4 4 4
<FOM 1 .--- Focus On Me Focus on the PC in W ticks. Use W > 0. 0 0 1 4 4 4 4
<FON 2 N.-- Focus On Npc Focus on entity W in X ticks. Use X > 0. 0 0 1 4 4 4 4
<FRE 0 ---- FREe Free game action and the PC. 0 0 1 4 4 4 4
<GIT 1 g--- Graphic ITem Display an item or weapon icon above the message box. Add 1000 to W for items. Use 0000 to remove. 0 0 1 4 4 4 4
<HMC 0 ---- Hide My Character Hide the PC. 0 0 1 4 4 4 4
<INI 0 ---- INItialize Reset memory and restart game. 1 0 1 4 4 4 4
<INP 3 Nnd- (Initialize?) NPc Change entity W to type X with direction Y and set entity flag 100 (0x8000). 0 0 1 4 4 4 4
<IT+ 1 i--- ITem + Give item W. 0 0 1 4 4 4 4
<IT- 1 i--- ITem - Remove item W. 0 0 1 4 4 4 4
<ITJ 2 ie-- ITem Jump Jump to event X if the PC has item W. 0 0 1 4 4 4 4
<KEY 0 ---- KEY lock Lock player controls and hide status bars until <END. 0 0 1 4 4 4 4
<LDP 0 ---- LoaD Profile Load the saved game. 1 0 1 4 4 4 4
<LI+ 1 #--- LIfe + Recover W health. 0 0 1 4 4 4 4
<ML+ 1 #--- Max Life + Increase the current and maximum health by W. 0 0 1 4 4 4 4
<MLP 0 ---- Map (LP?) Display a map of the current area. 0 0 1 4 4 4 4
<MM0 0 ---- My Motion 0 Halt the PC's forward motion. 0 0 1 4 4 4 4
<MNA 0 ---- Map NAme Display the map name. 0 0 1 4 4 4 4
<MNP 4 Nxyd Move NPc Move entity W to coordinates X:Y with direction Z. 0 0 1 4 4 4 4
<MOV 2 xy-- MOVe Move the PC to coordinates W:X. 0 0 1 4 4 4 4
<MPJ 1 e--- MaP Jump Jump to event W if the map flag for the current area is set. 0 0 1 4 4 4 4
<MP+ 1 #--- MaP + Set map flag W. Map flags cannot be unset. Highest usable flag is 127. 0 0 1 4 4 4 4
<MS2 0 ---- MeSsage 2 Open an invisible message box at the top of screen. 0 1 1 4 4 4 4
<MS3 0 ---- MeSsage 3 Open a message box at the top of screen. 0 1 1 4 4 4 4
<MSG 0 ---- MeSsaGe Open a message box at the bottom of the screen. 0 1 1 4 4 4 4
<MYB 1 d--- MY Bump Causes the PC to hop in the direction opposite of W. Using up or down causes the jump to be vertical. 0 0 1 4 4 4 4
<MYD 1 d--- MY Direction Causes the PC to face direction W. 0 0 1 4 4 4 4
<NCJ 2 ne-- Npc Check Jump Jump to event X if any entity of type W exists. 0 0 1 4 4 4 4
<NOD 0 ---- NOD Wait for player input before resuming script. 0 0 1 4 4 4 4
<NUM 1 #--- NUMber Prints the value [4a5b34+W*4] to the message box. Use 0000 to print the last used W from compatible commands (eg AM+). 0 0 1 4 4 4 4
<PRI 0 ---- PRevent Interaction Lock player controls and freeze game action. 0 0 1 4 4 4 4
<PS+ 2 #m-- Portal Slot + Set teleporter slot W to event X. Selecting slot W while using the teleporter menu will jump to event X. 0 0 1 4 4 4 4
<QUA 1 .--- QUAke Shake the screen for W ticks. 0 0 1 4 4 4 4
<RMU 0 ---- Restore MUsic Resume the song last played. 0 0 1 4 4 4 4
<SAT 0 ---- Speed-up All Text Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <CAT. 0 0 1 4 4 4 4
<SIL 1 l--- Show ILlustration Show illustration W (during credits). 0 0 1 4 4 4 4
<SK+ 1 F--- SKipflag + Set skipflag W. 0 0 1 4 4 4 4
<SK- 1 F--- Skipflag - Clear skipflag W. 0 0 1 4 4 4 4
<SKJ 2 Fe-- SKipflag Jump Jump to event X if skipflag W is set. 0 0 1 4 4 4 4
<SLP 0 ---- Show Location Portals Show the teleporter menu. 0 0 1 4 4 4 4
<SMC 0 ---- Show My Character Unhides the PC. 0 0 1 4 4 4 4
<SMP 2 xy-- Shift MaP tile Subtract 1 from the tile type at coordinates W:X. Does not create smoke. 0 0 1 4 4 4 4
<SNP 4 nxyd Set NPc Create an entity of type W at coordinates X:Y with direction Z. 0 0 1 4 4 4 4
<SOU 1 s--- SOUnd Play sound effect W. 0 0 1 4 4 4 4
<SPS 0 ---- Start Propeller Sound Start the propeller sound. 0 0 1 4 4 4 4
<SSS 1 #--- Start Stream Sound Start the stream sound with volume W. 0 0 1 4 4 4 4
<STC 0 ---- Save Time Counter Saves current time to 290.rec. 0 0 1 4 4 4 4
<SVP 0 ---- SaVe Profile Saves current game. 0 0 1 4 4 4 4
<TAM 3 aaA- Trade ArMs Trade weapon W for weapon X and set max ammo to Y. Use 0000 to keep the same amount of ammo. 0 0 1 4 4 4 4
<TRA 4 mexy TRAnsport Travel to map W, run event X, and move the PC to coordinates Y:Z. 1 0 1 4 4 4 4
<TUR 0 ---- Text UnRead? Instantly display text. Use after a <MSG/2/3; works until another <MSG/2/3 or an <END. 0 0 1 4 4 4 4
<UNI 1 #--- UNIverse? Set character movement type. Use 0000 for normal, 0001 for zero-G and 0002 to disallow movement. 0 0 1 4 4 4 4
<UNJ 2 #e-- UNiverse Jump Jump to event X if movement is of type W (0000 for normal, 0001 for zero-G). 0 0 1 4 4 4 4
<WAI 1 .--- WAIt Pause script for W ticks. 0 0 1 4 4 4 4
<WAS 0 ---- WAit until Standing Pause script until character is on ground. 0 0 1 4 4 4 4
<XX1 1 l--- XX1 Show the island falling in manner W. Use 0000 to have it crash and 0001 to have it stop midway. 0 0 1 4 4 4 4
<YNJ 1 e--- Yes/No Jump Prompt Yes/No; jump to event W if No is selected. 0 0 1 4 4 4 4
<ZAM 0 ---- Zero ArMs Sets all weapon energy to zero. 0 0 1 4 4 4 4
<LRX 3 eee- Left Right X Jump to W, X, or Y if player moves Left, Right, or Shoots. 0 0 1 4 4 4 4
<FNJ 2 Fe-- Flag NotJump Jump if flag X is not set. 0 0 1 4 4 4 4
<VAR 2 ##-- VARiable set Puts XXXX into variable WWWW 0 0 1 4 4 4 4
<VAZ 2 ##-- VAriable Zero Zeros XXXX variables, starting at variable WWWW 0 0 1 4 4 4 4
<VAO 2 ##-- VAriable Operation Performs operation $ on WWWW using XXXX. Valid values of $ are listed in help file. 0 0 1 4 4 4 4
<VAJ 4 ###e VAriable Jump Compare XXXX to WWWW using method YYYY, if true jump to ZZZZ. YYYY is listed in the help file. 0 0 1 4 4 4 4
<RND 3 ###- RaNdoM Puts random # between WWWW (min) and XXXX (max) into variable YYYY. 0 0 1 4 4 4 4
<IMG 1 #--- tIMaGe will set TimgFILE.bmp over the screen. The "tag" for the file name must be exactly 4 characters. Important note in help file 0 0 1 4 4 4 4
<PHY 2 ##-- PHYsics define Change physics variables. List in help file. BE SURE TO DEFINE WHEN STARTING YOUR GAME BEFORE PLAYER IS ABLE TO MOVE! 0 0 1 4 4 4 4