# Plotscripting Dictionary

This is a listing of all the plotscripting commands implemented as of right now.

In addition to reading this document, I also recommend you check out Plotscripting Tutorial and the HamsterSpeak Specification

## Commands by Category

Declarations
Wait Commands
Suspend and Resume
Moving Heroes
Moving NPCs
Moving the Camera
Text Boxes
Triggering and Showing Stuff
Adding and Removing
Effects
Hero's Spells
Mouse Functions
String Functions
Menu Functions
Sprite Functions
Slice Functions
Misc Functions
Enemy and Formation Functions
Tweaking Maps
Working with Tags
Working with Variables
Math, Comparison, and Logic Operators
Flow Control
Advanced Commands
Predefined Constants

## Alphabetical Index

abs (number)
number + number
add enemy to formation (formation, enemy id, x, y, slot)
add hero (who)
add menu item(menu handle)
advance text box
allocate timers (number)
allow minimap (setting)
allow save anywhere (setting)
alter NPC (who,NPCstat,value)
value,and,value
animation start tile (tile number, layer)
any key
append ascii (ID, char)
append number (ID, number)
ascii from string (ID, position)
autonumber
autosave
begin,other commands,end
Boolean Constants
bottom menu
break
bring menu forward(menu handle)
camera follows hero (who)
camera follows NPC (who)
camera pixel X
camera pixel Y
cancel key
cancel map name display
can learn spell (hero,attack)
case(value)
center slice (handle)
center string at (ID, x, y)
change NPC ID (reference,new ID)
change tileset (tileset, layer)
check equipment (hero,slot)
check hero wall (who,direction)
check NPC wall (who, direction)
check parentage (handle, parent handle)
check tag (tag)
child count (handle)
clamp slice (handle1, handle2)
clear string(ID)
clone sprite (handle)
close menu(menu handle)
color:blue
Color Constants
color:green
color:red
concatenate strings (dest, source)
continue
copy string (dest, source)
create container (width, height)
create grid (width, height, rows, columns)
create menu
create NPC (ID,X,Y,direction)
create rect (width, height, style)
create text
crop
current display tile (tile number, layer)
current map
current song
current stat
current text box
days of play
decrement (variable,amount)
default tile
define constant (number,name)
define script (id,name,arguments)
delete char (ID, position)
delete enemy from formation (formation, slot)
delete hero (who)
delete item (item,number)
delete map state (whichdata)
delete menu item(menu item handle)
delete save (slot)
destroy NPC (reference)
Direction Constants
dismount vehicle
number / number
do
down
down key
draw NPCs above heroes (setting)
east
east wall
eight
else
end
number == number
equip menu (who)
equip where (hero,item)
exit returning(value)
exit script
expand string(ID)
experience to level (level)
experience to next level (who)
number ^ power
export globals (slot, first, last)
extract color(color, component)
fade screen in
fade screen out (red,green,blue)
false
fight formation (number)
fill parent (handle, true_or_false)
find colliding slice (parent, slice, number, check descendants)
find enemy in formation (formation, enemy id, copy number)
find hero (who)
find menu ID(menu ID)
find menu item caption(menu handle, string ID, search after handle, visible only)
first child(handle)
first container child(handle)
first menu item(menu handle)
first rect child(handle)
first sprite child(handle)
five
focus camera (x,y,speed)
for(counter,start,finish,step) do(commands)
force equip (hero,slot,item)
forget spell (hero,attack)
formation probability (formation set, formation)
formation set frequency (formation set)
formation slot enemy (formation, slot)
formation slot x (formation, slot)
formation slot y (formation, slot)
four
free slice (handle)
free slice children (handle)
free sprite (handle)
game over
get ambient music
get attack name
get bottom padding (handle)
get color(index)
get count
get damage cap
get death script
get default weapon (hero)
get each step script
get enemy appearance (enemyid, appearance)
get enemy name (enemyid, stringid)
get enemy stat(enemy, stat)
get foot offset
get formation background (formation, background)
get formation song (formation)
get global string (ID, global)
get grid columns (handle)
get grid rows (handle)
get hero level (who)
get hero name (ID, hero)
get hero palette (who,type)
get hero picture (who,type)
get hero speed (who)
get hero stat (who,stat,type)
get hero stat cap (stat)
get instead of battle script
get inventory size
get item (item,number)
get item name (ID, item)
get left padding (handle)
get level MP (who, mp level slot)
get load script
get map edge mode
get map name (ID, map)
get map tileset
get menu anchor x(menu handle)
get menu anchor y(menu handle)
get menu bit(menu handle, bit)
get menu border(menu handle)
get menu boxstyle(menu handle)
get menu ID(menu handle)
get menu item bit(menu item handle, bit)
get menu item caption(menu item handle, string ID)
get menu item extra(menu item handle, extra)
get menu item settag(menu item handle)
get menu item subtype(menu item handle)
get menu item tag(menu item handle, whichtag)
get menu item togtag(menu item handle)
get menu item type(menu item handle)
get menu max chars(menu handle)
get menu max rows(menu handle)
get menu min chars(menu handle)
get menu offset x(menu handle)
get menu offset y(menu handle)
get menu on close script(menu handle)
get menu text align(menu handle)
get menu textcolor(menu handle)
get money (amount)
get music volume
get NPC ID (reference)
get on keypress script
get outline(handle)
get rect bgcol (handle)
get rect border (handle)
get rect fgcol (handle)
get rect style (handle)
get rect trans (handle)
get right padding (handle)
get slice clipping (handle)
get slice extra (handle, extra)
get slice lookup (handle)
get slice visible (handle)
get song name (ID, song)
get sort order (handle)
get sprite frame (handle)
get sprite palette (handle)
get sprite set number (handle)
get sprite type (handle)
get text bg(handle)
get text color(handle)
get tile animation offset (animation pattern, layer)
get top padding (handle)
get victory music
get wrap(handle)
give experience (hero,amount)
globals to string(ID, starting global, length)
global variable (id,name)
number >> number
number >= number
greyscale palette (first, last)
grid is shown (handle)
harm tile
hero by rank (where)
hero by slot (where)
hero direction (who)
hero frame (who)
hero is walking (who)
hero levelled (who)
hero pixel X (who)
hero pixel Y (who)
hero X (who)
hero Y (who)
hide battle health meter (state)
hide battle ready meter (state)
hide string (ID)
horiz flip sprite (handle, flip)
hours of play
if(condition) then(commands) else(commands)
import globals (slot, first, last)
include, filename
increment (variable,amount)
init mouse
input string (ID, maxlength, use current, center, position x, position y)
inside battle
inventory (item)
is filling parent (handle)
item count in slot (slot)
item in slot (slot)
items menu
joystick axis (axis,multiplier,joystick)
joystick button (button,joystick)
Key Constants
key is pressed (scancode)
keyval (scancode)
knows spell (hero,attack)
last ascii
last child(handle)
last formation
last save slot
layer tileset (layer)
leader
left
left button
left key
number << number
number <= number
load attack sprite (num, palette)
load border sprite (num, palette)
load from slot (slot)
load hero sprite (num, palette)
load large enemy sprite (num, palette)
load map state (whichdata, customid)
load medium enemy sprite (num, palette)
load menu (reallyload)
load palette (palette number)
load portrait sprite (num, palette)
load slice collection (id)
load small enemy sprite (num, palette)
load tileset (tileset, layer)
load walkabout sprite (num, palette)
load weapon sprite (num, palette)
lock hero (who)
value && value
value || value
value ^^ value
lookup slice (lookup code, start slice)
lose money (amount)
main menu
map cure (attack, target, attacker)
map height
map width
maximum stat
me
menu is open(menu handle)
menu item by slot(menu handle, slot, visible only)
menu item slot(menu item handle)
menu key
milliseconds
minutes of play
number,mod,number
mouse button (which)
Mouse Constants
mouse pixel X
mouse pixel Y
mouse region (x min, x max, y min, y max)
move slice above (handle, above what handle)
move slice below (handle, below what handle)
number * number
next container sibling(handle)
next menu(menu handle)
next menu item(menu item handle, visible only)
next rect sibling(handle)
next sibling(handle)
next sprite sibling(handle)
nine
none
north
north wall
not (value)
number <> number
NPC at pixel (x, y, number)
NPC at spot (x, y, number)
NPC copy count (ID)
NPC direction (who)
NPC extra (who, which)
NPC frame (who)
NPC is walking (who)
NPC pixel X (who)
NPC pixel Y (who)
NPC reference (ID, copy)
NPC X (who)
NPC Y (who)
number from string (ID, default)
Numeric Constants
off
on
one
open menu (ID, allow duplicate)
value,or,value
order menu
outside battle
outside battle cure
overhead tile
pan camera (direction,distance,pixelstep)
parent menu(menu item handle)
parent slice (handle)
party
party money
pause sound (num)
pay money (amount)
pick hero
place sprite
play song (song)
play sound (num,loop,preempt)
plotscript, name, argumentnames (statements)
positionstring (ID, x, y)
previous menu(menu handle)
previous menu item(menu item handle, visible only)
previous sibling(handle)
put camera (x,y)
put hero (who, x, y)
put mouse (X, Y)
put npc (who,x,y)
put slice (handle, X, Y)
put slice screen (handle, x, y)
put sprite (handle, x, y)
random (lownumber, highnumber)
random formation (formation set)
rank in caterpillar (who)
read attack name (ID, attack)
read color (index, element)
read enemy data (enemyid, data)
read global (id)
read map block (x,y,layer)
read NPC (who,NPCstat)
read pass block (x,y)
read spell (hero,list,slot)
read timer (id)
realign slice (handle, horiz align, vert align, horiz anchor, vert anchor)
rename hero(who)
rename hero by slot(who)
replace attack sprite (handle, num, palette)
replace border sprite (handle, num, palette)
replace char (ID, position, char)
replace hero sprite (handle, num, palette)
replace large enemy sprite (handle, num, palette)
replace medium enemy sprite (handle, num, palette)
replace portrait sprite (handle, num, palette)
replace small enemy sprite (handle, num, palette)
replace walkabout sprite (handle, num, palette)
replace weapon sprite (handle, num, palette)
reset game
reset hero palette (who,type)
reset hero picture (who,type)
reset map state (whichdata)
reset palette
resume box advance
resume catapillar
resume caterpillar
resume hero walls
resume map music
resume NPCs
resume NPC walls
resume obstruction
resume overlay
resume player
resume random enemies
resume random enemys
resume timers
return(value)
RGB(red, green, blue)
right
right button
right key
room in active party
run script by ID (id, argument1, argument2, argument3...)
save in slot (slot)
save map state (whichdata, customid)
save menu (reallysave)
save slot used (slot)
script, name, argumentnames (statements)
search string (ID1, ID2, start)
seconds of play
seed random (new seed)
selected menu item(menu handle)
select menu item(menu item handle)
set ambient music (song)
set battle wait mode (state)
set bottom padding (handle, pixels)
set capped hero stat (who,stat,value,type)
set caterpillar mode (state)
set color(index, value)
set damage cap (cap)
set days of play (days)
set dead heroes gain experience (state)
set death script (id)
set debug keys disable (state)
set default weapon (hero,item)
set each step script (id)
set enemy appearance (enemyid, appearance,value)
set enemy name (enemyid, stringid)
set enemy stat(enemy, stat, value)
set experience (who, experience, allowforget)
set foot offset (offset)
set formation background (formation, background, animation frames, animation ticks)
set formation song (formation, song)
set full hero swap mode (state)
set grid columns (handle, columns)
set grid rows (handle, rows)
set harm tile damage (amount)
set harm tile flash (color)
set hero direction (who, direction)
set hero frame (who, frame)
set hero level (who, level, forgetspells)
set hero name (ID, hero)
set hero palette (who,palette,type)
set hero picture (who,picture,type)
set hero position (who, x, y)
set hero speed (who, speed)
set hero stat (who,stat,value,type)
set hero z (who, z)
set horiz align (handle, edge)
set horiz anchor (handle, edge)
set hours of play (hours)
set inn no revive mode (state)
set instead of battle script (id)
set inventory size (new size)
set item count in slot (slot, count)
set item in slot (slot, item)
set left padding (handle, pixels)
set level MP (who, mp level slot, new value)
set load script (id)
set map edge mode (mode, default tile)
set menu anchor x(menu handle, new anchor)
set menu anchor y(menu handle, new anchor)
set menu bit(menu handle, bit, value)
set menu border(menu handle, new border)
set menu boxstyle(menu handle, new box style)
set menu item bit(menu item handle, bit, value)
set menu item caption(menu item handle, string ID)
set menu item extra(menu item handle, extra, num)
set menu item settag(menu item handle, new settag)
set menu item subtype(menu item handle, new subtype)
set menu item tag(menu item handle, new tag, whichtag)
set menu item togtag(menu item handle, new settag)
set menu item type(menu item handle, new type)
set menu max chars(menu handle, new max)
set menu max rows(menu handle, new max rows)
set menu min chars(menu handle, new min)
set menu offset x(menu handle, new x)
set menu offset y(menu handle, new y)
set menu on close script(menu handle, script id)
set menu text align(menu handle, new align)
set menu textcolor(menu handle, new textcolor)
set minutes of play (min)
set money (amount)
set music volume (volume)
set no HP level up restore (state)
set no MP level up restore (state)
set NPC direction (who, direction)
set NPC extra (who, which, value)
set NPC frame (who, frame)
set NPC position (who, X, Y)
set NPC speed (who, speed)
set on keypress script (id)
set outline(handle, outline)
set padding (handle, pixels)
set parent (handle, parent handle)
set rect bgcol (handle, color)
set rect border (handle, border)
set rect fgcol (handle, color)
set rect style (handle, style)
set rect trans (handle, transparency setting)
set right padding (handle, pixels)
set seconds of play (sec)
set slice clipping (handle, clip)
set slice edge x (handle, edge, value)
set slice edge y (handle, edge, value)
set slice extra (handle, extra, value)
set slice height (handle, height)
set slice lookup (handle, code)
set slice screen x (handle, x)
set slice screen y (handle, y)
set slice text(handle, string id)
set slice visible (handle, vis)
set slice width (handle, width)
set slice x (handle, X)
set slice y (handle, Y)
set sort order (handle, order)
set sprite frame (handle, num)
set sprite palette (handle, num)
set sprite visible
set tag (tag,value)
set text bg(handle, color)
set text color(handle, color)
set tile animation offset (animation pattern, offset, layer)
set timer (id, count, speed, trigger, string, flags)
set top padding (handle, pixels)
variable := value
set vert align (handle, edge)
set vert anchor (handle, edge)
set victory music (song)
set wrap(handle, wrap)
seven
show backdrop (number)
show grid (handle, shown)
show map
show mini map
show no value
show string (ID)
show string at (ID, x, y)
show text box (number)
show value (number)
sign (number)
six
slice at pixel (parent, x, y, number, check descendants)
slice child (handle, number)
slice collide (handle1, handle2)
slice collide point (handle, x, y)
slice contains (handle1, handle2)
slice edge x (handle, edge)
slice edge y (handle, edge)
slice height (handle)
slice is container (handle)
slice is grid (handle)
slice is rect (handle)
slice is sprite (handle)
slice is text (handle)
slice is valid (id)
slice screen x (handle)
slice screen y (handle)
slice to back (handle)
slice to front (handle)
slice width (handle)
slice x (handle)
slice y (handle)
song: same as last map
song: same as map
song: silence
sort children (handle, wipe)
sound is playing (num)
south
south wall
spells learned (hero,number)
spells learnt
spells menu (who)
sprite frame count (handle)
sprite is horiz flipped (handle)
sprite is vert flipped (handle)
sprite layer
sqrt (number)
status screen (who)
stop song
stop sound (num)
stop timer (id)
string color (ID, foreground color, background color)
string compare (ID1, ID2)
string from textbox (ID, textbox, line, expand)
string is visible (ID)
string length (ID)
string style (ID, style)
string to globals (ID, starting global, length)
string X (ID)
string Y (ID)
number -- number
suspend box advance
suspend catapillar
suspend caterpillar
suspend hero walls
suspend map music
suspend NPCs
suspend NPC walls
suspend obstruction
suspend overlay
suspend player
suspend random enemies
suspend random enemys
suspend timers
swap by name (name,name)
swap by position (position,position)
swap in hero (who)
swap menu items(handle1, handle2)
swap out hero (who)
switch(expression)
system day
system hour
system minute
system month
system second
system year
teach spell (hero,attack)
team menu
teleport to map (map, x, y)
nine
then
three
Tile Constants
timer: default
timer: game over
timer flag: battle
timer flag: critical
timer flag: menu
top menu
total experience (who)
trace (string)
trace value (expression, ...)
trim string (ID, start, length)
true
tweak palette (red, green, blue, first, last)
two
unequip (hero,slot)
unlock hero (who)
up
update level up learning(who, allowforget)
update palette
up key
use door (number)
use key
use menu item(menu item handle)
Use NPC (who)
use shop (shop)
variable (name)
vehicle A
vehicle B
vert flip sprite (handle, flip)
wait (ticks)
wait for all
wait for camera
wait for hero (who)
wait for key (key)
wait for menu (menu handle)
wait for NPC (who)
wait for scancode (key)
wait for text box
walk hero (who, direction, distance)
walk hero to x (who,x)
walk hero to y (who,x)
walk NPC (who, direction, distance)
walk NPC to X (who, X)
walk NPC to Y (who, Y)
west
west wall
while(condition) do(commands)
wrap
write color (index, element, value)
write enemy data (enemyid, data, value)
write global (id,value)
write map block (x,y,value,layer)
write pass block (x,y,value)
write spell (hero,list,slot,attack)
x axis
value,xor,value
y axis
Y sort children (handle)
zero

Declarations

`plotscript, name, argumentnames (statements)
The plotscript command contains a list of commands that can be triggered directly by an event in your game. Plotscript starts with the keyword plotscript, a comma, and then the name of the plotscript. If there are any arguments to the script, you list their names separated by commas after the name of the script with default values. Then comes the text of the script. It is enclosed in begin and end statements. Scripts that are defined as plotscripts can be called directly from events in your game, or by name within other scripts.
`

    # example of a simple script
    plotscript,my first script,begin
    	# commands go here
    end

    # example of a script with arguments
    plotscript,my fancy script,fe=0,fi=0,fo=0,begin
    	# commands go here,
    	# and they can use the aruments fe, fi, and fo
    	# that where passed to the script
    end

`script, name, argumentnames (statements)
The script command contains a list of commands. Script starts with the keyword script, a comma, and then the name of the script. If there are any arguments to the script, you list their names separated by commas after the name of the script with default values. Then comes the text of the script. It is enclosed in begin and end statements. Scripts that are defined as script cannot be called directly from events in your game. They can only be called by name within other scripts. To make a script that can be run directly from your game, use plotscript.
`

    # example of a simple script
    script,my first script,begin
    	# commands go here
    end

    # example of a script with arguments
    script,my fancy script,fe=0,fi=0,fo=0,begin
    	# commands go here,
    	# and they can use the aruments fe, fi, and fo
    	# that where passed to the script
    end

`global variable (id,name)
Creates a global variable that can be used in any script. The first argument to the global variable declaration is a unique ID number. The second argument is the name of the variable. The ID number for a global variable is a number from 0 to 4095. Each global variable must have a unique number, but this number will not conflict with the ID numbers you use for scripts. It is all right to have a script and a global variable with the same ID number. See also variable
`

    # any script can read and set the value of a global
    global variable(1,mini game score)

`variable (name)
Creates a local variable that can only be used inside the script where it was created. The value of this variable is lost when the script ends. If you need a variable who's value persists between calls to a script, or that is automatically saved when the player saves their game, you will need to use a global variable instead.
`

    variable(points) # make a new variable
    variable+=1 # add one to it

`define constant (number,name)
Creates a global constant. The first argument is the number that the constant will represent, and the second argument is the name of the constant. Use constants to replace commonly used numbers with friendly names. The following constants have been delacred for you in PLOTSRC.HSD:
zero one two three four five six seven eight nine nine false true off on north east south west up down left right up key down key left key right key use key cancel key menu key any key me none autonumber current stat maximum stat north wall east wall south wall west wall vehicle A vehicle A harm tile overhead tile
`

`include, filename
The include command inserts another text file into your script. It is followed by a single filename that tells what file will be included. Windows long filenames are not supported. Every plotscript file should start with include, plotscr.hsd The PLOTSCR.HSD file contains definitions and constants for most of the other plotscripting commands.
`

    include, plotscr.hsd # Plotscripting definitions
    include, mygame.hsi # constants particular to my game

`define script (id,name,arguments)
`

This declaration is available for backwards compatability, but it is not required anymore. See script and plotscript instead.
The define script command names an old-style script, and associates it with an ID number. Old scripts used to require a unique ID number. The first argument is the ID number. It is a number between 1 and 16383. If you try to give two individual scripts the same ID number, your script file will not compile. The next argument is the name of the script. this is the same name that will used later in your script command. The third argument is the number of arguments that the script can accept. If it doesnt need any arguments (most scripts don't) then use none. If there are arguments, you then follow the argument count with default values for each argument.

    # example of a simple script definition
    define script (1,my first script,none)

    # example of a script definition with arguments. this script
    # has three arguments, all of which default to zero if they
    # are not specified
    define script (2,my fancy script,3,0,0,0)

Wait Commands

`wait (ticks)
Makes the script wait for the specified number of ticks. There are roughly 18 ticks to a second, but this can vary under some conditions. If you leave out the argument, it will wait for one tick.
`

    show text box(2) # Show a text box
    wait(50) # Wait about 3 seconds
    advance text box # "hit spacebar"

`wait for text box
Makes the script wait until there is no text box displaying on the screen. Useful to know when to move on after using a show text box command.
`

    show text box(2) # Show a text box
    wait for text box # wait until the player continues

`wait for menu (menu handle)
Given a menu handle (for example, the one returned by open menu), causes the script to wait until that menu has been closed.
`

`wait for hero (who)
Waits for the specified hero stop walking. Use the constant me to refer to the leader, or use numbers 0,1,2,3 to refer to a specific hero. If you leave out the argument, the first hero will be assumed.
`

    move hero to y (me, 10) # move hero to (x, 10)
    wait for hero (me) # wait until he stops

`wait for key (key)
Waits for the player to press a key. You can use the following constants: any key, up key, down key, left key, right key, use key, cancel key, or menu key. If you do not specify, then any key will be used. These are not scancodes, and can not be mixed with scancodes! Use wait for scancode if you want to use scancodes or wait for other keys. usekey will wait for Space, Ctrl or Enter; and cancelkey and menukey both wait for Alt or Esc. If and only if anykey is used, waitforkey will return the scancode of the key that was pressed.
`

    show text box(623) # "press cancel!"
    wait for key(cancel key)

`wait for scancode (key)
Waits for the player to press a specific key. You can use any of the constants from key is pressed to specify the key.`

You must include scancode.hsi to use these constants.

    show text box(624) # "press P!"
    wait for scancode(key:P)

`wait for NPC (who)
Waits for the specified NPC to stop walking. The argument is the number of the NPC, 0 to 35. If more than one copy of the NPC exists on the map, it only checks the first one.
`

    walk NPC (2,up,3) # make the NPC go up three spaces
    wait for NPC (2) # wait until he's done

`wait for camera
Wait for the camera to stop panning after a pan camera or focus camera command.
`

    pan camera (left,10) # show the villan 10 tiles off screen
    wait for camera # wait until he's on screen

`wait for all
Waits for any camera motion to stop, waits for all heroes to stop walking, and if suspend NPCs is active, waits for all NPCs to stop walking.
`

    # do a bunch of things all at once
    wait for all # wait until everything is done

Suspend and Resume

`suspend player
Blocks the player from controlling the game, so the plotscript can have exclusive control. The one exception to this is text boxes. The player can advance text boxes no matter what, unless you use suspend box advance.
`

    suspend player
    # do stuff
    resume player

`resume player
Restores normal control after a suspend player command. This is very important. If you use suspend player, but forget resume player, the game will be stuck after the script ends.
`

    suspend player
    # do stuff
    resume player

`suspend NPCs
Stops NPCs from walking around automatically. When suspend NPCs is run, all NPCs stop in their tracks, ready for you to control them with the walk NPC command
`

    suspend NPCs
    # do stuff
    resume NPCs

`resume NPCs
Restores automatic NPC movement after a suspend NPCs command
`

    suspend NPCs
    # do stuff
    resume NPCs

`suspend obstruction
Allows heroes to walk through NPCs, allows NPCs to walk through heroes, and allows NPCs to walk through each other. Use resume obstruction to restore normal obstruction behavior.
`

    suspend obstruction
    # walk through things
    resume obstruction

`resume obstruction
Restores normal obstruction after a suspend obstruction command
`

    suspend obstruction
    # walk through things
    resume obstruction

`suspend hero walls
Allows heroes to walk through walls. Use resume hero walls to restore normal wall behavior.
`

    suspend hero walls # hero is now a ghost
    # walk through things
    resume hero walls # back to mortality...

`resume hero walls
Restores normal wall behavior after a suspend hero walls command
`

    suspend hero walls # hero is now a ghost
    # walk through things
    resume hero walls # back to mortality...

`suspend NPC walls
Allows NPCs to walk through walls. Use resume NPC walls to restore normal wall behavior.
`

    suspend NPC walls # npc is now a ghost
    # walk through things
    resume NPC walls # back to mortality...

`resume NPC walls
Restores normal wall behavior after a suspend NPC walls command.
`

    suspend NPC walls # npc is now a ghost
    # walk through things
    resume NPC walls # back to mortality...

`suspend caterpillar
Stops your other heroes from following the leader. This is useful when you want to control them individually with walk hero commands. In earlier versions this was misspelled as suspend catapillar. The old spelling still works for backwards compatability.
`

    suspend caterpillar # cutscene
    # move heroes, probably fight a battle or two...
    resume caterpillar # normal game again.

`resume caterpillar
Reverses the suspend caterpillar command, and makes your other heroes follow the leader as normal. In earlier versions this was misspelled as resume catapillar. The old spelling still works for backwards compatability.
`

    suspend caterpillar # cutscene
    # move heroes, probably fight a battle or two...
    resume caterpillar # normal game again.

`suspend catapillar
See suspend caterpillar`

`resume catapillar
See resume caterpillar`

`suspend random enemies
Prevents enemies from attacking your party while walking over tiles that can normally spawn random battles. This is useful to prevent battles from interrupting a plotscript. In earlier versions, this was misspelled as suspend random enemys. The old spelling still works for backwards compatability.
`

    suspend random enemies # no battles for now
    walk hero (me, up, 10) # cross pit of evil monsters of doom
    resume random enemies # back to normal

`resume random enemies
Undoes the suspend random enemies command and allows random battles to occur as normal. In earlier versions, this was misspelled as resume random enemys. The old spelling still works for backwards compatability.
`

    suspend random enemies # no battles for now
    walk hero (me, up, 10) # cross pit of evil monsters of doom
    resume random enemies # back to normal

`suspend random enemys
See suspend random enemies`

`resume random enemys
See resume random enemies`

`suspend box advance
Prevents the player from advancing or clearing text boxes by pressing keys. While this is active, the only way to make a text box advance is with the advance text box command (or show text box). Useful for cut scenes that play out like a movie, where the player just watches the dialogue unfold. Be very careful with this command, since you do not want to leave the player stuck on a text box forever.
`

    suspend box advance # stop players from mucking things up
    show text box(2) # Show a text box
    wait(45) # Wait about 3 seconds
    advance text box # "hit spacebar"
    resume box advance # go back to normal

`resume box advance
Undoes the suspend box advance command and allows the player to advance and clear text boxes by pressing keys as normal.
`

    suspend box advance # stop players from mucking things up
    show text box(2) # Show a text box
    wait(45) # Wait about 3 seconds
    advance text box # "hit spacebar"
    resume box advance # go back to normal

`suspend overlay
Draws old-style overhead tiles under heroes and NPCs instead of over them. This does not affect the drawing of normal layers. You might still find this useful for creating bridges or catwalks that can be walked on or passed under. Undo with resume overlay.
`

`resume overlay
Undoes the suspend overlay command, causing overhead tiles to be drawn over heroes and NPCs as normal.
`

`suspend map music
Causes ambient music not to automatically play when you enter a map. Does not affect the currently playing music, or the map's ambient music. Use when playing thematic music during a scene that involves changing maps.
`

    # begin scene
    play song(song:Happy Times)
    show textbox (117)
    wait for textbox
    # goto another map without triggering music
    fade screen out
    wait
    suspend map music
    use door(3)
    fade screen in
    # continue scene
    show textbox (118)
    wait for textbox
    # return to normal music behaviour and play the ambient music
    resume map music
    play song (get ambient music)

See also:

- set ambient music,
- get ambient music

`resume map music
Causes ambient music to automatically start playing when you enter a map again after a suspend map music command.
`

`suspend timers
Causes all plot timers started with set timer to be paused. It does not cancel them. Undo with resume timers
`

`resume timers
Undoes suspend timers. All previously paused plot timers will become active again.
`

Moving Heroes

`walk hero (who, direction, distance)
Makes the specified hero move in the specified direction for the specified number of tiles. The first argument tells who to move. Use me or numbers 0-3. The second argument is the direction. Use the constants: north, south, east, west, up, down, left, or right. The third argument is the number of tiles to move. If you leave out the third argument, the hero will move one tile. Walk hero is usually used with the wait for hero command. You should normally use the suspend player command before moving heroes, and if you want to move heroes other than the leader, you should use the suspend caterpillar command.
`

    suspend player # stop player
    walk hero(me,up,3) # move him up 3 tiles
    resume player # ok, done

`set hero direction (who, direction)
Makes the specified hero face in the specified direction. The following constants are avaialable for direction: north, south, east, west, up, down, left, or right.
`

    set hero direction (me,right) # face right

`set hero frame (who, frame)
Sets the walking frame of the specified hero to 0 or 1.
See also:`

- hero frame

`set hero position (who, x, y)
Instantly moves the specified hero to an X,Y position on the map. The coordinates are in units of tiles. For pixel-positioning use the put hero command.
`

`set hero z (who, z)
Sets the Z location of the specified hero. The Z location is the number of pixels above the tile they are standing on. Useful for scripts where you want a hero to jump or levitate.
`

`walk hero to x (who,x)
Makes the specified hero walk to a given X coordinate on the map
`

`walk hero to y (who,x)
Makes the specified hero walk to a given Y coordinate on the map
`

`check hero wall (who,direction)
Returns true if there is a wall blocking the hero from moving in the specified direction. No actual movement takes place.
`

`set hero speed (who, speed)
Changes the walking speed of the specified hero. If you do not specify a speed, the hero's speed will return to the default, 4. Be careful with using speeds that do not divide evenly into 20, because tiles are 20 pixels in size, and an irregular walking speed may cause your hero to become misaligned with the tiles.
See also:`

- get hero speed

`use door (number)
Instantly uses the numbered door, just as if you had stepped into it. (This command implies a one-tick wait)
`

`teleport to map (map, x, y)
An alternative to use door, teleport to map moves you to a given x,y position on the specified map without the need to create a door-link on the map. Teleport to map does not fade to black. (This command implies a one-tick wait)
`

`dismount vehicle
Makes you dismount whatever vehicle you are riding. If you are not riding a vehicle, nothing will happen.
`

`hero is walking (who)
Returns true if the specified hero (by position in the caterpillar) is currently walking. Returns false if the hero is standing still.
`

`put hero (who, x, y)
Moves a hero to a precise location on the map. The first argument is the hero's position in the walkabout party. The second and third arguments are the X,Y pixel position of the top left corner of the hero walkabout sprite, relative to the top left corner of the map. Be aware that using this command can misalign your hero with the tile-grid, preventing it from walking normally. To position the hero by tile, use the set hero position command. Normally you will use this command to escape the tile-based movement system.
`

    # This script will make the hero jump in an arch 15 pixels high 2 tiles to the right,
    # but it won't animate it. You can use setheroframe or setheropicture to do that.
    variable (i, jump)
    suspend player
    set hero direction (me, right)
    jump := -5
    for (i, 0, 10) do (
      put hero (me, hero pixel X (me) + 4, hero pixel Y (me) + jump)
      jump += 1
      wait
    )
    resume player

Moving NPCs

`NPC reference (ID, copy)
What is an NPC reference? A reference is a number that uniquely identifies an NPC on a map. You can use an NPC reference to specify which NPC you are controlling in most NPC-related commands. The first argument to NPC reference is the ID number of the NPC you want to work with. The ID is the same number that appears in CUSTOM.EXE when you are editing NPCs or placing NPCs on the map. The second argument is optional. It specifies which copy of the NPC you want, in case there are more than one on the map. If you dont specify which copy you want, you will just get a reference to the first NPC on the map with the right ID. Copies are counted starting from zero; you can see the copy number of NPCs in the Map Editor if you placed them in Custom.
If you plan on using the same NPC reference many times in a script you can store it in a variable. If the NPC with the ID you asked for (or the NPC copy you asked for with ID you asked for) is not found on the map then NPC reference will return false.
`

    include,plotscr.hsd

    #---NPC reference example---

    plotscript,ref example,begin

      variable(Fred)

      # find the first copy of NPC 10,
      # and store the reference in a variable
      Fred := NPC reference(10,0)

      # now we can manipulate that NPC with the variable
      walk NPC     (Fred,south,3)
      wait for NPC (Fred)

      # make the NPC spin!
      set NPC direction (Fred,east)
      wait(2)
      set NPC direction (Fred,north)
      wait(2)
      set NPC direction (Fred,west)
      wait(2)
      set NPC direction (Fred,south)
      wait(2)

    end

See also:

- NPC at spot,
- NPC at pixel,
- create NPC,
- NPC copy count

`NPC at spot (x, y, number)
This command returns a reference to the NPC at the given X and Y coordinate on the map. The optional third argument lets you choose which NPC to reference in case there is more than one NPC standing on that same spot (starting from the bottom most NPC, which is number 0). You can also pass the constant get count for the third argument to return the total number of npcs on that tile.`

An NPC's tile is the tile its top left corner is on.
See also:

- NPC reference

`NPC at pixel (x, y, number)
This command returns a reference to the NPC at the given X and Y coordinate in pixels. That is, any npc whose 20x20 sprite (including transparent sections) is over that pixel. The optional third argument lets you choose which NPC to reference in case there is more than one NPC standing on that same spot (starting from the bottom-most NPC, which is number 0). You can also pass the constant get count for the third argument to return the total number of npcs on that tile.
See also:`

- NPC reference

`walk NPC (who, direction, distance)
Makes the specified NPC move in the specified direction for the specified number of tiles. The first argument tells who to move. You can use an NPC reference or the NPC's ID number. The second argument is the direction. Use the constants: north, south, east, west, up, down, left, or right. The third argument is the number of tiles to move. If you leave out the third argument, the NPC will move one tile. walk NPC is usually used with the wait for NPC command. You should normally use the suspend NPCs command before moving NPCs to prevent their automatic movements from interfering with your scripted movements.
`

`set NPC direction (who, direction)
Makes the specified NPC face in the specified direction. The following constants are avaialable for direction: north, south, east, west, up, down, left, or right. You can use either an NPC reference or the NPC's ID number to specify which NPC will turn.
`

`set NPC frame (who, frame)
Sets the walking frame of the specified NPC to 0 or 1. You can use either an NPC reference or the NPC's ID number to specify which NPC will change.
See also:`

- NPC frame

`set NPC position (who, X, Y)
Instantly moves the specified NPC to an X,Y position on the map. The coordinates are in units of tiles. You can use either an NPC reference or the NPC's ID number to specify which NPC will be moved.
`

`walk NPC to X (who, X)
Makes the specified NPC walk to a given X coordinate on the map. You can use either an NPC reference or the NPC's ID number to specify which NPC will move.
`

`walk NPC to Y (who, Y)
Makes the specified NPC walk to a given Y coordinate on the map. You can use either an NPC reference or the NPC's ID number to specify which NPC will move.
`

`check NPC wall (who, direction)
Returns true if there is a wall blocking the NPC from moving in the specified direction. No actual movement takes place.
`

`set NPC speed (who, speed)
Changes the walking speed of the specified NPC. If you do not specify a speed, the NPC's speed will return to the default, 4. Be careful with using speeds that do not divide evenly into 20, because tiles are 20 pixels in size, and an irregular walking speed may cause the NPC to become misaligned with the tiles.
Normally you would only give an NPC ID number to set NPC speed, but if you want to use an NPC reference it will still work. Just remember that set NPC speed changes every copy of the NPC on the map, not just the specific one you referenced.
`

`NPC is walking (who)
Returns true if the specified NPC is currently walking. Returns false if the NPC is standing still. You can use either an NPC reference or the NPC's ID number to specify which NPC will be checked.
`

`get NPC ID (reference)
This command is the opposite of NPC reference. If you give get NPC ID a reference to an NPC it will return the NPC&s ID. If the NPC ID is not valid then get NPC ID will return -1
`

In some older versions, This command was useful if you needed to do an alter NPC or a set NPC speed on an NPC that you are working with by reference. This is no longer neccisary, because both those commands now support NPC references (although they still affect every copy of that NPC on the map)

`NPC copy count (ID)
This command tells you how many copys of a particular NPC ID exist on the map. This can be very useful if you want apply the same action to each copy of an NPC on the map.
`

    include,plotscr.hsd

    #---NPC copy count example---

    plotscript,every NPC example,begin

      variable(loop,guard count,current guard)

      # the guard is NPC 10, and there are many copies of him on the map
      guard count := NPC copy count(10)

      # this loop repeats once for each copy of NPC 10
      for(loop,0,guard count) do,begin

        current guard := NPC reference(10,loop)
        walk NPC(current guard,south,4)
        # if we added a "wait for NPC(current guard)" right here
        # then the guards would walk one at time

      end

      # but we want them to all walk at the same time,
      # so we just wait here
      wait for all

    end

`change NPC ID (reference,new ID)
This command takes an NPC reference and lets you change the ID number of the NPC it points to. This means that the NPC will now use a different picture, an different palette, a different walking speed, an different text box, everything. This change is not permanent. It only lasts until the next time a map gets loaded.
`

`create NPC (ID,X,Y,direction)
This command will magically create a new copy of an NPC with the given ID number. You can specify an X and Y position where it will be created, and optionally a direction too (if you leave out the direction, the new NPC will be facing south). create NPC returns an NPC reference that you can use to refer to the new NPC in other commands like walk NPC. If the new NPC cannot be created (there is a maximum of 300 total NPC copies in memory at a time) then create NPC will return false (zero). The new NPC is not permanent. It only lasts until a new map is loaded.
`

`destroy NPC (reference)
This command will erase the specified NPC. You can use either an NPC reference or the NPC's ID number. The deletion is not permanent. Unless this is an NPC that you created with create NPC, the NPC will be back again next time the map gets loaded. If you need to permanently remove an NPC, use tags.`

This only deletes the one NPC you specify. If you use an NPC ID number as the argument, only the first copy of the NPC on the map will be deleted

`put npc (who,x,y)
Moves an NPC to a precise location on the map. The first argument is and NPC reference or an NPC ID number. The second and third arguments are the X,Y pixel position relative to the top left corner of the map. Be aware that using this command can mis-align your NPC with the tile-grid, preventing it from walking normally. To position the NPC by tile, use the set NPC position command.
`

Moving the Camera

`camera follows hero (who)
Normally, the camera follows your leader. With this command, you can make the camera follow any hero you want. If you leave out the argument, the camera will follow your leader as normal.
`

`camera follows NPC (who)
With this command, you can make the camera follow an NPC instead of the hero. If more than one copy of the specified NPC exists, the camera will follow the first one. To revert the camera to normal, use camera follows hero.
`

`pan camera (direction,distance,pixelstep)
This command causes the camera to stop following your leader and pan in the specified direction. For direction, you can use the constants: north, south, east, west, up, down, left, or right. The distance is the number of tiles you want the camera to move before it stops. You can also specify the number of pixels you want the camera to move for each tick. if you leave the last argument out, the camera will move by 2 pixels per tick. This command is normally used with wait for camera. To revert the camera to normal, use camera follows hero.
`

`focus camera (x,y,speed)
This command causes the camera to focus itself on the specified X,Y coordinates of the map. These coordinates are in units of tiles. The third argument, the speed, tells how fast the camera will pan. If you do not specify a speed, the camera will pan 2 pixels per tick. This command is normally used with wait for camera. To revert the camera to normal, use camera follows hero.
`

`put camera (x,y)
This command causes the top left corner of the camera to instantly jump to the specified X,Y pixel coordinates of the map. These coordinates are in units of pixels, not tiles. To position the camera by tiles, just multiply the tile position by 20. To revert the camera to normal, use camera follows hero.
`

Text Boxes

`show text box (number)
Displays the numbered text box, just as if you had talked to an NPC. The text box will not actually pop up until the next wait command. This command is most often used with the wait for text box command.
`

    show text box(2) # Show a text box
    wait for text box # wait until the player continues

`advance text box
Advances a text box just as if the player had pressed a key. For use while suspend box advance is active.
`

    suspend box advance # stop players from mucking things up
    show text box(2) # Show a text box
    wait(45) # Wait about 3 seconds
    advance text box # "hit spacebar"
    resume box advance # go back to normal

`current text box
Returns the number of the currently displayed text box, or -1 if there's none.
`

Triggering and Showing Stuff

`fight formation (number)
Starts a battle with the numbered enemy formation. This command returns false if you lost or ran from battle, or true if you won. However, if you lose the battle, the game will still end as normal unless you set a death script. (This command implies a one-tick wait)
See also:`

- set death script

`Use NPC (who)
Remotely trigger an NPC. You can use either an NPC reference or an NPC ID number. Whatever actions are associated with triggering that NPC will be taken, text box, script, vehicle, item, whatever. (This command implies a one-tick wait)
`

`game over
Resets the game and returns you to the title screen. This command is most useful for after-you-win-the-game type scripts, and for death-scripts that are triggered when you lose in battle. This command is similar to reset game, the main difference being that if the title screen and load screen have been disabled, it will completely exit the game, taking you back to the game select screen, or exiting to the operating system.
`

`reset game
Resets and starts a new game, skipping both title and load game screens. It can be necessary to use this instead of game over as it will not exit the program if the title screen and load screen have been disabled. It always resets the game back to the beginning.
`

`show value (number)
Displays the number in the bottom left corner of the screen. Useful for count-down timers, and for debugging complicated scripts.
`

`show no value
Gets rid of the number in the bottom left corner of the screen after a show value command.
`

`cancel map name display
If the map name is being displayed, this command makes it disappear. For example, this may be useful if you want the map name to appear when you enter a map normally, but not when you jump to the map for a plotscripted cutscene.
`

`show backdrop (number)
displays the specified full screen backdrop on the screen. This allows you to show full screen pictures without attaching them to text boxes. You can also do some simple animation effects by calling show backdrop many times with wait commands in between.
`

`show map
shows the map again after a show backdrop command
`

`use shop (shop)
Takes you directly to a shop. You can specify the shop's ID number or its name in the form shop:name
`

`main menu
Takes you directly to the main menu.
`

`show mini map
Displays the mini-map
`

`items menu
Takes you directly to the items menu. Note that if the player uses an item that calls up a text box, the items menu command will behave like a show text box command for that text box.
`

`status screen (who)
Takes you directly to a hero's status screen. Specify the hero using its position in the party 0-3. Use find hero if you want to specify the hero by name. The pick hero command can also be useful.
`

`spells menu (who)
Takes you directly to a hero's spells menu. Specify the hero using its position in the party 0-3. Use find hero if you want to specify the hero by name. The pick hero command can also be useful.
`

`equip menu (who)
Takes you directly to a hero's equip menu. Specify the hero using its position in the party 0-3. Use find hero if you want to specify the hero by name. The pick hero command can also be useful. If you do not specify any hero, the first hero in the party will be used.
`

`save menu (reallysave)
Takes you directly to the save menu. Will return a number 1-4 indicating the slot the player saved in, or false if the player did not save. You can optionally pass an argument of false to make the menu display without actually saving
See also:`

- autosave,
- save in slot

`load menu (reallyload)
Displays the load game menu. The player can load a game or select New Game or Exit/Cancel. If the player picks New Game then the calling script continues, otherwise the current game is terminated and either quits to the titlescreen (if there is one) or a game is loaded. If you want the New Game option to actually reset the game, call reset game immediately after load menu. You can optionally pass an argument of false to make the menu display without actually loading or quiting. If you do this, you'll need to interpret the return value to find out which option the player selected: positive values are save slot numbers, 0 means New Game and -1 is Quit.
See also:`

- load from slot

`order menu
Takes you directly to the order menu, where you can change the order of the heroes in your active party.
`

`team menu
Takes you directly to the team menu, where you can change the order of the heroes in your active party, and swap heroes in and out of your reserve.
`

Adding and Removing

`party money
Returns how much money your party has.
`

`get money (amount)
Adds the specified amount to your party's money
`

`lose money (amount)
Subtracts the specified amount from your party's money.
`

`set money (amount)
Changes the amount of money your party has.
`

`pay money (amount)
A function that checks to see if you have enough money to pay the amount specified. If you do, it subtracts it, and returns true. If you do not have enough, it subtracts nothing, but returns false. Intended for use in if statements.
`

    if(pay money(1000)) then, begin
    	get item(item:uber sword)
    end, else, begin
    	show text box(61) # ha ha, no uber sword for you!
    	wait for text box
    end

`add hero (who)
Puts the named hero in your party. If there is no room, the hero will be added to your reserve. Use the constants defined in your HSI file. They are in the form of hero:name. This command returns the party slot that the hero was added to, or -1 if both the active and reserve parties are completely full.
`

`delete hero (who)
Removes the named hero from your party. If you have more than one copy of the hero in your party, only the first one will be deleted. Use the constants defined in your HSI file. They are in the form of hero:name
`

`swap in hero (who)
Moves the named hero in your from your reserves to your active party. If there is no room in your active party, the hero will not be moved. Use the constants defined in your HSI file. They are in the form of hero:name
`

`swap out hero (who)
Moves the named hero from your active party into your reserve. Use the constants defined in your HSI file. They are in the form of hero:name
`

`lock hero (who)
Locking a hero prevents the player from moving the hero on the party menu. Locked heroes in the active party cannot be moved into the reserve, and locked heroes in the reserve are completely hidden. Also prevents a hero from being moved by swap in hero or swap out hero. Use the constants defined in your HSI file. They are in the form of hero:name
`

`unlock hero (who)
Reverses lock hero, and makes it possible to move a hero in and out of the active party again. Use the constants defined in your HSI file. They are in the form of hero:name
`

`swap by name (name,name)
Swaps two named heroes in your party no matter what position they are in. Use the names defined in your HSI file in the form hero:name
`

`swap by position (position,position)
Swaps two heroes in your party based on their positions in the party
`

`get item (item,number)
Adds the specified number of the specified item to your inventory. If you do not specify a number, only one will be added. You can refer to the item by number, or you can use the constants defined in your HSI file, which are in the form of item:name
`

`delete item (item,number)
Removes the specified number of the specified item from your inventory. If you do not specify a number, only one will be removed. You can refer to the item by number, or you can use the constants defined in your HSI file, which are in the form of item:name
`

`unequip (hero,slot)
Removes the item that the specified hero has equipped in the specified slot. The first argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name). The second argument is the slot to unequip. Use the number 1-5 or the names slot:weapon, slot:armor, etc.
`

`force equip (hero,slot,item)
Forces a hero to equip an item, even if it is not normally equipable. The first argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name). The second argument is the slot to equip. Use the number 1-5 or the names slot:weapon, slot:armor, etc. The third argument is the item to equip. you can use the item's number or the item:name constants from your .HSI file.
`

`equip where (hero,item)
Returns the number of the slot that a hero can equip an item in, or false if the hero cannot equip it. The first argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name). The second argument is the item to check the equipability of. you can use the item's number or the item:name constants from your .HSI file.
`

`check equipment (hero,slot)
Returns the number of the item that the specified hero has equipped in the specified slot, or -1 if there is nothing equipped there. The first argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name). The second argument is the slot to check. Use the number 1-5 or the names slot:weapon, slot:armor, etc.
`

`get default weapon (hero)
Returns the number of the item that the specified hero uses as a default weapon when no other weapon is equipped. The argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name).
`

`set default weapon (hero,item)
Changes the item that the specified hero uses as a default weapon when no other weapon is equipped. The first argument is the position of the hero in your party, 0-3 for the active party, 4-40 for the reserve. (use find hero if you want to refer to the hero by name). The second argument is the item to use as the new default weapon. you can use the item's number or the item:name constants from your .HSI file.
`

`give experience (hero,amount)
Gives experience to either a hero by position in party (use result returned by find hero command) or the whole active party, if the constant party is passed as first argument. If you give experience to the whole battle party, then it will be split amongst the heroes as it is in battle; dead heroes get experience depending on whether the "Dead heroes gain share of experience" general bitset is set. This command can cause heroes to level up and learn spells but does not inform the player or trigger any effects. See hero levelled and spells learnt for dealing with this. You should use set experience to remove experience in a way that allows delevelling.
`

Effects

`play song (song)
Plays the specified song. Use the constants defined in your HSI file. They appear in the form of song:name
`

`current song
Returns the number of the currently playing song, or -1 if none.
`

`stop song
Stops whatever music is currently playing.
`

`set victory music (song)
Changes the after-battle victory music to the specified song. Use the constants defined in your HSI file. They appear in the form of song:name
`

`get victory music
Returns the number of the after-battle victory music. Compare with the constants defined in your HSI file. They appear in the form of song:name
`

`set ambient music (song)
Plays a song and sets it as the map's ambient music, that is the song that is played when you enter the map (if you call save map state with mapstate:all or mapstate:mapsettings) or after a textbox with 'restore music' set. Unless you save the mapstate, the effect goes away if you change maps or fight a battle. You can use the constants song: silence and song: same as last map for song, the deault is silence.
See also:`

- play song

`get ambient music
Returns the song number of the map's ambient music, either a song ID or the constants song: silence or song: same as last map.
See also:`

- current song

`set music volume (volume)
Sets the volume at which music is played, volume being a number on the scale of 0 to 255, 0 being silent, 255 loudest. If you want to manipulate the sound (e.g. fading out the music) you should take note of the original vulume that the player has set and return to this. By default volume is not maximum, so you should not hardcode fades to begin at volume 255.`

The actual resolution at which the volume is set is not necessarily 1/255th of full volume but depends on your implementation. Currently vanilla OHR uses only 0-15 internally, so 240-255 all translate to the same volume.

`get music volume
Returns the volume at which music is played, on a scale of 0 to 15, 0 being silent, 255 loudest.
`

`fade screen out (red,green,blue)
Fades the screen to a solid color. If you do not specify any arguments, the screen will fade to black. The red, green, blue values are numbers from 0 to 63 that tell how bright that particular color should be. (63,0,0) would be blood red. (40,0,40) would be purple. (63,63,63) would be bright white. The screen will remain faded out until you run fade screen in, fight a battle, or use a door.
`

`fade screen in
Fades the screen back to normal after a fade screen out command, or applies the changes made with other palette commands such as greyscale palette, tweak palette, reset palette, and write color.
`

`load palette (palette number)
Loads a different master palette (one of the palettes on the "View Master Palettes..." menu), and the user interface colors for that palette. Use this if a backdrop or entire map was imported/drawn with a palette other than the default. Changes to the palette do not take effect until you call update palette or fade screen in, however the UI colors are changed immediately.
`

`update palette
Instantly returns from fade screen out, and applies changes made by other palette command such as greyscale palette, tweak palette, reset palette, and write color.
`

`greyscale palette (first, last)
Converts a section of the master palette from color to greyscale. The two arguments determine what range of colors will be affected. If called with no arguments, the entire palette is affected. Changes do not take effect until you call update palette or fade screen in. Changes to the master palette last as long as you are playing, but are not stored in saved-games. If you need to make master-palette changes persist in saved-games you will have to use the on-load plotscript trigger.
`

`tweak palette (red, green, blue, first, last)
Color-adjusts a section of the master palette. The first three arguments are the changes to make to the red, green, and blue values of each palette color. For example, tweak palette (20,-30,0) would redden everything, and drop out most of the green. These arguments expect values in the range -63 to 63, NOT -255 to 255. The last two arguments determine what range of colors will be affected. If they are left out, the entire palette is affected. Changes do not take effect until you call update palette or fade screen in. Changes to the master palette last as long as you are playing, but are not stored in saved-games. If you need to make master-palette changes persist in saved-games you will have to use the on-load plotscript trigger.
`

`reset palette
Reloads the default master palette and its user interface colors, undoing any changes you have made with other palette-altering commands such as tweak palette or greyscale palette Changes to the palette do not take effect until you call update palette or fade screen in, however the UI colors are changed immediately.
`

`read color (index, element)
Returns a color value from the master palette. The first argument is the index in the palette to read from, 0 to 255. The second argument is the color value to read, red, green, or blue. You can use 0,1, and 2, or you can use the predefined constants color:red, color:green, and color:blue. The counterpart to this is write color.`

This command operates on values from 0-63. For operation on full color values (0-255), see get color
See also:

- get color

`write color (index, element, value)
Writes a color value into the master palette. The first argument is the index in the palette to write to, 0 to 255. The second argument is the color value to write, red, green, or blue. You can use 0, 1, and 2, or you can use the predefined constants color:red, color:green, and color:blue. The third argument is the color value to write. It can be in the range of 0 to 63. Changes do not take effect until you call update palette or fade screen in The counterpart to this is read color. Changes to the master palette last as long as you are playing, but are not stored in saved-games. If you need to make master-palette changes persist in saved-games you will have to use the on-load plotscript trigger.
See also:`

- set color

`get color(index)
Returns a color value from the master palette. The argument is which index in the palette to return. The value is a 32-bit number representing the red, green and blue components of the palette entry. See RGB for more details on its format.
See also:`

- set color,
- extract color

`set color(index, value)
Updates the master palette with a new 32-bit color. The value, a 32-bit number representing the red, green and blue components of the color, can come from RGB or get color.
See also:`

- get color,
- RGB

`RGB(red, green, blue)
Combines the individual red, green and blue components of a color into a single 32-bit number. The formula used is "red * 256 * 256 + green * 256 + blue". The highest byte is unused, but reserved for future potential use for alpha transparency.
See also:`

- extract color

`extract color(color, component)
Takes a 32-bit color value, and extracts the red, green or blue component, based on the component parameter. You may use the color:red, color:green and color:blue parameters to choose which one.
See also:`

- RGB

`play sound (num,loop,preempt)
Plays or resumes a sound effect. Pass true to loop if you want the sound effect to start over when it finishes instead of stopping. Pass true to preempt if you want to automatically stop the sound before playing it. If preempt is false, and the sound is already playing, this command will do nothing.
See also:`

- stop sound

`stop sound (num)
Stops a sound effect. If the sound is not playing, nothing will happen.
See also:`

- play sound

`pause sound (num)
Temporarily stops a sound effect. It can be resumed with play sound, wherein it will continue from whence it left off.
See also:`

- play sound

`sound is playing (num)
Checks to see whether a sound effect is playing or not. Useful for synchronization, etc.
See also:`

- play sound,
- stop sound

Hero's Spells

`teach spell (hero,attack)
Tries to teach a hero a spell. The first argument is the hero's position in the party (as returned by find hero). The second argument is the attack to learn. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). If the hero is capable of learning the spell, teach spell will return true, or if the hero cannot learn the spell it will return false. Note that this only works when a spell is set to "learned from item". It will not work for spells learned based on level.
`

`forget spell (hero,attack)
Causes a hero to forget a spell. The first argument is the hero's position in the party (as returned by find hero). The second argument is the attack to forget. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). If the hero does not know the spell, nothing happens.
`

`read spell (hero,list,slot)
Returns the ID number of a chosen spell slot, or 0 (false) if there is no spell in that slot. The first argument is the hero's position in the party (as returned by find hero). The second argument is the number of the spell list to check. This is a value from 0 to 3. The third argument is the slot to check. This is a number from 0 to 23. Spell slots are numbered in rows, so the first row is 0,1,2 the second row is 3,4,5, and so-on.
`

`write spell (hero,list,slot,attack)
Forces a hero to learn a particular spell. The first argument is the hero's position in the party (as returned by find hero). The second argument is the spell list to put the spell in. This is a number from 0 to 3. The third argument is the slot to put the spell in. This is a number from 0 to 23. Spell slots are numbered in rows, so the first row is 0,1,2 the second row is 3,4,5, and so-on. The last argument is the attack to put in the spell list. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). You can also erase a spell by writing 0 or none as the attack ID. Note that this command will overwrite and replace any spell that is already in that slot. If you overwrite a slot that can normally learn another spell, you will never learn that other spell (unless you first erase the spell you wrote there)
`

`knows spell (hero,attack)
Checks to see if a hero already knows a spell. The first argument is the hero's position in the party (as returned by find hero). The second argument is the attack to check for. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). If the hero knows the spell, knows spell will return true. If the hero does not know the spell, it will return false
`

`can learn spell (hero,attack)
Checks to see if a hero is capable of learning a spell from an item or from the teach spell command. The first argument is the hero's position in the party (as returned by find hero). The second argument is the attack to check for. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). If the hero can learn the spell, can learn spell will return true. If the hero cannot learn the spell (or learns it from levelups), it will return false
`

`spells learnt
See spells learned`

`spells learned (hero,number)
Returns the id numbers (+1) of spells the hero learned from the last battle (for heroes in the active battle party) or give experience, set hero level or set experience command that involved this hero. If the second argument is get count then the number of spells that the hero learned is returned. Pass 0 for number to get the first spell learnt, 1 the second, etc. You can use a loop and strings to list to the player all the spells a hero learned:`

If you want to use this command with attack ID numbers, you must add 1 to the ID number.

    # the following script uses strings 0, 1, 2 for its use (will be overwritten)
    plotscript, print learned spells, who=0, begin
      variable(i)
      get hero name (1, who) # construct the static part of the text in string 1
      $1+" learned spell "
      for (i, 0, spells learned (who, get count) -- 1) do (
        read attack name (2, spells learned (who, i))  # get the i-th spell learnt
        0 $= 1  # copy the static part to the displayed string
        0 $+ 2  # combine with the spell name
        show string at (0, 160, 100)
        wait for keypress (anykey)
      )
      hide string (0)
    end

`update level up learning(who, allowforget)
Update a hero to make sure they know the spells they are supposed to have learned for their current level. The who is the hero's position in the battle party. You can optionally pass false as the allowforget argument if you want to make sure the hero will not forget any spells that they are not supposed to know yet. This spell is most useful for situations where you are manipulating the heros level, and for some reason do not want to use set hero level which automatically handles learning. This command can also be handy when playtesting a game in progress, since it can be used to make sure that heroes loaded from a saved-game will learn spells that did not exist yet at the time when they got their last level-ups.
`

`outside battle cure
See outside battle cure`

`map cure (attack, target, attacker)
Uses an attack on a hero outside of battle as if you had used it from an item or cast it as a spell. In spite of the name, it works for both cure spells and damage spells. The first argument, attack is name of the attack from your HSI file in the form atk:name. (You may also use the attack's ID number. This is the number you see in the attack editor + 1.) The second argument, target is the position in the party of the hero to cure (or harm). The third optional argument, attacker is the position in the party of the hero who is using the attack. If this argument is ommitted or set to -1, then the average stats of the active party will be used, just like when the attack is used from an item. The return value is true if the cure/attack succeeded, and false if it did nothing.`

The map cure command replaces the old command outside battle cure which had a bug which required you to use atk:name -- 1

Mouse Functions

`init mouse
Initializes the mouse, returning true if one is present. This command should be run before any mouse functions are be used. It causes the normal mouse cursor to be hidden when over the game's window, prevents the mouse cursor from leaving the window, and causes mouse clicks to trigger on-keypress scripts. Therefore, it is a good idea to place this command in the newgame and loadgame scripts if you are going to use the mouse.
`

Running this command does not draw a cursor on screen - your script must do this itself by placing a slice or npc at the appropriate location.
Here is an example:

    include,plotscr.hsd

    #Mouse cursor example

    plotscript, display mouse, begin

      #start up the mouse
      init mouse

      #loop while the game is running
      while (true) do,begin

        #NPC 0 is the mouse cursor
        put npc (0, mouse pixel x + camera pixel x, mouse pixel y + camera pixel y)
        wait
      end
    end

`mouse pixel X
Returns the X coordinate in pixels of the mouse on the screen.
`

`mouse pixel Y
Returns the Y coordinate in pixels of the mouse on the screen.
`

`mouse button (which)
Returns true if the specified mouse button is pressed. You can use the constants left button and right button to specify the button.
`

`put mouse (X, Y)
Changes the location of the mouse on the screen, in pixels. Note that this function might do nothing, if the game's window is not active. init mouse should be called before this command is used.
`

`mouse region (x min, x max, y min, y max)
Sets the edges of the rectangle to which the mouse is constricted. Use if you want to force the mouse into some region, like a choice selection box. The maximum values are inclusive. Without arguments, resets the rectangle to the whole window. You can unrestrict the mouse and let it leave the window by calling mouse region (-1, -1, -1, -1). init mouse should be called before this command is used.
`

String Functions

When refering to a position in a string, position is a 1-based index into the string, not a 0-based index. For example, given a string "ABCDEFG", position=3 is "C", not "D". This is because the string commands are based on BASIC string commands, which are 1-based. This also means that position 0 is invalid. Beware!
There is no limit on string length (previously, they were limited to 40 characters, the width of the screen)

`show string (ID)
Displays string #ID in the bottom left corner of the screen, as with the show value command. Use show no value to remove the string from the screen. Note that this command displays the value of the string at the moment the command was run. Later changes to the value of the string will not appear unless you run show string again. If you need real-time display of changes to a string, use show string at or center string at instead.
See also:`

- show value,
- show no value,
- show string at,
- center string at

`clear string(ID)
Erases the string buffer #ID to the empty string (""). That's all.
`

`append ascii (ID, char)
Appends the character with ascii code 'ascii' to the string with ID #ID. Remember: Numbers are 48 - 57, uppercase letters are 65 - 90, lowercase letters are 97 - 122.
See also:`

- append number

`append number (ID, number)
Appends the textual representation of number to the string with ID #ID. For example, append number(1,65) will append "65", not "A".
See also:`

- append ascii

`number from string (ID, default)
Try to read the string specified by ID as a number and return it. Blank spaces at the beginning of the string will be ignored, and thre string can start with a - sign for negatives. No other characters except numerical digits can appear in the string. You can also provide an optional default value that will be returned if the string is not a valid number (for example, if it contains a non-numeric letter)
See also:`

- append number

`copy string (dest, source)
Copies the text from string #source to string #dest, overwriting the existing string completely.
If you prefer, you can write dest $= source instead. You must supply string id numbers, not strings, as arguments.
`

`concatenate strings (dest, source)
Copies the text from string #source to string #dest. However, unlike copy string, the text is appended to the end of dest.
If you prefer, you can write dest $+ source instead. You must supply string id numbers, not strings, as arguments.
`

`string length (ID)
Returns the length of string #ID.
`

`string compare (ID1, ID2)
Returns true if the two strings #ID1 and #ID2 are identical, case sensitive.
`

`replace char (ID, position, char)
Replaces the character at position in string #ID with a character with ascii code char. The first position of the string is 1, and the last position of the string is the same as string length.
`

`delete char (ID, position)
This deletes the character at postion in string #ID, causing all the following characters to move over a slot. The first position of the string is 1, and the last position of the string is the same as string length.
`

`ascii from string (ID, position)
Returns the ascii code of the character at position in string #ID. The first position of the string is 1, and the last position of the string is the same as string length. If you pass 0 as the position or a position past the end of the string, 0 will be returned.
`

`string to globals (ID, starting global, length)
This command will fill global variables (starting with #starting global), up to length globals, with the ascii values of the characters in string #ID. If the string is not long enough, the rest of the globals in this "field" are padded with the value 256.
See also:`

- globals to string

`globals to string(ID, starting global, length)
This command is the opposite of string to globals. It will build a new string in slot #ID, using the ascii values from the global variables #starting global and length globals thereafter. Pass the same value for length as you did to string to globals if you don't know the length of the string. If a global has a value greater than 255, the value will be ignored.
See also:`

- string to globals

`get hero name (ID, hero)
This command will take the name of hero #hero, and stick it in string #ID, overwriting its contents.`

Remember that this command expects the hero's position in the party, not the hero:name constants nor the hero's position in the walkabout party. If you want to get the name of a hero according to their position in the walkabout party, you should use hero by rank and find hero

    # This example gets the name of the leader and stores it in string ID 1

    get hero name (1,find hero(hero by rank(0)))

`set hero name (ID, hero)
This command will take string #ID, and set hero #hero's name to it.
`

`get item name (ID, item)
This command will take the name of item #item and stick it in string #ID, overwriting its contents. This can be useful for "You got <item>!" type messages.
`

`get map name (ID, map)
This command will take the name of map #map and stick it in string #ID, overwriting its contents.
`

`get attack name
See read attack name`

`read attack name (ID, attack)
This command will take the name of attack and stick it in string #ID, overwriting its contents. Use the atk:name constants from your HSI file.`

If you want to use this command with attack ID numbers, you must add 1 to the ID number.
This command replaces the old get attack name which required you to use atk:name -- 2 or the attack id number -- 1

`get global string (ID, global)
This command will take the name of global string #global and stick it in string #ID, overwriting its contents. Global strings include every text string in the game, such as prompts and messages. See the Global String Editor in CUSTOM for a list of all of them. Due to the way global strings are stored internally, not all values of #global will produce valid results.
`

`input string (ID, maxlength, use current, center, position x, position y)
Allows the player to type in a string. Returns false if they press ESC to cancel. All arguments are optional: ID is the string you want to use, default is string #0. maxlen is the length of input, if left blank the limit will be set to 40 (max visible onscreen length). use current is whether you want to add to the existing string, or clear the string before typing. The default is to clear the string before typing, valid arguments are true or false. center centers the string input at position x/y. If left blank the string will use its current positioning. Otherwise, valid arguments are true or false. If the string is not visible, then it will automatically be placed onscreen (centered if not specified) and hidden when done. position x and position y are optional, and are the position at which the string will be shown as it is being typed. The default values are 160,110.
`

`show string at (ID, x, y)
Displays string #ID on the screen, positioning its top left corner at the given (x,y) coordinates. Unlike show string, changes to the string will be displayed in real-time.
`

`center string at (ID, x, y)
Displays string #ID on the screen, positioning its top-middle at the given (x,y) coordinates. Unlike show string, changes to the string will be displayed in real-time.`

The string is not re-centered automatically if its length changes. If you change the string and want to keep it centered, call showstringat again. Otherwise, its topleft corner will stay fixed.

`hide string (ID)
Makes a string previously displayed with show string at or center string at disappear. Has no effect on strings displayed with show string
`

`string is visible (ID)
Returns true if a string is being displayed by show string at or center string at. Otherwise, returns false. Is not effected by show string
`

`string style (ID, style)
Changes the appearance of a string previously displayed with show string at or center string at. Choice of style is string:outline and string:flat. string:outline is the style of string you are familiar with in textboxes: they are outlined with colour 0 (black). string:flat have not outline but can have a solid background of any colour behind the string.
`

`string color (ID, foreground color, background color)
Changes the color of a string previously displayed with show string at or center string at. Foreground color is the colour of the text itself. Background color has no meaning for style:outline strings (the outline is always black). For style:flat strings, it is the color of the solid background if 1 to 255, or causes no background if 0. If you ommit background color, the background will be transparent.
`

`positionstring (ID, x, y)
Positions the top left corner of string #ID at the given x,y coordinates. Unlike show string at, this command will not affect the visibility of a string.
`

`string X (ID)
Returns the horizontal X position of the top left corner of string #ID
`

`string Y (ID)
Returns the vertical Y position of the top left corner of string #ID
`

`get song name (ID, song)
Gets the name of song #song and puts it in string #ID.
`

`search string (ID1, ID2, start)
Searches the string for a specified string, returns the position at which the string was found. start is the position at which you want to start looking, default is 1. ID1 is the the string you want to search, ID2 is the string expression you want to find. Returns false if the string wasn't found
`

`trim string (ID, start, length)
Cuts the string to the specified length, OR removes blank space from the beginning and ends of the string. ID is the string you want to be cut. If you wish to cut ID to a certain length, you must specify start and length. start is the position at which you want to start cutting, anything to the left of this number will be deleted in a string. length is the size of the string you want to preserve, anything to the right of this number will be deleted in a string. If you leave these parameters blank, it will trim whitespace from the beginning and ends of ID.
`

`string from textbox (ID, textbox, line, expand)
Loads text from the line in a textbox into a string ID. The command automatically erases white spaces from the begining of the string and end of the string. Valid numbers for line are 0-7. If expand is true, then codes like ${H1} in the string will be substituted automatically.
See also:`

- expand string

`expand string(ID)
Expands codes in ID like ${H1}. This does the same thing that textboxes do automatically.
`

Menu Functions

`open menu (ID, allow duplicate)
Opens the menu specified by ID. You can also use the constants defined in your HSI file in the form menu:name. The menu will be opened on top of any menus that are already open. The optional second argument allow duplicates can be true if you want to be able to open more than one copy of the same menu at the same time. The return value is a menu handle that you should store in a variable for use with other menu-related commands.
`

`create menu
Create a new empty menu. You can add menu items to it with the add menu item command. The return value is a menu handle that you should save in a variable for use with other menu related commands. Menus created with this command have the "Allow gameplay" bitset turned on by default.
`

`close menu(menu handle)
Close a menu. The argument is a menu handle (for example, the one returned by open menu or top menu)
`

`top menu
Return a menu handle for the topmost menu. Returns false if no menus are open
`

`bottom menu
Return a menu handle for the bottom menu (the menu underneath all other open menus). Returns false if no menus are open
`

`previous menu(menu handle)
Return a menu handle for the menu beneath the one specified by menu handle, or false if there is no menu underneath
`

    variable(menu)
    menu := topmenu
    while(menu) do, begin
     # do things to each menu
     menu := previous menu(menu)
    end

`next menu(menu handle)
Return a menu handle for the menu on top of the one specified by menu handle, or false if there is no menu on top
`

    variable(menu)
    menu := bottom menu
    while(menu) do, begin
     # do things to each menu
     menu := next menu(menu)
    end

`bring menu forward(menu handle)
Given a menu handle (for example, the one return by bottom menu), move the menu to the top of all other open menus
`

`find menu ID(menu ID)
Given a menu ID number or a constant in the form of menu:name, Check to see if it is already open, and return a menu handle to it.
`

`menu is open(menu handle)
Given a menu handle (for example, the one returned by open menu), Check to see if it is already open, and return true if it is, or false if it is not
`

`add menu item(menu handle)
Given a menu handle (for example, the one returned by create menu), Add a new menu item to the end of the menu. Returns a menu item handle, which you can store in a variable for use with commands like set menu item caption or set menu item type.
`

`delete menu item(menu item handle)
Given a menu item handle (for example, the one returned by add menu item or selected menu item), delete the menu item from the menu.
`

`select menu item(menu item handle)
Given a menu item handle (for example, the one returned by add menu item), Move the menu selection cursor to point to that menu item
`

`selected menu item(menu handle)
Returns the handle for the selected menu item in the topmost menu, false if no menus are open, or, when given an optional menu handle (for example, the one returned by open menu) returns the selected item in that menu.
`

`use menu item(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), activate the menu item. This will cause whatever actions (text box, menu, script, tag changes) that have been configured for this menu item to be triggered.
`

`first menu item(menu handle)
Given a menu handle (for example, the one returned by open menu), Return a menu item handle for the menu item at the top of the menu.
`

`menu item by slot(menu handle, slot, visible only)
Given a menu handle (for example, the one returned by open menu), Return a menu item handle for the menu item at the position specified by slot. The first slot in the menu is 0. You can optionally include invisible items by using the optional argument visible only, which defaults to true. Note that invisible menu items are always at the end of the menu, after the last visible menu item
See also:`

- menu item slot

`menu item slot(menu item handle)
Given a menu item handle (for example, the one returned by add menu item), return a the slot number of the menu item. The first slot in the menu is 0.
See also:`

- menu item by slot

`next menu item(menu item handle, visible only)
Given a menu item handle (for example, the one returned by selected menu item), Return a menu item handle for the menu item below the specified one, or false there is no next menu item. You can optionally include invisible items by using the optional argument visible only, which defaults to true. Note that invisible menu items are always at the end of the menu, after the last visible menu item
`

    variable(mi)
    mi := first menu item
    while(mi) do, begin
      # do things to each menu item
      mi := next menu item(mi)
    end

`previous menu item(menu item handle, visible only)
Given a menu item handle (for example, the one returned by selected menu item), Return a menu item handle for the menu item above the specified one, or false there is no previous menu item. You can optionally include invisible items by using the optional argument visible only, which defaults to true. Note that invisible menu items are always at the end of the menu, after the last visible menu item
`

    variable(m)
    m := previous menu item(selected menu item)

`find menu item caption(menu handle, string ID, search after handle, visible only)
Given a menu handle (for example, the one returned by open menu), and a string identified by string ID, Search the menu for a menu item with a label that is the same as the string, and return a handle to the matching menu item. The optional third argument search after handle is a menu item handle to start searching after instead of searching from the top of the menu. The optional fourth argument visible only is a true or false value that determines whether or not to include hidden items. It defaults to true.
`

    variable(menu, mi)
    menu := open menu(menu:test menu)
    $0="Puppies"
    mi := find menu item caption(menu, 0)
    while(mi) do, begin
     # do something to each menu item labelled "Puppies"
     mi := find menu item(menu, 0, mi)
    end

`get menu item caption(menu item handle, string ID)
Given a menu item handle (for example, the one returned by selected menu item), take the caption and copy it into the string identified by string ID
`

`set menu item caption(menu item handle, string ID)
Given a menu item handle (for example, the one returned by selected menu item), Replace the caption with the string identified by string ID
`

`get menu item type(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), Return the type of the menu item
`

`set menu item type(menu item handle, new type)
Given a menu item handle (for example, the one returned by selected menu item), Change the type of the menu item to new type. Available constants are: menutype:label,menutype:special, menutype:menu, menutype:textbox, and menutype:script
`

`get menu item subtype(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), Return the subtype of the menu item. The meaning of the subtype varies depending on the type.
See also:`

- set menu item subtype

`set menu item subtype(menu item handle, new subtype)
Given a menu item handle (for example, the one returned by selected menu item), Change the subtype of the menu item to new subtype. The meaning of the subtype varies depending on the type of the menu item. For menutype:special you can use constants like: menuspecial:items, menuspecial:spells, menuspecial:status, menuspecial:equip, menuspecial:order, menuspecial:team, menuspecial:orderteam, menuspecial:map, menuspecial:save, menuspecial:load, menuspecial:quit, and menuspecial:volume. For menutype:textbox you can use the textbox's ID number. For menutype:menu you can use the menu's ID number or a menu:name constant from your HSI file. For menutype:script you can use script references in the form @scriptname
`

`get menu item tag(menu item handle, whichtag)
Given a menu item handle (for example, the one returned by selected menu item), and a tag number whichtag which can be 1 or 2, Return the a tag required for the menu item to be available. The tag number will be positive if the tag needs to be ON, or negative if the tag needs to be OFF
`

`set menu item tag(menu item handle, new tag, whichtag)
Given a menu item handle (for example, the one returned by selected menu item), and a tag number whichtag which can be 1 or 2, Set the tag required for the menu item to new tag. Use a positive number if the tag needs to be turned ON, and a negative number if the tag needs to be turned OFF
`

`get menu item settag(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), Return the number of the tag that will be set when the menu item is selected. The tag number will be positive if the tag will be set ON, or negative if the tag will be set OFF
`

`set menu item settag(menu item handle, new settag)
Given a menu item handle (for example, the one returned by selected menu item), Change the tag that will be set when the menu item is selected. Use a positive number if the tag should be turned ON, and a negative number if the tag should be turned OFF
`

`get menu item togtag(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), Return the number of the tag that will be toggled when the menu item is selected. (The tag number will always be a positive number)
`

`set menu item togtag(menu item handle, new settag)
Given a menu item handle (for example, the one returned by selected menu item), Change the tag that will be toggled when the menu item is selected. (the tag number will always be positive)
`

`get menu item bit(menu item handle, bit)
Given a menu item handle (for example, the one returned by selected menu item), and bit number bit, Return true if the bitset is ON, and false if the bitset is OFF. You can use constants for the bit bit number in the form of menu item bit:Hide when disabled and menu item bit:Close menu if selected
`

`set menu item bit(menu item handle, bit, value)
Given a menu item handle (for example, the one returned by selected menu item), and bit number bit, Set the bitset is ON or OFF depending on value. You can use constants for the bit bit number in the form of menu item bit:Hide when disabled and menu item bit:close menu when selected
`

`get menu item extra(menu item handle, extra)
Given a menu item handle (for example, the one returned by selected menu item), and an extra data number which can be 0, 1, or 2, return the the number stored in the extra data space. This extra data has no meaning of its own, and is just useful for advanced menu scripting.
`

`set menu item extra(menu item handle, extra, num)
Given a menu item handle (for example, the one returned by selected menu item), and an extra data number which can be 0, 1, or 2, change the number stored in the extra data space to num. This extra data has no meaning of its own, and is just useful for advanced menu scripting.
`

`get menu bit(menu handle, bit)
Given a menu handle (for example, the one returned by top menu), and bit number bit, Return true if the bitset is ON, and false if the bitset is OFF. For the bit bit number you should use one of the constants:`

- menubit:translucent box
- menubit:never show scrollbar
- menubit:allow gameplay
- menubit:suspend player even if gameplay allowed
- menubit:no box
- menubit:no close
- menubit:no controls
- menubit:prevent main menu

`set menu bit(menu handle, bit, value)
Given a menu handle (for example, the one returned by top menu), and bit number bit, Set the bitset is ON or OFF depending on value. For the bit bit number you should use one of the constants:`

- menubit:translucent box
- menubit:never show scrollbar
- menubit:allow gameplay
- menubit:suspend player even if gameplay allowed
- menubit:no box
- menubit:no close
- menubit:no controls
- menubit:prevent main menu

`parent menu(menu item handle)
Given a menu item handle (for example, the one returned by selected menu item), Return a menu handle for the menu that the menu item belongs to.
`

`get menu ID(menu handle)
Given a menu handle (for example, the one returned by parent menu), Return a the ID number of the menu, or -1 if the men was created with the create menu command.
`

`swap menu items(handle1, handle2)
Given two menu item handles (for example, the ones returned by selected menu item and next menu item) switch the positions of the two menu items. Note that this works both to rearrange menu items within one menu, or to move menu items between different menus
`

`get menu boxstyle(menu handle)
Given a menu handle (for example, the one returned by open menu), Return a the boxstyle of the menu. This will be a number from 0 to 15
`

`set menu boxstyle(menu handle, new box style)
Given a menu handle (for example, the one returned by open menu), Change the boxstyle of the menu. new box style will be a number from 0 to 15
`

`get menu textcolor(menu handle)
Given a menu handle (for example, the one returned by open menu), Return a the text color of the menu. This will be a number from 0 to 255
`

`set menu textcolor(menu handle, new textcolor)
Given a menu handle (for example, the one returned by open menu), Change the text color of the menu. new textcolor will be a number from 0 to 255. 0 is the default color.
`

`get menu max rows(menu handle)
Given a menu handle (for example, the one returned by open menu), Return a max rows to display of the menu, or 0 if the menu is auto-sizing. If the actual number of menu items is larger than the max rows, the menu will be scrollable.
`

`set menu max rows(menu handle, new max rows)
Given a menu handle (for example, the one returned by open menu), Change the max rows to display of the menu to new max rows. Use 0 if you want the menu to be auto-sizing. If the actual number of menu items is larger than the max rows, the menu will be scrollable.
`

`get menu offset x(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the x offset position of the menu in pixels relative to the center of the screen.
See also:`

- get menu offset y,
- set menu offset x,
- set menu offset y

`get menu offset y(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the y offset position of the menu in pixels relative to the center of the screen.
See also:`

- get menu offset x,
- set menu offset x,
- set menu offset y

`set menu offset x(menu handle, new x)
Given a menu handle (for example, the one returned by open menu), Change the x offset position of the menu in pixels relative to the center of the screen.
See also:`

- get menu offset x,
- get menu offset y,
- set menu offset y

`set menu offset y(menu handle, new y)
Given a menu handle (for example, the one returned by open menu), Change the y offset position of the menu in pixels relative to the center of the screen.
See also:`

- get menu offset x,
- get menu offset y,
- set menu offset x

`get menu anchor x(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the x anchor position of the menu. The return value will be align:center, align:left or align:right
See also:`

- get menu anchor y,
- set menu anchor x,
- set menu anchor y

`get menu anchor y(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the y anchor position of the menu. The return value will be align:center, align:top or align:bottom
See also:`

- get menu anchor x,
- set menu anchor x,
- set menu anchor y

`set menu anchor x(menu handle, new anchor)
Given a menu handle (for example, the one returned by open menu), Change the horizontal x anchor position of the menu. The new anchor can be align:center, align:left or align:right
See also:`

- get menu anchor x,
- get menu anchor y,
- set menu anchor y

`set menu anchor y(menu handle, new anchor)
Given a menu handle (for example, the one returned by open menu), Change the vertical y anchor position of the menu. Change the horizontal x anchor position of the menu. The new anchor can be align:center, align:top or align:bottom
See also:`

- get menu anchor x,
- get menu anchor y,
- set menu anchor x

`get menu text align(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the text alignment of the menu. The return value will be align:center, align:left or align:right
See also:`

- set menu text align

`set menu text align(menu handle, new align)
Given a menu handle (for example, the one returned by open menu), Change the text alingment of the menu. The new align can be align:center, align:left or align:right
See also:`

- get menu text align

`get menu min chars(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the minimum width of the menu in chars, or 0 for menus that have their width autodetected.
See also:`

- set menu min chars

`set menu min chars(menu handle, new min)
Given a menu handle (for example, the one returned by open menu), Change the minimum width of the menu in chars, or use 0 to make the menu width autodetected.
See also:`

- get menu min chars

`get menu max chars(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the maximum width of the menu in chars, or 0 for menus that do not have a maximum.
See also:`

- set menu max chars

`set menu max chars(menu handle, new max)
Given a menu handle (for example, the one returned by open menu), Change the maximum width of the menu in chars, or use 0 for no maximum
See also:`

- get menu max chars

`get menu border(menu handle)
Given a menu handle (for example, the one returned by open menu), Return the border thickness of the menu in pixels. Positive numbers indicate a thicker border. Negative numbers indicate a thinner border.
See also:`

- set menu border

`set menu border(menu handle, new border)
Given a menu handle (for example, the one returned by open menu), Change the border thickness of the menu in pixels. Positive numbers will result in a thicker border. Negative numbers will result in a thinner border.
See also:`

- get menu border

`get menu on close script(menu handle)
Given a menu handle (for example, the one returned by open menu), Return a script id for the script that will be run when the menu is closed, or false if there is none. This command is only useful with scripts that have the allow gameplay and scripts bitset turned on.
`

    variable(m, s)
    m := open menu(5)
    s := get menu on close script(m)
    run script by id(s)

See also:

- run script by ID,
- set menu on close script

`set menu on close script(menu handle, script id)
Given a menu handle (for example, the one returned by open menu), Assign script id that will be run when the menu is closed, or false to disable any on-close script that has already been set. The script trigger only takes effect the next time you close the menu. If you re-open the menu again, you will need to re-set the on-close script again. This command is only useful with scripts that have the allow gameplay and scripts bitset turned on.
`

    variable(m, s)
    m := open menu(5)
    set menu on close script(m, @my menu exit handler)

See also:

- run script by ID,
- set menu on close script

Sprite Functions

`load hero sprite (num, palette)
Loads hero battle sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace hero sprite!
See also:

- replace hero sprite,
- free sprite

`replace hero sprite (handle, num, palette)
Loads hero battle sprite #num with palette palette into sprite handle. As with load hero sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load hero sprite.
See also:

- load hero sprite,
- free sprite

`load walkabout sprite (num, palette)
Loads walkabout sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace walkabout sprite!
See also:

- replace walkabout sprite,
- free sprite

`replace walkabout sprite (handle, num, palette)
Loads walkabout sprite #num with palette palette into sprite handle. As with load walkabout sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load walkabout sprite.
See also:

- load walkabout sprite,
- free sprite

`load small enemy sprite (num, palette)
Loads small enemy sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace small enemy sprite!
See also:

- replace small enemy sprite,
- free sprite

`replace small enemy sprite (handle, num, palette)
Loads small enemy sprite #num with palette palette into sprite handle. As with load small enemy sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load small enemy sprite.
See also:

- load small enemy sprite,
- free sprite

`load medium enemy sprite (num, palette)
Loads medium enemy sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace medium enemy sprite!
See also:

- replace medium enemy sprite,
- free sprite

`replace medium enemy sprite (handle, num, palette)
Loads medium enemy sprite #num with palette palette into sprite handle. As with load medium enemy sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load medium enemy sprite.
See also:

- load medium enemy sprite,
- free sprite

`load large enemy sprite (num, palette)
Loads large enemy sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace large enemy sprite!
See also:

- replace large enemy sprite,
- free sprite

`replace large enemy sprite (handle, num, palette)
Loads large enemy sprite #num with palette palette into sprite handle. As with load large enemy sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load large enemy sprite.
See also:

- load large enemy sprite,
- free sprite

`load attack sprite (num, palette)
Loads attack battle sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace attack sprite!
See also:

- replace attack sprite,
- free sprite

`replace attack sprite (handle, num, palette)
Loads attack battle sprite #num with palette palette into sprite handle. As with load attack sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load attack sprite.
See also:

- load attack sprite,
- free sprite

`load weapon sprite (num, palette)
Loads weapon battle sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace weapon sprite!
See also:

- replace weapon sprite,
- free sprite

`replace weapon sprite (handle, num, palette)
Loads weapon battle sprite #num with palette palette into sprite handle. As with load weapon sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load weapon sprite.
See also:

- load weapon sprite,
- free sprite

`load border sprite (num, palette)
Loads border battle sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace border sprite!
See also:

- replace border sprite,
- free sprite

`replace border sprite (handle, num, palette)
Loads border battle sprite #num with palette palette into sprite handle. As with load border sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load border sprite.
See also:

- load border sprite,
- free sprite

`load portrait sprite (num, palette)
Loads portrait battle sprite #num with palette palette, and returns a handle. You may omit palette, in which case the default palette for that sprite will be loaded. You must free it with free sprite when you are done.`

Do not load a sprite onto another sprite that has not been freed. Either use free sprite first, or use replace portrait sprite!
See also:

- replace portrait sprite,
- free sprite

`replace portrait sprite (handle, num, palette)
Loads portrait battle sprite #num with palette palette into sprite handle. As with load portrait sprite, you may omit palette, in which case the default palette for that sprite will be loaded. This function is used when you merely wish to change the sprite, but not move it or anything. You must free it with free sprite when you are done.`

You may use this on any sprite, not just ones loaded with load portrait sprite.
See also:

- load portrait sprite,
- free sprite

`free sprite (handle)
Unloads a sprite loaded by any of the "load x sprite" functions. This removes the sprite from the screen and removes it from memory. It is a good idea to free sprites when you are completely done with them. Unlike free slice, this command only works on sprites, but it will still also free any children of the sprite it is freeing regardless of what kind of children they are. The only purpose of this command is additional error checking.
See also:`

- free slice,
- load hero sprite

`clone sprite (handle)
Returns a new handle to a duplicate of a sprite. If you clone a sprite, remember that you will need to call free sprite on both the original and the clone.
See also:`

- load hero sprite,
- free sprite

`put sprite (handle, x, y)
Moves sprite handle to position (x, y). This can only be used on sprites, use put slice in general.
`

`place sprite
See put sprite`

`get sprite type (handle)
Gets the type of sprite slice handle, or returns -1 if the slice is not a sprite. You can compare the result with the following constants:`

- spritetype:hero
- spritetype:small enemy
- spritetype:medium enemy
- spritetype:large enemy
- spritetype:walkabout
- spritetype:weapon
- spritetype:attack
- spritetype:border
- spritetype:portrait

See also:

- get sprite set number,
- get sprite palette,
- get sprite frame

`get sprite set number (handle)
Gets the number of the spriteset of a slice sprite handle.
See also:`

- get sprite type,
- get sprite palette,
- get sprite frame

`set sprite palette (handle, num)
Changes the palette of sprite handle to be num. If num is -1 or omitted, the default palette for that sprite is loaded.
See also:`

- get sprite palette

`get sprite palette (handle)
Returns the palette of sprite handle.
See also:`

- get sprite type,
- get sprite set number,
- get sprite frame

`set sprite frame (handle, num)
Changes the frame of sprite handle to be num. If num is less than 0, or greater than or equal to the number of frames, nothing will change.
See also:`

- get sprite frame

`get sprite frame (handle)
Returns the current frame number of sprite handle.
See also:`

- get sprite type,
- get sprite palette,
- get sprite set number

`sprite frame count (handle)
Returns the total number of available frames for a given sprite handle.
`

`sprite layer
Returns a slice handle for the layer which contains slices created with commands such as load hero sprite, create rect and others. You can use this together with first child if you want to loop through all your slices without knowing their handles. This is the default parent of all new slices.
`

    variable(sl)
    sl := first child(sprite layer)
    while (sl) do, begin
     if (slice is sprite(sl)) then, begin
       # do an operation on each sprite
     end
     sl := next sibling(sl)
    end

`horiz flip sprite (handle, flip)
Flips a sprite handle horizontally. You can also unflip a previously flipped sprite using horiz flip sprite(handle, false)
See also:`

- vert flip sprite,
- sprite is horiz flipped

`vert flip sprite (handle, flip)
Flips a sprite handle vertically. You can also unflip a previously flipped sprite using vert flip sprite(handle, false)
See also:`

- horiz flip sprite,
- sprite is vert flipped

`sprite is horiz flipped (handle)
Returns true if a sprite handle is flipped horizontally, or false if it is not.
See also:`

- horiz flip sprite,
- sprite is vert flipped

`sprite is vert flipped (handle)
Returns true if a sprite handle is flipped vertically, or false if it is not.
See also:`

- vert flip sprite,
- sprite is horiz flipped

Slice Functions

`load slice collection (id)
Loads a collection of slices that you have defined in the slice collection editor. The argument is the id number of the collection. The return value is a handle to the container that holds the loaded collection.
`

`lookup slice (lookup code, start slice)
Search for an important slice using a lookup code, and return a handle to it, or 0 if it is not found. User defined slice lookup codes are defined in the slice collection editor. You will find them as constants in your .hsi file with sli: prefixes. There are also some special slice lookup codes with names that start with sl: prefixes. You can optionally specify a slice for the lookup slice command to start searching from, but if you do not, the whole slice tree will be searched.`

Although the user-defined slice lookup codes are always safe to use for any purpose, There is a lot of potential mischief that you can do with a handle to a special slice. If you do anything dubious, like reordering, reparenting, or god forbid freeing the special slice, don't expect your scripts to work in later versions of the engine, which are likely to impose stricter restrictions! You may parent your own slices to these special slices, but moving special slices around is definitely a bad idea.
Be aware that when there is more than one slice with the same lookup code, the lookup slice command will only return the first one it finds in a depth-first search. If you need to find multiple slices with the same lookup code, you must search manually using get slice lookup.
You may set parent a slice to a map layer to make it move with the camera just like heros and NPCs do.

    # this example loads a saved slice collection,
    # and gets a handle to a slice in it that you
    # have marked with a slice lookup code name.
    variable(collection, sl)
    collection := load slice collection(5)
    sl := lookup slice(sli:my special slice, collection)

    # this example gets a handle to the portrait of the currently displaying
    # text box (if any) and allows you to manipulate it.
    variable(portrait)
    protrait = lookup slice(sl:textbox portrait)
    if(portrait) then(
      replace portrait sprite(portrait, 5)
    )

    # This is a list of special slice lookup codes
    lookup slice(sl:textbox text)
    lookup slice(sl:textbox portrait)
    lookup slice(sl:textbox choice0)
    lookup slice(sl:textbox choice1)
    lookup slice(sl:script layer)
    lookup slice(sl:textbox layer)
    lookup slice(sl:string layer)
    lookup slice(sl:maproot)
    lookup slice(sl:map layer0)
    lookup slice(sl:map layer1)
    lookup slice(sl:map layer2)
    lookup slice(sl:map layer3)
    lookup slice(sl:map layer4)
    lookup slice(sl:map layer5)
    lookup slice(sl:map layer6)
    lookup slice(sl:map layer7)

See also:

- set slice lookup,
- get slice lookup

`get slice lookup (handle)
Returns the lookup code of a slice, or false if it has none. You can compare the result with the sli: slice lookup values in your hsi file, or with the sl: special lookup values in plotscr.hsd
See also:`

- lookup slice,
- set slice lookup

`set slice lookup (handle, code)
Changes the lookup code of a slice. The first argument is the slice handle, the second is the new lookup code. You can pass false as the second argument to remove a slice's lookup code. This command works with the sli: slice lookup values in your hsi file. It does not work with the sl: special lookup values in plotscr.hsd, nor can it modify the lookup code of slices that already have special lookup codes. Only user-defined lookup codes can be changed. Built-in special lookup codes cannot.
See also:`

- lookup slice,
- get slice lookup

`create container (width, height)
Create a new container slice and return a handle to it. Containers are invisible slices used only for grouping other slices. You can optionaly specify a width and height for the container.
`

    variable(holder, sl)
    holder := create container(200,100)
    sl := load hero sprite(0)
    set parent(sl, holder)
    set horiz align(sl, edge:left)
    sl := load hero sprite(1)
    set parent(sl, holder)
    set horiz align(sl, edge:right)

`create rect (width, height, style)
Create a new rectangle slice and return a handle to it. You can provide an optional width and height, and an optional style. The style is text box style number from 0 to 14, or -1 for an unstyled box. The default is box style 0. Like all slice types, a rect slice can be used as a container for other slices with set parent
`

`slice is valid (id)
Returns true if the given id is a valid sprite handle. The main use of this command is to check whether a slice has been deleted, avoiding a script error.
`

`slice is sprite (handle)
Returns true if the given slice handle is a sprite.
`

`slice is container (handle)
Returns true if the given slice handle is a container.
`

`slice is rect (handle)
Returns true if the given slice handle is a rect.
`

`slice is text (handle)
Returns true if the given slice handle is a text slice.
`

`slice x (handle)
Returns the x position of any slice, for example a sprite. This position is relative to the slice's parent, and may depend upon the slice's Align settings.
See also:`

- slice y,
- set slice x,
- slice screen x

`slice y (handle)
Returns the y position of any slice, for example a sprite. This position is relative to the slice's parent, and may depend upon the slice's Align settings.
See also:`

- slice x,
- set slice y,
- slice screen y

`put slice (handle, X, Y)
Changes the position of any slice, for example a sprite. This position is relative to the slice's parent, and may depend upon the slice's Align settings.
See also:`

- put sprite,
- put slice screen

`set slice x (handle, X)
Changes the x position of any slice, for example a sprite. This position is relative to the slice's parent, and may depend upon the slice's Align settings.
See also:`

- put slice,
- slice x,
- set slice y

`set slice y (handle, Y)
Changes the y position of any slice, for example a sprite. This position is relative to the slice's parent, and may depend upon the slice's Align settings.
See also:`

- put slice,
- slice y,
- set slice x

`slice screen x (handle)
Returns the screen X position of any slice. This position is relative to the screen, so it is calculated based on not only the slice's X position, but also its alignment, and the position and size of its parents.
See also:`

- slice screen y,
- slice x

`slice screen y (handle)
Returns the screen Y position of any slice. This position is relative to the screen, so it is calculated based on not only the slice's Y position, but also its alignment, and the position and size of its parents.
See also:`

- slice screen x,
- slice y

`put slice screen (handle, x, y)
Change the screen position of any slice. The position of the slice relative to its parent will automatically be corrected. Alignment and anchor will not be changed. Note that this does not work when a slice is filling its parent.
See also:`

- put slice,
- slice screen x,
- set slice screen y

`set slice screen x (handle, x)
Change the screen X position of any slice. The position of the slice relative to its parent will automatically be corrected. Alignment and anchor will not be changed. Note that this does not work when a slice is filling its parent.
See also:`

- put slice screen,
- slice screen x,
- set slice screen y

`set slice screen y (handle, y)
Change the screen Y position of any slice. The position of the slice relative to its parent will automatically be corrected. Alignment and anchor will not be changed. Note that this does not work when a slice is filling its parent.
See also:`

- put slice screen,
- slice screen y,
- set slice screen x

`slice width (handle)
Returns the width of any slice, for example a sprite.
See also:`

- slice height,
- set slice width

`slice height (handle)
Returns the height of any slice, for example a sprite.
See also:`

- slice width,
- set slice height

`set slice width (handle, width)
Changes the width of a container slice or a rect slice. This command does not work on sprite slices because they have a fixed width.
See also:`

- slice width,
- set slice height

`set slice height (handle, height)
Changes the height of a container slice or a rect slice. This command does not work on sprite slices because they have a fixed height.
See also:`

- slice height,
- set slice width

`slice edge x (handle, edge)
Returns the x position of a particular edge of a slice. use the constants edge:left, edge:center, edge:right
See also:`

- slice edge y,
- set slice edge x,
- set slice edge y

`slice edge y (handle, edge)
Returns the y position of a particular edge of a slice. use the constants edge:top, edge:middle, edge:bottom
See also:`

- slice edge x,
- set slice edge x,
- set slice edge y

`set slice edge x (handle, edge, value)
Changes the x position of a specific edge of a slice. This is like set slice x, except that you can set by any edge regardless of the slice's anchor. Use the constants edge:left, edge:center, edge:right
See also:`

- slice edge x,
- slice edge y,
- set slice edge y

`set slice edge y (handle, edge, value)
Changes the x position of a specific edge of a slice. This is like set slice y, except that you can set by any edge regardless of the slice's anchor. use the constants edge:top, edge:middle, edge:bottom
See also:`

- slice edge x,
- slice edge y,
- set slice edge x

`set horiz align (handle, edge)
Changes the horizontal alignment of any slice relative to its parent. The available edges are edge:left, edge:center, edge:right. The default value is edge:left.
See also:`

- set vert align,
- set horiz anchor,
- set vert anchor

`set vert align (handle, edge)
Changes the vertical alignment of any slice relative to its parent. The available edges are edge:top, edge:middle, edge:bottom. The default value is edge:top.
See also:`

- set horiz align,
- set horiz anchor,
- set vert anchor

`set horiz anchor (handle, edge)
Changes the horizontal anchor of any slice. The available anchor values are edge:left, edge:center, edge:right. The default value is edge:left.
See also:`

- set vert align,
- set horiz align,
- set vert anchor

`set vert anchor (handle, edge)
Changes the vertical anchor of any slice. The available anchor values are edge:top, edge:middle, edge:bottom. The default value is edge:top.
See also:`

- set vert align,
- set horiz align,
- set horiz anchor

`realign slice (handle, horiz align, vert align, horiz anchor, vert anchor)
A quick way to set the alignment and optionally the anchor of a slice with a single command. If you leave out the arguments for the anchor then only the alignment will be changed.
See also:`

- set horiz align,
- set vert align,
- set horiz anchor,
- set vert anchor

`center slice (handle)
A quick way to center the alignment and the anchor of a slice with a single command.
See also:`

- set horiz align,
- set vert align,
- set horiz anchor,
- set vert anchor

`set slice visible (handle, vis)
Makes slice handle invisible or visible, according to vis. Slices are automatically visible when you load them, but you can make them invisible with set slice visible(handle, off). If the slice has children, they will become invisible too.
`

`set sprite visible
See set slice visible`

`get slice visible (handle)
Returns the visibilty setting for slice handle. This is true for visible, or false for invisible. Note that this only tells you if the slice is set to be invisible, it will not tell you if the slice is invisible for some other reason, such as if it is offscreen, or if it is the child of an invisible parent or grandparent.
`

`set slice clipping (handle, clip)
Changes whether or not a slice will clip its children if they overflow its edges. The first argument is a slice handle. The second argument is true to make the slice clip, or false to allow its children to overflow. (newly created slices do not clip by default)
`

`get slice clipping (handle)
Returns true if the slice handle is set to clip drawing its children, or false if child slices are allowed to be drawn overflowing its edges.
`

`free slice (handle)
Unloads a slice and any child slices. This works on any type of slice. This removes the slice from the screen and removes it from memory. You should free your slices after you are completely done with them.
`

    script, simple example, begin
      variable(sl)
      sl := load hero sprite(0)
      wait(20)
      free slice(sl)
    end

    script, example with children, begin
      variable(box, sl)

      # create a box
      box := create rect(100, 60)

      # center a hero as a child of the box
      sl := load hero sprite(0)
      set parent(sl, box)
      center slice(sl)

      wait(20)

      # when you free the box, the hero will be freed too
      free slice(box)

      # The sprite is gone now, so if you use the handle that used to point
      # to it, you will get an error message in your g_debug.txt file
      position sprite(sl, 25, 25)
    end

    script, wrong way to free in a loop, begin
      # this loop is the WRONG way to remove all sprites that show frame number 1
      # because removing a slice inside a loop will interfere with the "next sibling"
      # command causing the loop to end early
      variable(sl)
      sl := first child(sprite layer)
      while(sl) do, begin
        if(slice is sprite(sl)) then, begin
          if(get sprite frame(sl) == 1) then(free slice(sl))
        end
        sl := next sibling(sl)
      end
    end

    script, right way to free in a loop, begin
      # this loop is the right way to remove all sprites that show frame number 1
      # by waiting until AFTER the "next sibling" command, we can free the slice
      # without ending the loop early
      variable(sl, deleteme)
      sl := first child(sprite layer)
      while(sl) do, begin
        deleteme := 0
        if(slice is sprite(sl)) then, begin
          if(get sprite frame(sl) == 1) then(deleteme := sl)
        end
        sl := next sibling(sl)
        if(deleteme) then(free slice(deleteme))
      end
    end

See also:

- free sprite,
- free slice children

`free slice children (handle)
Frees all the children of a slice, but not the slice itself. See free slice for more details.
See also:`

- free slice

`slice child (handle, number)
Returns a handle for the nth child of a slice, counting from 0. Returns false if number is too large (last child(handle) is equivalent to slice child(handle, child count(handle) -- 1)). Note that you will need to use first child and next sibling to iterate over the children of a slice, rather than this command, when you are moving the children around.
See also:`

- child count,
- parent slice,
- first child,
- last child

`first child(handle)
Returns a slice handle for the first child of a given slice handle. Returns false if the slice has no children. You can use this to loop through all the children of a slice.
`

    variable(sl)
    sl := first child(sprite layer)
    while (sl) do, begin
     if (slice is sprite(sl)) then, begin
       # do an operation on each sprite
     end
     sl := next sibling(sl)
    end

See also:

- slice child,
- first sprite child,
- first rect child,
- first container child,
- last child,
- child count

`last child(handle)
Returns a slice handle for the last child of a given slice handle. Returns false if the slice has no children.
See also:`

- slice child,
- first child,
- child count

`next sibling(handle)
Returns a slice handle for the next sibling of a given slice handle. Returns false if the given slice is the last sibling of its parent. This is useful when looping through slices.
`

    variable(sl)
    sl := first child(sprite layer)
    while (sl) do, begin
     if (slice is sprite(sl)) then, begin
       # do an operation on each sprite
     end
     sl := next sibling(sl)
    end

See also:

- previous sibling,
- next sprite sibling,
- next rect sibling,
- next container sibling,
- slice child,
- free slice,
- slice to front,
- slice to back,
- move slice above,
- move slice below

`previous sibling(handle)
Returns a slice handle for the previous sibling of a given slice handle, the inverse of next sibling . Returns false if the given slice is the first sibling of its parent. This is useful when looping through slices.
See also:`

- next sibling,
- slice child,
- free slice,
- slice to front,
- slice to back,
- move slice above,
- move slice below

`first sprite child(handle)
Returns a slice handle for the first sprite child of a given slice handle. Returns false if the slice has no sprite children. Children of other types will be ignored. This is useful when looping through sprites.
See also:`

- first child,
- next sprite sibling

`next sprite sibling(handle)
Returns a slice handle for the next sprite sibling of a given slice handle. Returns false if the given slice is the last sprite sibling of its parent. Slices of other types will be ignored. This is useful when looping through sprites.
See also:`

- first sprite child,
- next sibling

`first rect child(handle)
Returns a slice handle for the first rect child of a given slice handle. Returns false if the slice has no rect children. Children of other types will be ignored. This is useful when looping through rects.
See also:`

- first child,
- next rect sibling

`next rect sibling(handle)
Returns a slice handle for the next rect sibling of a given slice handle. Returns false if the given slice is the last rect sibling of its parent. Slices of other types will be ignored. This is useful when looping through rects.
See also:`

- first rect child,
- next sibling

`first container child(handle)
Returns a slice handle for the first container child of a given slice handle. Returns false if the slice has no container children. Children of other types will be ignored. This is useful when looping through containers.
See also:`

- first child,
- next container sibling

`next container sibling(handle)
Returns a slice handle for the next container sibling of a given slice handle. Returns false if the given slice is the last container sibling of its parent. Slices of other types will be ignored. This is useful when looping through containers.
See also:`

- first container child,
- next sibling

`parent slice (handle)
Returns a slice handle for the parent of slice handle, or 0 if handle is the root slice.
See also:`

- set parent,
- check parentage,
- slice child

`set parent (handle, parent handle)
Moves a slice handle to a different parent handle. A slice is connected to its parent, and is positioned based on its parent's position. When you move a slice to a new parent, it will become that parent's last child, meaning it will be drawn on top of any other children that the parent already had.
See also:`

- parent slice,
- check parentage,
- slice child

`check parentage (handle, parent handle)
Checks to see if handle is a child (or grandchild, or great-grandchild, etc...) of parent handle. Returns true or false.
See also:`

- parent slice

`child count (handle)
Returns the number of children that slice handle has.
See also:`

- slice child,
- first child

`slice to front (handle)
Sort a slice handle so that it is drawn in front of other slices with the same parent. This is done by moving it to the end of its parent's child list. If you use this command inside a loop that iterates through slices using next sibling be careful not to accidentally create an endless loop.
`

    script, simple example, begin
      # As long as you are not looping with the "next sibling" command
      # then "slice to front" is safe and easy to use.
      variable(sl)
      sl := first child(sprite layer)
      slice to front(sl)
    end

    script, dangerous sorting, begin
      # this is an example of the WRONG way to move all rect slices to the
      # front in a loop. Because moving a slice to the front adds it to the
      # end of the list, the loop will go on forever.
      variable(sl)
      sl := first child(sprite layer)
      while(sl) do, begin
        if(slice is rect(sl)) then, begin
          slice to front(sl)
        end
        sl := next sibling(sl)
      end
    end

    script, safe sorting, begin
      # This is an example of the right way to move all rect slices to the
      # front in a loop. By remembering which slice was last before the
      # loop starts (or by using "previous sibling") it is safe to move slices
      # to the end of the sibling list.
      # We also ensure the rects stay in the same relative order by writing
      # the loop so that we move the last slice to front if it is a rect.
      variable(sl, last, prev)
      last := last child(sprite layer)
      sl := first child(sprite layer)
      while(sl && sl <> last) do, begin
        prev := sl
        sl := next sibling(sl)
        if(slice is rect(prev)) then(slice to front(prev))
      end
    end

    script, easier safe sorting, begin
      # If you need to sort slices in a loop, you might find it easier
      # to avoid the "slice to front" command and use "set sort order"
      # and "sort children" instead.
      variable(sl)
      sl := first child(sprite layer)
      while(sl) do, begin
        if(slice is rect(sl)) then, begin
          set sort order(sl, 1)
        end
        sl := next sibling(sl)
      end
      sort children(sprite layer)
    end

See also:

- slice to back,
- move slice above

`slice to back (handle)
Sort a slice handle so it will be drawn behind other slices with the same parent. If you use this command inside a loop, be careful not to accidentally create an endless loop. Moving a slice to the back also moves it to the first position of its parent's sibling list.
`

    script, simple example, begin
      # As long as you are not looping with the "next sibling" command
      # then "slice to back" is safe and easy to use.
      variable(sl)
      sl := load hero sprite(0)
      slice to back(sl)
    end

    script, dangerous sorting, begin
      # This is an example of the WRONG way to move all rect slices to the
      # back in a loop. Because moving a slice to the back moves it to the
      # top of the list, the loop will be restarted each time
      variable(sl)
      sl := first child(sprite layer)
      while(sl) do, begin
        if(slice is rect(sl)) then, begin
          slice to back(sl)
        end
        sl := next sibling(sl)
      end
    end

    script, safe but incorrect sorting, begin
      # This is an example of a safe way to move all the rect slices to the
      # back. HOWEVER the order in which all the rects will be drawn will
      # be reversed! That might be alright for your need.
      # By moving the slice AFTER using the "next sibling" command we avoid
      # re-starting the loop.
      variable(sl, moveme)
      sl := first child(sprite layer)
      while(sl) do, begin
        moveme := 0
        if(slice is rect(sl)) then, begin
          moveme := sl
        end
        sl := next sibling(sl)
        if(moveme) then(slice to back(moveme))
      end
    end

    script, correct sorting, begin
      # This is an example of one right way to move all rect slices to the
      # back with a loop and preservw relative ordering between the rects.
      # Note that we ensure the rects stay in the same relative order by writing
      # the loop so that we also move the 'first' slice to back if it is a rect.
      variable(sl, first, prev)
      first := first child(sprite layer)
      sl := last child(sprite layer)
      while(sl && sl <> first) do, begin
        prev := sl
        sl := previous sibling(sl)
        if(slice is rect(prev)) then(slice to back(prev))
      end
    end

    script, easier safe sorting, begin
      # If you need to sort slices in a loop, you might find it easier
      # to avoid the "slice to back" command and use "set sort order"
      # and "sort children" instead.
      variable(sl)
      sl := first child(sprite layer)
      while(sl) do, begin
        if(slice is rect(sl)) then, begin
          set sort order(sl, -1)
        end
        sl := next sibling(sl)
      end
      sort children(sprite layer)
    end

See also:

- slice to front,
- move slice below

`move slice above (handle, above what handle)
Given a slice handle, move it so that it is the next sibling of another slice given by above what handle (changing its parent if necessary). This will cause it to be drawn immediately after that slice.
See also:`

- move slice below,
- slice to front,
- slice to back,
- next sibling

`move slice below (handle, below what handle)
Given a slice handle, move it so that it is the previous sibling of another slice given by below what handle (changing its parent if necessary). This will cause it to be drawn immediately before that slice.
See also:`

- move slice above,
- slice to front,
- slice to back,
- previous sibling

`Y sort children (handle)
Given a slice handle, sort all of its children according to their Y position. This means that sibling slices lower on the screen will be drawn over siblings higher on the screen.
See also:`

- sort children

`set sort order (handle, order)
Assign a sort order value to a slice handle. This can be any arbitrary number that will be used to sort the slice relative to its sibling slices the next time that sort children is called. Give a slice a low number to sort it to the back or a high number to sort it to the front. This means it functions like (or can be used as) a z-depth. If you give two sibling slices the same sort order number they will be sorted to the same depth, and they will remain in their original order in relation to one another.
See also:`

- get sort order

`get sort order (handle)
Retrieve the sort order value previously set on a slice handle with get sort order. Note that calling sort children by default resets all the sort order values to zero, unless false is passed as wipe.
`

`sort children (handle, wipe)
Given a slice handle, sort all of its children according to the sort order that you previously set with the set sort order command. If no sort order values have been set then no changes will be made to the order of the slices. wipe is an optional argument, defaulting to true, which specifies whether to zero out the sort order value for each slice after they have been sorted. This zeroing out behaviour is intended to let you use temporary sort values to perform some sorting operation on sibling slices (see especially the examples to slice to front and slice to back).
`

    plotscript, reverse Y sort, begin
      variable(sl)
      sl := first child(sprite layer)
      while(sl) then, begin
        set sort order(sl, slice y(sl) * -1)
        sl := next sibling(sl)
      end
      sort children(sprite layer)
    end

See also:

- set sort order,
- get sort order,
- Y sort children

`set slice extra (handle, extra, value)
Sets one of three extra data variables that every slice has, on the slice handle. extra is a number from 0 to 2 which indicates which extra data field to write (you may also use the constants extra 0, extra 1, extra 2). The extra data has no meaning to the slice, it is only for use by scripts.
See also:`

- get slice extra

`get slice extra (handle, extra)
Retrieve an extra data value previously set on a slice handle with set slice extra. extra is a number from 0 to 2 which indicates which extra data field to read.
`

`get rect style (handle)
Given a rect slice handle, return the style it is using. This will be a number from 0 to 14 representing a text box style, or a -1 if the rect is not using a standard style.
See also:`

- set rect style

`set rect style (handle, style)
Given a rect slice handle, change the style it uses. The style should be a number from 0 to 14 representing a text box style.
See also:`

- get rect style

`get rect bgcol (handle)
Given a rect slice handle, return the background color it is using. This will be a number from 0 to 255 representing a color from the master palette.
See also:`

- set rect bgcol,
- get rect fgcol

`set rect bgcol (handle, color)
Given a rect slice handle, change the background color it uses. The color should be a number from 0 to 255 representing a color from the master palette.
See also:`

- get rect bgcol,
- set rect fgcol

`get rect fgcol (handle)
Given a rect slice handle, return the foreground color it uses for its simple border. This only matters when the rect has no graphical border, or when the graphical border allows the simple border to show through. This will be a number from 0 to 255 representing a color from the master palette.
See also:`

- set rect fgcol,
- get rect bgcol

`set rect fgcol (handle, color)
Given a rect slice handle, change the foreground color it uses for its simple border. This only matters when the rect has no graphical border, or when the graphical border allows the simple border to show through. The color should be a number from 0 to 255 representing a color from the master palette.
See also:`

- get rect fgcol,
- set rect bgcol

`get rect border (handle)
Given a rect slice handle, return the graphical border it uses. This will be a number from 0 to 14 representing a text box border style, or border:line for the old simple line border only, or border:none for no border at all.
See also:`

- set rect border

`set rect border (handle, border)
Given a rect slice handle, change the graphical border it uses. The border should be a number from 0 to 14 representing a text box border style, or border:line for the old simple line border only, or border:none for no border at all.
See also:`

- get rect border

`get rect trans (handle)
Given a rect slice handle, returns one of: the constant trans:fuzzy if it is drawn semi-transparent, trans:hollow if it is fully transparent, or trans:solid (equal to false) if it is drawn solid.
See also:`

- set rect trans

`set rect trans (handle, transparency setting)
Given a rect slice handle, change how transparently it is drawn. For transparency setting, pass in one of the constants trans:fuzzy for semi-transparency (checkered), trans:hollow for fully transparent (the border drawn only), or trans:solid (equal to false) for solid.
See also:`

- get rect trans

`create text
Creates a new blank text slice and returns a handle to it. A text slice holds a string of text, but it can be positioned and handled just like any other slice. Use the set slice text command to copy a string into the text slice.
See also:`

- set slice text

`set slice text(handle, string id)
Copy a string specified by string id into the text slice specified by handle.
See also:`

- create text

`get text color(handle)
Given a text slice handle, returns the current color of the text.
See also:`

- set text color

`set text color(handle, color)
Given a text slice handle, change color used to display the text.
See also:`

- get text color

`get text bg(handle)
Given a text slice handle, returns the current background color of the text. Note that this only matters if the text slice is not displaying an outline.
See also:`

- get text color,
- set text bg

`set text bg(handle, color)
Given a text slice handle, change the background color used to display the text. This only matters if the text slice is set to not use an outline.
See also:`

- get text bg,
- set text color

`get outline(handle)
Given a text slice handle, true if the text slice is configured to display an outline, or false if it is configured not to display and outline.
See also:`

- set outline

`set outline(handle, outline)
Given a text slice handle, change whether or not it will be displayed with an outline. If the second argument is omitted or true, change the slice to show an outline, if the second argument is false change the slice to show no outline.
See also:`

- get outline

`get wrap(handle)
Given a text slice handle, true if the text slice is configured to wrap, or false if it is configured not to wrap.
See also:`

- set wrap

`set wrap(handle, wrap)
Given a text slice handle, change whether or not it will wrap. If the second argument is omitted or true, change the slice to wrap-mode, if the second argument is false change the slice into non-wrapping mode.
See also:`

- get wrap

`create grid (width, height, rows, columns)
Creates a new grid slice, and returns an handle to it. Grid slices are special containers that automatically arrange their children into rows and columns. No manual child positioning is required. The first two arguments are the width and height of the whole grid. The next two arguments are the number of rows and columns that should appear in the grid. If rows or columns are left out, the grid with be a boring 1x1.
`

`slice is grid (handle)
Return true if the handle is a grid slice, or false if it is any other type of slice.
`

`set grid columns (handle, columns)
Changes the number of columns in a grid slice. Child slices will be automatically repositioned.
See also:`

- get grid columns,
- set grid rows,
- get grid rows

`get grid columns (handle)
Returns the number of columns in a grid slice.
See also:`

- set grid columns,
- set grid rows,
- get grid rows

`set grid rows (handle, rows)
Changes the number of rows in a grid slice. Child slices will be automatically repositioned.
See also:`

- set grid columns,
- get grid columns,
- get grid rows

`get grid rows (handle)
Returns the number of rows in a grid slice.
See also:`

- set grid columns,
- get grid columns,
- set grid rows

`show grid (handle, shown)
Grid slices are normally invisible, but they can optionally display gridlines. This command takes a grid slice handle and a true or false value. This command has no effect on the visibility of the grid's children. Don't confuse this command with set slice visible.
See also:`

- grid is shown

`grid is shown (handle)
This command takes a grid slice handle and returns true if the grid is showing its optional grid lines. If the grid is in its normal invisible state, this command returns false. Don't confuse this command with get slice visible.
See also:`

- grid is shown

`slice collide point (handle, x, y)
Return true if a given x and y coordinate point collides with a slice handle's screen position. x and y are pixel coordinates relative to the screen, such as the ones returned by mouse pixel X and mouse pixel Y
See also:`

- slice collide

`slice collide (handle1, handle2)
Given a pair of slice handles, return true if they collide with one another. Parent/child relationships have nothing to do with this test; it does not matter if the slices are related.
See also:`

- slice collide point,
- slice contains

`slice contains (handle1, handle2)
Return true if the screen position of slice handle2 is completely inside slice handle1. Parent/child relationships have nothing to do with this test; it does not matter if the slices are related.
See also:`

- slice collide

`slice at pixel (parent, x, y, number, check descendants)
Searches through all the descendants of parent for slices containing the given x, y pixel screen position. To search all your slices, you can normally use sprite layer as parent. number is an optional argument indicating which slice to return if there is more than one at that point; the bottom most one (returned by default) is number 0. slice at pixel returns 0 if you pass too high a number. If you pass get count as number the number of slices at that pixel is returned instead. check descendants is an optional argument defaulting to true. If false, then only parent's children will be checked, not all its descendants. This command never returns Special slices, such as the sprite layer slice.
See also:`

- slice collide point,
- find colliding slice

`find colliding slice (parent, slice, number, check descendants)
Searches through all the descendants of parent for slices colliding with the given slice (by screen position). To search all your slices, you can normally use sprite layer as parent. number is an optional argument indicating which slice to return if there is more than one at that point; the bottom most one (returned by default) is number 0. slice at pixel returns 0 if you pass too high a number. If you pass get count as number the number of slices at that pixel is returned instead. check descendants is an optional argument defaulting to true. If false, then only parent's children will be checked, not all its descendants. This command never returns Special slices, such as the sprite layer slice, and ignores collisions with the children of slice.
See also:`

- slice at pixel,
- slice collide

`clamp slice (handle1, handle2)
Try to move the slice handle1 so that its screen position will be inside the screen position of slice handle2. The size of the slices will not be changed. It does not matter if the slices are related.
See also:`

- slice contains

`set padding (handle, pixels)
Sets the padding value in pixels for all the edges of a slice handle. This is a positive number to move children attached to the edges towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- set top padding,
- set left padding,
- set right padding,
- set bottom padding

`get top padding (handle)
Get the padding value in pixels for the top edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- set top padding,
- get left padding,
- get right padding,
- get bottom padding

`set top padding (handle, pixels)
Set the padding value in pixels for the top edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- get top padding,
- set left padding,
- set right padding,
- set bottom padding

`get left padding (handle)
Get the padding value in pixels for the left edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- set left padding,
- get top padding,
- get right padding,
- get bottom padding

`set left padding (handle, pixels)
Set the padding value in pixels for the left edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- get left padding,
- set top padding,
- set right padding,
- set bottom padding

`get right padding (handle)
Get the padding value in pixels for the right edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- set right padding,
- get top padding,
- get left padding,
- get bottom padding

`set right padding (handle, pixels)
Set the padding value in pixels for the right edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- get right padding,
- set top padding,
- set left padding,
- set bottom padding

`get bottom padding (handle)
Get the padding value in pixels for the bottom edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- set bottom padding,
- get top padding,
- get left padding,
- get right padding

`set bottom padding (handle, pixels)
Set the padding value in pixels for the bottom edge of a slice handle. This is a positive number to move children attached to this edge towards the center of the slice, or a negative number to move attached children further from the center.
See also:`

- get bottom padding,
- set top padding,
- set left padding,
- set right padding

`fill parent (handle, true_or_false)
Make a slice handle automatically fill its parent. This will change the position and size of the slice so that it completely fills the parent (minus the parent's padding). You can also disable filling with this command by passing false as the second argument, such as fill parent(handle, false). If a slice is filling its parent, then any commands which modify the width or height of the slice will fail. You should resize the parent instead. This command only works on rects and containers. It will not work on sprites because they cannot change size.
See also:`

- is filling parent

`is filling parent (handle)
Returns true if a slice handle is set to automatically fill its parent, or false if it is not. This command always returns false for sprite slice handles because sprites cannot be set to fill parent.
See also:`

- fill parent

Misc Functions

`random (lownumber, highnumber)
Returns a random number in the range of the two numbers. The returned value will be greater than or equal to the first number, and less than or equal to the second number
`

`seed random (new seed)
Reseeds the random number generator. If called with no argument, this will reseed the random number generator to a new random sequence. If you pass in a number (other than 0), the random number generator will be seeded with that number, allowing for repeatable random sequences.
See also:`

- random

`item in slot (slot)
Return a the item ID number at a specific slot in your inventory. If the inventory slot is empty, it will return -1. Slots are numbered from 0 to get inventory size-1.
See also:`

- set item in slot,
- item count in slot,
- set item count in slot,
- get inventory size

`set item in slot (slot, item)
Change the item ID number at a specific slot in your inventory. The slot argument is the position in your inventory screen, and the item argument is the item ID number, or one of the item:name constants defined in your .hsi file. If you want to erase and item slot, use -1 as the item ID
See also:`

- item in slot,
- item count in slot,
- set item count in slot,
- get inventory size

`item count in slot (slot)
Return a the count of items at a specific slot in your inventory, or 0 if that slot is empty. Slots are numbered from 0 to get inventory size-1.
See also:`

- item in slot,
- set item in slot,
- set item count in slot,
- get inventory size

`set item count in slot (slot, count)
Change the count of items at a specific slot in your inventory. The count argument is the new number of items from 1 to 99, or 0 if you want to delete any items currently in the slot. If the slot is empty, this command will fail.
See also:`

- item in slot,
- set item in slot,
- set item count in slot,
- get inventory size

`inventory (item)
Returns a count of how many of the specified item are in your inventory. If you do not have the item, it returns zero or false. You can refer to the item by number, or you can use the constants defined in your HSI file, which are in the form of item:name
`

`get inventory size
Returns the number of inventory slots.
`

`set inventory size (new size)
Changes the number of inventory slots that are available. Use the constant inv:max to restore the maximum value. The number you give will be rounded up to the nearest multiple of 3.
`

`leader
Returns the hero ID number (as given in the Edit Hero Stats menu) of the current caterpillar party leader.
`

`hero X (who)
Returns the specified hero's X position in tiles. Note that a hero's tile is the tile its top left corner is on.
`

`hero Y (who)
Returns the specified hero's Y position in tiles. Note that a hero's tile is the tile its top left corner is on.
`

`NPC X (who)
Returns the specified NPC's X position in tiles. Note that an NPC's tile is the tile its top left corner is on.
See also:`

- NPC at spot

`NPC Y (who)
Returns the specified NPC's Y position in tiles. Note that an NPC's tile is the tile its top left corner is on.
See also:`

- NPC at spot

`hero direction (who)
Returns the specified hero's direction.
`

`hero frame (who)
Returns the walking frame (0 or 1) of the specified hero.
`

`get hero speed (who)
Returns the walking speed of the specified hero, in pixels per tick.
See also:`

- set hero speed

`NPC direction (who)
Returns the specified NPC's direction.
`

`NPC frame (who)
Returns the walking frame (0 or 1) of the specified NPC.
`

`NPC extra (who, which)
Returns the npc instance-specific extra data field requested in which, a number from 0 to 2. You may use the constants extra 0, extra 1 and extra 2 to refer to them. If you use an NPC ID for who, the first instance's data will be used.
See also:`

- set NPC extra

`set NPC extra (who, which, value)
Sets the npc instance-specific extra data field requested in which, a number from 0 to 2. You may use the constants extra 0, extra 1 and extra 2 to refer to them. If you use an NPC ID for who, the first instance's data will be used.`

Unlike other NPC instance data, the extra data for NPCs on the current map is not saved in save games! However, it is saved in mapstate NPC saves (see save map state)
See also:

- NPC extra

`room in active party
A function that returns the number of available spaces in your active party. It will return zero or false if there is no room.
`

`current map
Returns the number of the current map.
`

`map width
Returns the width of the map in tiles.
`

`map height
Returns the height of the map in tiles.
`

`get map tileset
Returns the ID number of the default tileset for the map. load tileset does not affect the value returned by this function, but change tileset does. Use layer tileset instead to find the actual currently in-use tileset(s).
`

`layer tileset (layer)
Returns the ID number of the tileset that a certain tilemap layer is currently using.
See also:`

- change tileset,
- get map tileset

`days of play
Returns the number of days that the game has been played
`

`set days of play (days)
Sets the number of days that the game has been "played" to days, as long as days is greater than 0. Useful if there are times that shouldn't count towards the play time, or for penalizing bad players >:)
`

`hours of play
Returns the number of hours that the game has been played, 0 to 23
`

`set hours of play (hours)
Sets the number of hours that the game has been "played" to hours, as long as hours is within the 0-23 range.
`

`minutes of play
Returns the number of minutes that the game has been played, 0 to 59
`

`set minutes of play (min)
Sets the number of minutes that the game has been "played" to min, as long as min is within the 0-59 range.
`

`seconds of play
Returns the number of seconds that the game has been played, 0 to 59
`

`set seconds of play (sec)
Sets the number of seconds that the game has been "played" to sec, as long as sec is within the 0-59 range.
`

`system year
Returns the current real-world year
`

`system month
Returns the current real-world month, 1 to 12
`

`system day
Returns the current real-world day, 1 to 31
`

`system hour
Returns the current real-world hour, 0 to 23
`

`system minute
Returns the current real-world minute, 0 to 59
`

`system second
Returns the current real-world second, 0 to 59
`

`key is pressed (scancode)
Returns true if the keyboard key with the specified scancode is being pressed (either held down or pressed since last tick), or false if it is not. The argument is a scancode, NOT the up key, down key, etc used with wait for key. I have provided an extra include file, SCANCODE.HSI that you can use to define friendly names for all the scancodes.
Keyboard scan codes:`

- 00
- 01 ESC
- 02 1
- 03 2
- 04 3
- 05 4
- 06 5
- 07 6
- 08 7
- 09 8
- 10 9
- 11 0
- 12 - _
- 13 = +
- 14 BACKSPACE
- 15 TAB
- 16 Q
- 17 W
- 18 E
- 19 R
- 20 T
- 21 Y
- 22 U
- 23 I
- 24 O
- 25 P
- 26 [ {
- 27 ] }
- 28 ENTER
- 29 CTRL
- 30 A
- 31 S
- 32 D
- 33 F
- 34 G
- 35 H
- 36 J
- 37 K
- 38 L
- 39 ; :
- 40 " '
- 41 ` ~
- 42 LEFT SHIFT
- 43 \ |
- 44 Z
- 45 X
- 46 C
- 47 V
- 48 B
- 49 N
- 50 M
- 51 , <
- 52 . >
- 53 / ?
- 54 RIGHT SHIFT
- 55 PRINT SCREEN *
- 56 ALT
- 57 SPACE
- 58 CAPSLOCK
- 59 F1
- 60 F2
- 61 F3
- 62 F4
- 63 F5
- 64 F6
- 65 F7
- 66 F8
- 67 F9
- 68 F10
- 69 NUMLOCK
- 70 SCROLL LOCK
- 71 HOME 7
- 72 UP 8
- 73 PAGEUP 9
- 74 KEYPAD -
- 75 LEFT 4
- 76 KEYPAD 5
- 77 RIGHT 6
- 78 KEYPAD +
- 79 END 1
- 80 DOWN 2
- 81 PAGEDOWN 3
- 82 INSERT 0
- 83 DEL .
- 84
- 85
- 86
- 87 F11
- 88 F12
- 89
- 90
- 91 L WIN LOGO
- 92 R WIN LOGO
- 93 CONTEXT

Joystick scan codes:

- 128 BUTTON 1
- 129 BUTTON 2
- 130-143 BUTTON 3-16
- 144 X LEFT
- 145 X RIGHT
- 146 Y UP
- 147 Y DOWN

You can NOT wait for the player to press a key by continually polling key is pressed unless you stick a wait in your do loop. That's because key is pressed does not return real time data, but the state of the keyboard at the beginning of the current game tick.
See also:

- keyval

`keyval (scancode)
Returns a bitmask for the state of the specified key. The argument is a scancode, see key is pressed. The first (least significant) bit is whether the key was depressed at the beginning of the current tick. The second bit is whether the key was pushed down by the player since the start of the previous tick (or when the key starts to repeatedly trigger after being held down for a while). It can therefore return 0, 1, 2 or 3:
0 = not pressed
1 = key held down since last tick, but is not a new press
2 = the player pressed the key and released it, all in the same tick
3 = new keypress (or typematic repeat)`

Just like key is pressed, this command does not return real time data, but the situation at the beginning of the current game tick.
The joystick scancodes described in key is pressed do not work in this command.
See also:

- key is pressed

`last ascii
Returns the ascii code of any currently pressed key. If more than one key corresponding to an ascii character is being pressed, then only one can be returned.
`

`joystick button (button,joystick)
Returns true or false depending on whether button #button on joystick #joystick is pressed. button can be from 1-16 (assuming the joystick has that many buttons), and joystick can be from 0-7. Most of the time, you will want to use joystick #0, so that is what joystick defaults to.
`

`joystick axis (axis,multiplier,joystick)
Returns the position of the joystick along the X or Y axis on joystick #joystick. axis can be one of the constants x axis or y axis. multiplier is slightly complicated: The position of the joystick is actually a decimal between -1 and 1. Since plotscripting can't handle decimals, this position must be multiplied and rounded off until it is within plotscripting's capabilities. By default, it is 100 (so it will return -100 - 100). joystick can be from 0-7. Most of the time, you will want to use joystick #0, so that is what joystick defaults to.
`

`hero pixel X (who)
Returns the hero's X position on the map in pixels. To find the hero's position in tiles, use the hero X function instead.
`

`hero pixel Y (who)
Returns the hero's Y position on the map in pixels. To find the hero's position in tiles, use the hero Y function instead.
`

`NPC pixel X (who)
Returns the NPC's X position on the map in pixels. The argument is an NPC reference or an NPC ID number. To find the NPC's position in tiles, use the NPC X function instead.
`

`NPC pixel Y (who)
Returns the NPC's Y position on the map in pixels. The argument is an NPC reference or an NPC ID number. To find the NPC's position in tiles, use the NPC Y function instead.
`

`camera pixel X
Returns the X position of the top left corner of the screen in pixels.
`

`camera pixel Y
Returns the Y position of the top left corner of the screen in pixels.
`

`pick hero
Pops up a hero-picker box that lets you choose one of the heroes in your active party. The return value is the position in the party of the hero you picked, or -1 if the player cancelled.
`

`rename hero(who)
Pops up a name-editing box that allows you to change a hero's name. The argument is the hero's ID number, or name in the format hero:name
`

`rename hero by slot(who)
Pops up a name-editing box that allows you to change a hero's name. The argument is the hero's position in the party as returned by find hero
`

`last save slot
Returns the last save slot saved in, or false if the game has not been saved yet. Save slots are numbered starting at 1.
See also:`

- save in slot,
- save menu

`save slot used (slot)
Returns whether a game has been saved in the save slot. Use if you, for example, don't want to overwrite a saved game with save in slot.
`

`hero levelled (who)
Returns the number of levels the specified hero gained. who is the hero's position in the battle party. If you want to use hero:Name you should use find hero. This command only applies to the most recent battle or give experience, set hero level or set experience command that targetted this hero (or the active battle party if the hero is in it) - levels gained from previous battles or commands are forgotten. If the hero lost levels, the result is negative. In other words, this does not return true or false, but can be be used in an if statement like:
`

    give experience (party, 50)
    if (herolevelled (find hero (hero: Bob))) then (
      $31="Bob gained "
      append number(31, hero levelled (find hero (hero: Bob)))
      $31+" level(s)!"
      show textbox (233) # ${S31} :show string 31
    )

`total experience (who)
Returns a hero's total experience. The argument is the position of the hero you want to check in your party as as returned by find hero.
See also:`

- set experience

`experience to next level (who)
Returns experience required by a hero to reach the next level. The argument is the position of the hero you want to check in your party as as returned by find hero.
`

`experience to level (level)
Returns the total experience required to reach a specified level from level 0.
`

`set timer (id, count, speed, trigger, string, flags)
Changes the settings for a given timer, and starts it. id is the number of a timer -- by default, there are 16 timers, numbered 0 to 15, but you can change the number of available timers with allocate timers. All other parameters are optional, or you can pass timer: default as any of them. This will leave the parameter unchanged (from the last time you set it or from the default initial value), it will NOT cause that timer setting to be reset to the default initial value. Count is the length of the timer. While it's running, the count will go down by one every speed game ticks (frames). I.e., if you set speed to 18, it will count down once every 18 ticks, close to one second. Use a speed of 1 to count down in ticks. Changing the timer's count (as opposed to passing timer:default as the second argument) will cause the timer to restart from the new value.
trigger is what happens when the timer runs out. You can use the constant timer: game over to indicate that the game should end, or specify a plotscript (in the form "@my script") to have that run. A plotscript will get passed the id of the timer that triggered it as its first argument, if it has one. If the timer runs out during a battle then the effect happens after the battle ends.
You can bind a timer to a string using the string parameter to create a countdown that shows up on screen. Pass it the id of a string, and that string will be updated every time the timer counts down. You are responsible for displaying and positioning the string.
A timer also has a few other options in the form of flags. You can pass any combination of these flags (by oring or adding them together):`

- timer flag: battle to have it count down during battles (not including menus which pause the battle)
- timer flag: menu to have it count down even while the player is in a menu which pauses the game (e.g. the status menu), the in-battle pause button doesn't count
- timer flag: critical to have the timer end a battle or exit a menu if it runs out during it

Timers start counting down not from the current game 'tick', but from next one. So if you want to trigger something next tick (eg. run a script every frame) you need to pass count as 0 and speed as 1. A timer count set to 1 would counter-intuitively trigger in 2 ticks time.
Timer settings are not saved in game saves.

    #this starts a 300 second (5 minute) timer that counts down once every 18 ticks (a second). If
    #it runs out during battle, the battle won't end but a game-over will happen afterwards.
    set timer (0, 300, 18, timer: game over, 0, timerflag: battle)

See also:

- stop timer,
- read timer,
- system second,
- seconds of play,
- milliseconds,
- run script by ID

`stop timer (id)
Stops a timer by setting its speed to 0. All of its other settings remain the same.
See also:`

- set timer

`allocate timers (number)
Changes the number of available timers. The range of valid timer IDs becomes 0 to number-1. You can reduce the number of timers down to zero, and increase it up to 100000 (not recommended, each timer must be processed continuously). All existing timers that are not removed continue to run. The default number of timers is 16.
`

`read timer (id)
Returns the count of a given timer.
See also:`

- set timer

Enemy and Formation Functions

`get enemy stat(enemy, stat)
Returns the selected stat from the selected enemy. The first argument is the number of the enemy whose stats you want to check. The second argument is the name of the stat that you want to check. The names of the stats are also defined in your HSI file in the form stat:name.
See also:`

- set enemy stat,
- get hero stat,
- set hero stat

`set enemy stat(enemy, stat, value)
Sets the selected stat of the selected enemy to the value you supply. The first argument is the number of the enemy whose stats you want to set. The second argument is the name of the stat that you want to set. The names of the stats are also defined in your HSI file in the form stat:name. The third is the new value of the stat.`

Enemy stat changes are temporary. They are not saved in the game save.
See also:

- get enemy stat,
- get hero stat,
- set hero stat

`get enemy name (enemyid, stringid)
Lets you use the enemy name in a string. The first argument is the number of the enemy you want to get the name from, second argument is the number of the string that you want to store the name of the enemy.
See also:`

- set enemy name

`set enemy name (enemyid, stringid)
Lets you set the enemy name from a string, the string length cannot be more then 16 characters, if it is more then 16 the name will be truncated. The first argument is the number of the enemy's name you want to change, second argument is the number of the string that you supply the name of the enemy from.`

Enemy name changes are temporary. They are not saved in the game save.
See also:

- get enemy name

`get enemy appearance (enemyid, appearance)
Returns data on the appearance of a enemy. Enemyid is the enemy number that you want to return the appearance of, appearance is either picture, palette, or size. You can use the following constants for appearance:`

- enemy:picture
- enemy:palette
- enemy:picturesize

You can compare the values returned from enemy:picturesize with the constants enemysize:small, enemysize:medium and enemysize:large
See also:

- set enemy appearance

`set enemy appearance (enemyid, appearance,value)
Lets you change an enemy's appearance. Enemyid is the number of the enemy's appearance that you want to change, appearance is one of the constants given in get enemy appearance. Value can is the new number that you want to assign, constants enemysize:small, enemysize:medium, or enemysize:large when changing picture size, or palette number when changing palette.`

Enemy appearance changes are temporary. They are not saved in the save game.
See also:

- get enemy appearance

`read enemy data (enemyid, data)
Returns the enemy's reward values. Enemyid is the number of enemy, data is a predefined constant defining the data you want returned. Use the following constants:`

- enemy:gold
- enemy:experience
- enemy:item
- enemy:itempercent
- enemy:rareitem
- enemy:rareitempercent
- stealability
- stealableitem
- stealableitemchance
- stealablerareitem
- stealablerareitemchance

See also:

- write enemy data

`write enemy data (enemyid, data, value)
Lets you set items of an enemy's data. Enemyid is the number of enemy, data is a predefined constant for the data you want to change. Value is the new value given to that setting. Use the same constants as are given at read enemy data.`

Enemy data changes are temporary. They are not saved in saved games.
See also:

- read enemy data

`add enemy to formation (formation, enemy id, x, y, slot)
Adds an enemy with given enemy id (use the constants of the form enemy:name in your exported .hsi file) to the specified formation. x (up to 230) and y (up to 199) give the position of the center of the bottom edge of the enemy - approximately where it appears to stand. slot (0 to 7) is an optional argument, if given then the enemy is created in the suggested slot if empty. Otherwise it's put in the first empty slot. The actual slot number used is returned, or -1 if the enemy couldn't be added.`

Changes to enemy formations are temporary: they are not saved in save files.
See also:

- delete enemy from formation

`delete enemy from formation (formation, slot)
Deletes an enemy in the given slot (as returned by find enemy in formation for example) in the formation.`

Changes to enemy formations are temporary: they are not saved in save files.
See also:

- add enemy to formation

`find enemy in formation (formation, enemy id, copy number)
Searchs for an enemy in a formation, returning the slot number, or -1 if not found. copy number is optional, use 0 or greater specify which enemy to return if there is more than one, or the constant get count. The first (searching the slots sequentially) enemy copy is number 0. The number of specified enemies in the formation is returned if the constant get count is used. enemy id can be either an enemy id, or the constant any enemy, which searches for any enemy (the first enemy in the formation by default), or the total number of enemies with get count.
`

    plotscript, look at formation, formation, begin
      # In this example, we'll pick a random enemy from a formation, and check if there are any plips.
      # You'll need an enemy named plip to try this out, or change the "enemy:plip" constant below to something else
      variable (number of enemies, random enemy slot)

      # The total number of enemies
      number of enemies := find enemy in formation (formation, any enemy, get count)
      # Pick an enemy at random
      random enemy slot := find enemy in formation (formation, any enemy, random(0, number of enemies -- 1))

      $30 = "There is a "
      # Here we append the enemy's name to string 30
      get enemy name (formation slot enemy (formation, random enemy slot), 30)
      $30 + " in this formation"
      show string (30)

      # Let's check whether there is at least one plip in this formation
      variable (number, plip slot)
      number := find enemy in formation (formation, enemy:plip, get count)
      if (number >> 0) then (
        # We'll put a string onscreen where the plip appears in battle
        $31 = "Plip!"
        plip slot := find enemy in formation (formation, enemy:plip)
        center string at (31, formation slot x (formation, plip slot), formation slot y (formation, plip slot) -- 20)
      )
    end

See also:

- delete enemy from formation,
- formation slot enemy,
- formation slot x,
- formation slot y

`formation slot enemy (formation, slot)
Returns the ID number of the enemy in the specified formation slot (0 to 7), or -1 if the slot is empty.
See also:`

- find enemy in formation

`formation slot x (formation, slot)
Returns the x position of the center of the enemy in the specified formation slot (0 to 7). An enemies position is the center of the bottom edge of the enemy - approximately where it appears to stand.
See also:`

- find enemy in formation

`formation slot y (formation, slot)
Returns the y position of the bottom edge of the enemy sprite in the specified formation slot (0 to 7). An enemies position is the center of the bottom edge of the enemy - approximately where it appears to stand.
See also:`

- find enemy in formation

`set formation background (formation, background, animation frames, animation ticks)
Sets the background and the background animation for a formation. The animation arguments do not need to be given, producing a static background. animation frames, optional, is the number of frames (1 to 50) to use for the background animation. 1 is non-animating. animation ticks, also optional, is the number of ticks to display each backdrop for. The engine normally (but not reliably) runs at 18 ticks per second.`

Changes to enemy formations are temporary: they are not saved in save files.
See also:

- get formation background

`get formation background (formation, background)
Gets the background used by a formation. If the backdrop is animated, this returns the ID of the first backdrop (the one set in Custom).
See also:`

- set formation background

`set formation song (formation, song)
Changes an enemy formation to use song as its music. Use the constants of the form song:songname from your exported .hsi file, or the special constants song: silence or song: same as map`

Changes to enemy formations are temporary: they are not saved in save files.
See also:

- get formation song

`get formation song (formation)
Returns the song associated with formation. Compare the result with the constants of the form song:songname from your exported .hsi file, or the special constants song: silence or song: same as map.
See also:`

- set formation song

`last formation
Returns the last formation fought. If the player hasn't fought any formations yet (since starting or loading the game), it returns -1.
`

`random formation (formation set)
Picks a formation randomly from the given formation set (1 to 255).
See also:`

- formation probability

`formation set frequency (formation set)
Returns the formation frequency (from 0 to 99) of a formation set (1 to 255). Note that the frequency is not actually a probability (as a percentage) of a battle occuring each step, but is roughly the number of battles per 80 steps, spaced semi-randomly.
See also:`

- random formation

`formation probability (formation set, formation)
Returns the probability of a particular formation in a formation set being fought, as a percentage from 0 to 100. This does take the number of times the formation appears in the formation set into account.
See also:`

- random formation,
- random

Tweaking Maps

`read map block (x,y,layer)
Returns the value of a map tile on the current map at the specified X,Y position. Normal map tiles return values from 0-159, animating maptiles from set 1 return 160-207 and animating maptiles from set 2 return 208-255. The optional layer can be 0, 1, or 2. The bottom layer will be read by default.
See also:`

- current display tile

`write map block (x,y,value,layer)
Writes a new tile to the specified X,Y position on the current map. This change will only persist until you leave the map or fight a battle. The optional layer argument can be 0, 1, or 2. The bottom layer will be written to by default
`

`read pass block (x,y)
Returns the value of a passability (wallmap) tile on the current map at the specified X,Y position. The return value will be from 0 to 255 and consists of eight flag bits.
bit 1 = north wall
bit 2 = east wall
bit 4 = south wall
bit 8 = west wall
bit 16 = vehicle A
bit 32 = vehicle B
bit 64 = harm tile
bit 128 = overhead tile
To check the value of a specific bit, use the and operator. For example:
`

      variable (pass)
      pass := read pass block(hero X(me),hero Y(me))
      if (pass,and,harm tile) then begin
        # this checks if the hero is standing
        # on a harm tile
      end

`write pass block (x,y,value)
Writes a new passability (wallmap) information to the specified X,Y position on the current map. This change will only persist until you leave the map or fight a battle. The value is a number from from 0 to 255 that consists of eight flag bits.
bit 1 = north wall
bit 2 = east wall
bit 4 = south wall
bit 8 = west wall
bit 16 = vehicle A
bit 32 = vehicle B
bit 64 = harm tile
bit 128 = overhead tile
You can add the constants together. For example:
`

    variable (pass)
    pass := northwall+southwall+eastwall+westwall
    write pass block(15,3,pass)
    # this makes the fifteenth tile in the third column
    # impassable on all directions

`load tileset (tileset, layer)
Temporarily loads a different default or layer tileset for the currently displaying map.
Use load tileset (with no arguments) to restore the old tilesets after using load tileset (this has no effect after change tileset).
Use load tileset (tileset) to load a new default tileset. tileset is the ID number of the tileset to load. This affects tilesets for all layers that are set to 'Tileset: default'. This effectively changes the map's tileset if you haven't done anything fancy with layer tilesets.
Use load tileset (tileset, layer) to load in a new a tileset for a single layer. layer is the layer number (0-2) to target.`

This command has a temporary effect: even if the map state is saved, the new tilesets will not persist if you leave the map and come back. change tileset is a more powerful command for this.
See also:

- get map tileset,
- layer tileset

`change tileset (tileset, layer)
An alternative to load tileset: Changes and loads in the default or a map layer tileset for the current map. Unlike load tileset, this command's effects last to the next time you come back to this map if you save the map state (in General Map Settings, or mapstate:mapsettings with save map state). To undo the effects, you'll need to use reset map state. tileset is the ID number of the tileset to load. You can use the constant tileset:default to set a layer to use the default tileset. layer is the layer number (0-2) to change, or the constant tileset:default which changes the default tileset. It defaults to tileset:default if omitted. change tileset with no arguments restores the set tilesets after using load tileset.
See also:`

- get map tileset,
- layer tileset

`current display tile (tile number, layer)
Returns the tile number from the tileset, in the range 0-159, that a given tile (read with read map block, which returns a value greater than 159 for animated tiles) is currently displayed as, taking the tile animation patterns into account. Because different layers can have different tilesets, you might need to specify the layer the tile is from; otherwise layer 0 is assumed.
`

`animation start tile (tile number, layer)
Returns the tile number on the tileset (in the range 0-159) that this tile is displayed as at the start of its animation pattern (offset 0) if it is animated, else just returns the tile number. The tile number argument is typically returned from read map block. In effect, the result is what the tile number would be if you had not set the tile as animated in the tilemap editor. Because different layers can have different tilesets, you might need to specify the layer the tile is from; otherwise layer 0 is assumed.
See also:`

- current display tile

Working with Tags

`set tag (tag,value)
Sets the value of a tag. The available constants are: off, on, true, or false. You can specify the number of the tag, or you can use the constants in your HSI file. These constants are in the form of tag:name.
`

`check tag (tag)
A function that checks the value of a tag, and returns true if the tag is turned on, and false if the tag is turned off. It can be used in if and while statements. You can specify the number of the tag, or you can use the constants in your HSI file. These constants are in the form of tag:name.
`

Working with Variables

`variable := value
This command assigns a new value to a variable. If you do not specify the new value, the variable will be reset to zero. This command works exactly the same for global and local variables.
You should normally set variables by writing variable := value but for backwards compatability, you can also use the old form set variable(variable, value)
`

`increment (variable,amount)
This command adds an amount to the current value of a variable. If you do not specify the amount, then the variable will be incremented by one. This command works exactly the same for global and local variables.
You can also increment variables by writing variable += amount
`

`decrement (variable,amount)
This command subtracts an amount from the current value of a variable. If you do not specify the amount, then the variable will be decremented by one. This command works exactly the same for global and local variables.
You can also decrement variables by writing variable -= amount
`

Math, Comparison, and Logic Operators

Pre-December 1999 versions of HamsterSpeak used a different syntax for math. For more information, see the HamsterSpeak Specification

`number + number
Adds two values together and returns the result. This can also be written as add(number,number)
`

`number -- number
Subtracts the second number from the first number and returns the result. It is neccisary to use the double minus so that HSPEAK.EXE can tell the difference between subtraction, and a minus sign that indicates a negative number. You can also write subtract(number,number)
`

`number * number
Multiplies two values together and returns the result. This can also be written as multiply(number,number)
`

`number / number
Divides the second number into the first number and returns the result. The result is rounded down to an integer. This can also be written as divide(number,number)
`

`number,mod,number
Divides the second number into the first number and returns the remainder. This can also be written as modulus(number,number)
`

`number ^ power
Raises a number to a power and returns the result. (If the result is too large and overflows no error occurs: the value is simply wrapped around a 32 bit signed integer.) This can also be written as exponent(number,power)
`

`abs (number)
Returns the absolute value of a value. That is, negative values are made positive and others are unchanged: abs(-14) is 14, and abs(14) is 14.
`

`sign (number)
Returns -1 if number is negative, 0 if it is 0, and 1 if number is positive.
`

`sqrt (number)
Returns the squareroot of a number, rounded to the nearest integer.
`

`number == number
Checks to see if the two numbers are equal. If they are equal it returns true, otherwise it returns false. This can also be written as equal(number,number)
`

`number <> number
Checks to see if the two numbers are not equal. If they are not equal it returns true. If they are equal it returns false. This can also be written as not equal(number,number)
`

`number << number
Checks to see if the first number is less than the second number. If it is, it returns true, otherwise it returns false. This can also be written as less than(number,number)
`

`number >> number
Checks to see if the first number is greater than the second number. If it is, it returns true, otherwise it returns false. This can also be written as greater than(number,number)
`

`number <= number
Checks to see if the first number is less than or equal to the second number. If it is, it returns true, otherwise it returns false. This can also be written as less than or equal to(number,number)
`

`number >= number
Checks to see if the first number is greater than or equal to the second number. If it is, it returns true, otherwise it returns false. This can also be written as greater than or equal to(number,number)
`

`value,and,value
Returns the bitwise AND of both values. In other words, for each bit in each value, they are compared to see if they are both "1". If they are, the result bit is set to 1. Otherwise, it's set to 0.
See also:`

- &&

`value,or,value
Returns the bitwise OR of both values. In other words, for each bit in each value, they are compared to see if either bit is "1". If one is, the result bit is set to 1. Otherwise, it's set to 0.
See also:`

- ||

`value,xor,value
Returns the bitwise AND of both values. In other words, for each bit in each value, they are compared to see if either (but not both!) bit is "1". If ONE is, the result bit is set to 1. Otherwise, it's set to 0.
See also:`

- ^^

`value && value
Returns true if both of the values are true (non-zero). If either of them is false, and returns false. This command uses shortcut evaluation: if the first argument is false, the second argument is never evaluated.
`

`value || value
Returns true if at least one of the values are true (non-zero). Only if both of them are false does or return false. This command uses shortcut evaluation: if the first argument is true, the second argument is never evaluated.
`

`value ^^ value
Returns true if one, but not both of the values are true (non-zero). If both of them are true, or both of them are false, ^^ returns false.
`

`not (value)
Returns the logical complement/negation of a value. That is, it returns true (1) if the value is false (0), or false (0) if the value is true (non-zero).
`

Flow Control

`begin,other commands,end
Begin is a synonym for ( and end is a synonym for ). Parenthesis are normally used for bracketing things that all fit on the same line, and begin/end statements are often used to enclose very long things such as whole scripts or long flow control blocks that take up several lines. For example, the following two blocks of code are identical:
`

    if (check tag(2)) then (show text box (5),wait for text box)

    if (check tag(2)) then
    begin
    	show text box (5)
    	wait for text box
    end

`end
See begin`

`if(condition) then(commands) else(commands)
The if statement checks the value of its condition, and if the value is true, it runs the commands in the then block. If the value is false, it runs the commands in its else block. The conditional is usually an equality operator such as == or <>, or it is a check tag command. The else is optional as long as you have a then, and the then is optional as long as you have an else. There are some examples of if statements in the HamsterSpeak Specification, and in WANDERP.HSS
`

`then
See if`

`else
See if`

`while(condition) do(commands)
The while command checks the value of its condition, and if the value is true it runs the commands in the do block. It keeps checking the conditional and runs the do block over and over again until the conditional returns false. The conditional is usually an equality operator such as == or <>, or it is a check tag command.
`

`do
See also:`

- while,
- for

`for(counter,start,finish,step) do(commands)
The for command runs the commands in the do block a specified number of times. The first argument to for is the counter. It must be a variable. The next two arguments are the starting value and the finishing value. For example, if you use a start value of 1 and a finish value of 10 then the do block will run 10 times. The first time the do block runs, the counter will be 1, then it will be 2, then 3 and so on until it reaches 10, the finish value. The fourth argument of for is optional. It is the step by which the counter will change each loop. If you use a step of 2 then the counter will count 1,3,5,7,9. If you switch the start and finish values and use a step of -1 then the counter will go backwards. If you use 0 as the step, the counter will never change, so the do block will repeat forever. There are examples of for commands in WANDERP.HSS
`

`return(value)
Sets the value to be returned by the script. This is only useful when the script has been called as a function from another script. It is irrelevant to scripts called directly from your RPG, for example, text box scripts or menu scripts. This command only matters when you are calling one script from another script. This command does NOT cause the script to terminate, it just sets the return value. If you never use the return command, the script will return a zero. If return is used more than once in the same script, only the last one executed matters.`

    script, key wait, ticks, begin
      # Returns true if the wait was cancelled by a keypress.
      # or false (0) if the wait finished uninterrupted.
      variable(i)
      for(i, 1, ticks) do, begin
        wait(1)
        if(key is pressed(key:ENTER)) then(return(true))
        if(key is pressed(key:SPACE)) then(return(true))
        if(key is pressed(key:CTRL)) then(return(true))
        if(key is pressed(key:ALT)) then(return(true))
        if(key is pressed(key:ESC)) then(return(true))
        if(key is pressed(joy:button 1)) then(return(true))
        if(key is pressed(joy:button 2)) then(return(true))
      end
    end

    plotscript, usage example, begin
      show text box(5) # let all volunteers take one step forward!
      if(key wait(40)) then(
        walk hero(me, north, 1)
        wait for hero(me)
        show text box(6) # You there! I saw you move! You volunteer!
      )else(
        show text box(7) # a bunch of lily livered cowards, eh?
      )
    end

See also:

- exit returning

`exit returning(value)
Sets the value to be returned by the script, and exits the script. This is only useful when the script has been called as a function from another script.`

    script, key wait, ticks, begin
      # Returns true if the wait was cancelled by a keypress.
      variable(i)
      for(i, 1, ticks) do, begin
        wait(1)
        if(key is pressed(key:ENTER)) then(exit returning(true))
        if(key is pressed(key:SPACE)) then(exit returning(true))
        if(key is pressed(key:CTRL)) then(exit returning(true))
        if(key is pressed(key:ALT)) then(exit returning(true))
        if(key is pressed(key:ESC)) then(exit returning(true))
        if(key is pressed(joy:button 1)) then(exit returning(true))
        if(key is pressed(joy:button 2)) then(exit returning(true))
      end
      exit returning(false)
    end

    plotscript, usage example, begin
      show text box(5) # let all volunteers take one step forward!
      if(key wait(40)) then(
        walk hero(me, north, 1)
        wait for hero(me)
        show text box(6) # You there! I saw you move! You volunteer!
      )else(
        show text box(7) # a bunch of lily livered cowards, eh?
      )
    end

The exit returning command works exactly the same as the return command followed immediately by script. Whether you decide to use return or exit returning to set your script's return value is often just a matter of style and taste.
See also:

- return,
- exit script

`exit script
Causes the script to end immediately
See also:`

- exit returning

`break
breaks out of a for or while command and continue the script after the end of the do block.
`

`continue
When used inside the do block of a for or while command, continue skips the rest of the do block and continues on to the next loop. When used inside a switch statement, continue flows on to the next case block
`

`switch(expression)
select between a number of case statements based on the value of an expression.`

    switch(v) do(
      case(0) do(
        do foo
      )
      case(1) do(
        do bar
      )
      case(2) do(
        do baz
      )
      case(3) do(
        do something else
      )
      case(10) do(
        do yet another thing
      )
    )

The select command is an alternative to a big block of nested if/then/else commands that all check the same value. Switch can be easier to read than a lot of if's. The example below shows how the same switch stattement would be written with if/then/else

    if(v == 0) then(
      do foo
    )else(
      if(v == 1) then(
        do bar
      )else(
        if(v == 2) then(
          do baz
        )else(
          if(v == 3) then(
            do something else
          )else(
            if(v == 10) then(
              do yet another thing
            )
          )
        )
      )
    )

Besides readability, there is one other important difference between these two examples. The switch command only checks the value of v once. the if/the/else method checks v repeatedly, so it could be slower, and could be suceptible to errors if you accidentally change the value of v somewhere in the middle.
See also:

- case

`case(value)
The case command is used to enclose a block of commands for one possible result of a switch command. See switch for more details.
`

Advanced Commands

`set hero picture (who,picture,type)
Permanently changes a hero's picture. The first argument is the hero's position in the party. (Use find hero if you want refer to the hero by name.) The second argument is the index number of the picture to use, and the last argument is a constant inside battle or outside battle, which determines if you are changing the hero's battle picture or their walkabout picture. If the last argument is left out, outside battle is assumed.
See also:`

- reset hero picture

`set hero palette (who,palette,type)
Permanently changes a hero's 16-color palette. The first argument is the hero's position in the party. (Use find hero if you want refer to the hero by name.) The second argument is the index number of the 16-color palette to use, and the last argument is a constant inside battle or outside battle, which determines if you are changing the hero's battle palette or their walkabout palette. If the last argument is left out, outside battle is assumed.
See also:`

- reset hero palette

`get hero picture (who,type)
A function that returns the index number of a hero's picture. The first argument is the hero's position in the party as returned by find hero. The second argument is a constant inside battle or outside battle, which determines if you are checking the hero's battle picture or their walkabout picture. If the second argument is left out, outside battle is assumed.
`

`get hero palette (who,type)
A function that returns the index number of a hero's 16-color palette. The first argument is the hero's position in the party as returned by find hero. The second argument is a constant inside battle or outside battle, which determines if you are checking the hero's battle palette or their walkabout palette. If the second argument is left out, outside battle is assumed.
`

`reset hero picture (who,type)
Resets a hero's picture that was previously changed with set hero picture back to the default picture. The first argument is the hero's position in the party. (use find hero if you want refer to the hero by name). The second argument is a constant inside battle or outside battle, which determines if you are changing the hero's battle picture or their walkabout picture. If the last argument is left out, outside battle is assumed.
See also:`

- set hero picture

`reset hero palette (who,type)
Resets a hero's palette that was previously changed with set hero palette back to the default palette. The first argument is the hero's position in the party. (Use find hero if you want refer to the hero by name.) The second argument is a constant inside battle or outside battle, which determines if you are changing the hero's battle palette or their walkabout palette. If the last argument is left out, outside battle is assumed.
See also:`

- set hero picture

`alter NPC (who,NPCstat,value)
Changes the stats of an NPC. Constants for this command have been included in PLOTSCR.HSD. Alter NPC can be used for many purposes.
`

- Alter NPC (who,NPCstat:picture,picture number)
- Alter NPC (who,NPCstat:palette,palette number)
- Alter NPC (who,NPCstat:move type,move type code)
  Available move types
  - NPCmovetype:standstill
  - NPCmovetype:wander
  - NPCmovetype:pace
  - NPCmovetype:rightturns
  - NPCmovetype:leftturns
  - NPCmovetype:randomturns
  - NPCmovetype:chaseyou
  - NPCmovetype:avoidyou
- Alter NPC (who,NPCstat:move speed,speed)
- Alter NPC (who,NPCstat:display text,text box number)
- Alter NPC (who,NPCstat:when activated,when activated code)
  Available when activated codes
  - NPCwhenactivated:changedirection
  - NPCwhenactivated:faceplayer
  - NPCwhenactivated:donotfaceplayer
- Alter NPC (who,NPCstat:give item,item number + 1) ... Note that the item number is offset + 1. A zero means no item.
- Alter NPC (who,NPCstat:pushability,pushability code)
  Available pushability codes
  - NPCpush:off
  - NPCpush:full
  - NPCpush:horizontal
  - NPCpush:vertical
  - NPCpush:uponly
  - NPCpush:rightonly
  - NPCpush:downonly
  - NPCpush:leftonly
- Alter NPC (who,NPCstat:activation,activation code)
  Available activation codes
  - NPCactivation:use
  - NPCactivation:touch
  - NPCactivation:stepon
- Alter NPC (who,NPCstat:script,script ID)
- Alter NPC (who,NPCstat:script argument,number)
- Alter NPC (who,NPCstat:vehicle,vehicle ID+1)

Normally you would only give an NPC ID number to alter NPC, but if you want to use an NPC reference it will still work. Just remember that alter NPC changes every copy of the NPC on the map, not just the specific one you referenced.
A good way to make use of Alter NPC is to wrap it in your own script. For example:

    # Example AlterNPC wrapper for changing NPC appearance

    plotscript,change NPC,who=0,picture=0,palette=0,begin
      Alter NPC(who,NPCstat:picture,picture)
      Alter NPC(who,NPCstat:palette,palette)
    end

If you want to change an NPC's palette back to the default, you can use Alter NPC(who, NPCstat:palette, -1)

`read NPC (who,NPCstat)
Returns data such as picture, palette, walking speed, text box, etc. for an NPC. Use the same constants as alter NPC.`

If you use this command to read the give item number, the result is offset + 1. A zero means no item.

`set death script (id)
Changes the script that is run when you die in battle. The argument is the script's ID number, NOT the script's name. Calling set death script with no argument disables the death script.
`

`get death script
Returns the ID number of script that is run when you die in battle.
`

`set load script (id)
Changes the script that is run when you load a saved game. The argument is the script's ID number, NOT the script's name. Calling set load script with no argument disables the load script.
`

`get load script
Returns the ID number of script that is run when you load a saved game.
`

`set on keypress script (id)
Changes the script that is run when you press a key. The argument is the script's name preceded by an @ sign. You can also use the ID number for old-style scripts. Calling set on keypress script with no argument disables the keypress script. The effect goes away if you change maps or fight a battle.
`

    set on keypress script(@keyhandlerscript)

`get on keypress script
Returns the ID number of script that is run when you press a key.
`

`set each step script (id)
Changes the script that is run when you take a step. The argument is the script's ID number, NOT the script's name. Calling set each step script with no argument disables the each step script. The effect goes away if you change maps or fight a battle.
`

`get each step script
Returns the ID number of script that is run when you take a step.
`

`set instead of battle script (id)
Changes the script that is run instead of a battle when one is triggered. The argument is the script's ID number, NOT the script's name. Calling set instead of battle script with no argument disables the instead of battle script. The effect goes away if you change maps or fight a battle.
`

`get instead of battle script
Returns the ID number of script that is run instead of battles.
`

`set harm tile damage (amount)
Sets the amount of damage taken when you step on a harm tile. The effect goes away if you change maps or fight a battle.
`

`set harm tile flash (color)
Sets the color (from the master palette) which the screen flashs when you step on a harm tile. Call with no argument to disable the flash. The effect goes away if you change maps or fight a battle.
`

`set foot offset (offset)
Sets the foot offset in pixels, the vertical displacement of npc and hero sprites from the base of the tiles on which they stand. The effect goes away if you change maps or fight a battle.
`

`get foot offset
Returns the map's foot offset.
`

`draw NPCs above heroes (setting)
Sets whether NPCs are drawn above heroes or the default of beneath. The effect goes away if you change maps or fight a battle.
`

`set map edge mode (mode, default tile)
Sets the behaviour at the edge of the map. Use the constants crop, wrap and default tile. When the behaviour is default tile, you should give a second argument specifying which tile should be displayed off the boundaries of the map, otherwise ignore the second argument. The effect goes away if you change maps or fight a battle.
`

`get map edge mode
Returns the map's edge mode. Use the constants crop, wrap and default tile to compare with the value returned.
`

`find hero (who)
Searches through your (battle) party to see if the specified hero is there, and returns the position where the hero was found, or -1 if the hero was not found. The position in the party is needed by most commands operating on heroes. You can use the names defined in your HSI file in the format hero:name for the ID number of the hero (as it has in the Edit Hero Stats menu). Not only does this tell you if a hero is in your party, but you can also use it to tell whether or not the hero is in your active party. find hero will return 0, 1, 2 or 3 if the hero is in the active party, and 4 or higher if the hero is in the reserve. Note that position in the battle party is not the same as position in the caterpillar: the leader is not necessarily hero 0. The opposite to find hero is hero by slot.
See also:`

- rank in caterpillar

`hero by slot (where)
This command is the reverse of find hero. Given a position in your party, it will tell you which hero is in that slot, or -1 if no hero is in that slot. The number returned can be compared with the names defined in your HSI file in the format hero:name.
`

`rank in caterpillar (who)
Searches through your active party to see if the specified hero is there, and returns the position int the walkabout caterpillar where the hero was found, or -1 if the hero was not found. Use the names defined in your HSI file in the format hero:name. This is particularaly useful if you need to use a command like walk hero but you are not sure which position the hero is in.
See also:`

- find hero

`hero by rank (where)
This command is the reverse of rank in caterpillar. Given a position in your walkabout party, it will tell you which hero is in that position, or -1 if no hero is in that position. The number returned can be compared with the names defined in your HSI file in the format hero:name.
`

`get hero stat (who,stat,type)
A function that returns one of a hero's stats. The first argument is the position of the hero you want to check in your party as as returned by find hero. The second argument is the name of the stat that you want to check. The names of the stats are also define in your HSI file in the form stat:name. The third argument is either current stat or maximum stat. If you leave the last argument blank, current stat will be assumed.
See also:`

- set hero stat,
- set enemy stat,
- get enemy stat

`set hero stat (who,stat,value,type)
A command that changes one of a hero's stats. The first argument is the position of the hero you want to change in your party as returned by find hero. The second argument is the name of the stat that you want to change. The names of the stats are also define in your HSI file in the form stat:name. The third argument is the new value of the stat. The last argument is either current stat or maximum stat. If you leave the last argument blank, current stat will be assumed.
See also:`

- get hero stat,
- set enemy stat,
- get enemy stat

`set capped hero stat (who,stat,value,type)
A command that changes one of a hero's stats. The first argument is the position of the hero you want to change in your party as returned by find hero. The second argument is the name of the stat that you want to change. The names of the stats are also define in your HSI file in the form stat:name. The third argument is the new value of the stat. The last argument is either current stat or maximum stat. If you leave the last argument blank, current stat will be assumed. Unlike set hero stat, this command is not allowed to exceed the stat caps.
See also:`

- set hero stat,
- get hero stat cap

`get hero stat cap (stat)
A function that returns the maximum allowed value for a hero stat. The argument is the stat you want to check, either as a number or using the stat:name constants defined in your HSI file. If the return value is 0 or false there is no stat cap for that stat.
See also:`

- set capped hero stat

`get hero level (who)
A function that returns a hero's current level. The argument is the position of the hero you want to check in your party as as returned by find hero. The return value with be your current level, from 0 to 99
See also:`

- set hero level,
- total experience

`set hero level (who, level, forgetspells)
A command that sets a hero's current level. The first argument is the position of the hero you want to change in your party as as returned by find hero. You can specify any hero in the active or reserve party and any (non-negative) level. Unlike old workarounds, this command teachs the hero any spells they would have learnt by that level and correctly sets the experience to next levelup (experience gained to the current next level is lost). You can also decrease the hero's level, which will cause spells to be forgotten, unless the optional 3rd argument (defaulting to true) is set as false.
See also:`

- get hero level,
- hero levelled,
- spells learnt,
- set experience

`set experience (who, experience, allowforget)
Sets a hero's total experience and updates their experience level, stats and spell list. The argument is the position of the hero you want to check in your party as as returned by find hero. To decrease a hero's level without forgetting spells which are learnt at a certain experience level, pass false as the optional third argument.
See also:`

- set hero level,
- total experience,
- hero levelled,
- spells learnt

`get level MP (who, mp level slot)
Returns a hero's level MP (FF1-style MP). The argument who is the hero's position in the party, as returned by find hero. The argument mp level slot is a number from 0 to 7 that represents a row of spells in the hero's spell list.
`

`set level MP (who, mp level slot, new value)
Changes a hero's level MP (FF1-style MP). The argument who is the hero's position in the party, as returned by find hero. The argument mp level slot is a number from 0 to 7 that represents a row of spells in the hero's spell list. The argument new value is the new number of level MP points. Each point represents one spell from that row.
`

`read global (id)
A function that returns the value of a global variable using its ID number instead of its name. Why would you want to do a silly thing like that? Because it allows you to simulate simple fake arrays, in the old C-pointer style.
See also:`

- write global

`write global (id,value)
A function that writes a value into a global variable using its ID number instead of its name. Why would you want to do a silly thing like that? Because it allows you to simulate simple fake arrays, in the old C-pointer style
See also:`

- read global

`set battle wait mode (state)
Set whether or not battles pause on spell and item menus. If the argument is off then enemies continue to attack while menus are up, if the argument is on then enemies wait while menus are up.
`

`set caterpillar mode (state)
Sets whether or not to display the whole party in "caterpillar" style. If the argument is off then only the leader will be displayed. If the argument is on then the whole party will be displayed. (do not confuse this with the suspend caterpillar and resume caterpillar commands, which only apply when caterpillar mode is ON)
`

`set no HP level up restore (state)
Sets whether or not a hero regains full HP after a levelup. If the argument is off then HP is restored on a levelup. If the argument is on then the hero's HP is not restored on a levelup.
`

`set no MP level up restore (state)
Sets whether or not a hero regains full MP after a levelup. If the argument is off then MP is restored on a levelup. If the argument is on then the hero's MP is not restored on a levelup.
`

`set inn no revive mode (state)
Sets whether or not inns restore dead heroes to life. If the argument is off then dead heroes are restored by inns. If the argument is on then dead heroes remain dead in inns.
`

`set full hero swap mode (state)
Sets whether or not you can swap heroes in and out of your active party from the menu. If the argument is off then the "Order" menu will be available. If the argument is on then the "Team" menu will be available.
`

`hide battle ready meter (state)
Sets whether or not the ready meter appears in battle. If the argument is off then the ready meter appears. If the argument is on then the ready meter will be hidden.
`

`hide battle health meter (state)
Sets whether or not the health meter appears in battle. If the argument is off then the health meter appears. If the argument is on then the health meter will be hidden.
`

`set debug keys disable (state)
Sets whether or not the debugging keys are allowed. If the argument is off then debugging keys are allowed. If the argument is on then debugging keys are disabled.
`

`set dead heroes gain experience (state)
Sets whether or not dead heroes gain experience from battles. If the argument is off then only living heroes gain experience. If the argument is on then dead heroes get it too.
`

`allow minimap (setting)
Sets whether the Map option appears in the menu. Give no argument or true to enable, or false to disable. The effect goes away if you change maps or fight a battle.
See also:`

- show mini map

`allow save anywhere (setting)
Sets whether the Save option appears in the menu. Give no argument or true to enable, or false to disable. The effect goes away if you change maps or fight a battle.
See also:`

- save menu

`autosave
Transparently saves the game to the last save slot used, or if the game has not been saved yet, calls save menu. Returns the number of the last save slot, or if the user cancelled the save menu, returns false
See also:`

- last save slot

`save in slot (slot)
Saves in the specified save slot (1 to 32, where only 1 to 4 are visible on the save and load menus). If a saved game already exists in the slot, it will be overwritten. If you want to make sure that no save game will be overwritten, use save slot used. To display the save game menu instead, use save menu.
`

`load from slot (slot)
Loads a saved game from a save slot (where slot is a slot number from 1 to 32, slots 5-32 are hidden) as if it had been loaded from the load game menu. This command will end the current game if it successfully loads. If the load fails because the slot has never been saved in, the script will continue.
`

`delete save (slot)
Deletes a saved game in the specified save slot (1 to 32, only 1 to 4 appear on the builtin menus). The save will no longer be visible on the load game menu or loadable with load from slot. However, import globals can still be used to read globals out of the slot.
See also:`

- save in slot

`import globals (slot, first, last)
and
import globals (slot, id)
Loads a range of globals from a saved game, overwriting the current globals in that range. slot is the save slot number, from 1 to 32. Note that only slots 1-4 appear on the save/load menus. first and last are the id numbers of the globals at the beginning and end of the range. If you leave out both of first and last all global variables will be imported.
To read a single global from a save slot without modifying any of your globals, use the form 'var := import globals (slot, id)'
This is NOT the same thing as 'import globals (slot, id, id)', which does modify the global variable.
import globals and export globals can be used to save and retrieve info about a saved game without loading it, and also to store variables that any game the player starts can use, like in the following example:
`

    global variable (100, game completed)
    global variable (101, hours to complete)
    global variable (102, minutes to complete)

    plotscript, game finished, begin
      game complete := true
      hours to complete := hours of play
      minutes to complete := minutes of play
      export globals (5, 100, 102) #special slot that the player can not load, which we can use for anything
    end

    plotscript, check game finished, begin
      import globals (5, 100, 102) #copy saved values into globals 100, 101, 102
      if (game completed) then (
        show textbox (105) #"you have previously finished this game in ${V101} hours and ${V102} minutes"
      ) else (
        show textbox (106) #"you have yet to complete the game!"
      )
      wait for textbox
    end

See also:

- export globals,
- read global

`export globals (slot, first, last)
Writes a range of globals to a save game slot, overwriting the saved game's globals. slot is the save slot number, from 1 to 32. Note that only slots 1-4 appear on the save/load menus. first and last are the id numbers of the globals at the beginning and end of the range. first defaults to 0, and last defaults to 4095. Therefore, if you pass no range, all the globals will be written.`

You can export globals to an empty slot! This doesn't create a visible save game that the player can load, however you will still be able to read them with import globals.
Unlike importglobals, 'export globals (slot, first)' does NOT export a single global variable!
See also:

- import globals,
- write global

`run script by ID (id, argument1, argument2, argument3...)
The run script by id allows you to run a script using its ID. The advantage of this as opposed to just calling the script directly is that the ID may be stored in a variable, or it could be the function return value of another script. Arguments after the ID will be passed to the script. The script can also return a value as normal. A runtime error is displayed and -1 is returned if the script does not exist. You can pass up to 31 arguments to the script.`

No check on the correct number of arguments can be performed, so default arguments are not used.

    plotscript,scriptcallingtest,begin
      show value (run script by id (@sum, 1, 2, 3))
    end

    script,sum,a,b,c,begin
      return(a+b+c)
    end

`get damage cap
Returns the current damage cap, or 0 if none
`

`set damage cap (cap)
Sets the current damage cap to cap. Use 0 for no cap.
`

`trace (string)
Writes string #string to "g_debug.txt", located in the same directory as the RPG file or game.exe. For debugging you will nearly always use trace value instead, which is much easier.
`

    variable (i)
    i := random (1, 1000)
    $1 = "i = "
    append number (1, i) #"i = 1"
    trace (1) # writes "TRACE: i = XYZ" to g_debug.txt

`trace value (expression, ...)
Prints one or more expressions and their values to "g_debug.txt". The number of arguments to this command is variable; each is printed in original textual along with its value. You can't print strings with this command; use trace instead.
`

    variable(i)
    i := random (1, 1000)
    trace value (i)  # writes "TRACE: i = XYZ" to g_debug.txt

    # This writes something like "TRACE: hero X (me) = 14, hero Y (me) = 53" to g_debug.txt
    trace value (hero X (me), hero Y (me))

`save map state (whichdata, customid)
Saves the state of the current map to a temporary file which will be loaded (unless the map is set to ignore that particular data) when you reenter the current map, in the same way as a map set to save (remember) NPC or tile data: the saved state will be used instead of the map data in the RPG file. Both arguments are optional and are only for advanced uses.
Map state is not saved in saved games, and the temporary files will be deleted when you load or start a new a game!
whichdata is an or'd combination of the following constants, which specify exactly what you want to save:
`

- mapstate:all = mapstate:mapsettings, or, mapstate:npcs, or, mapstate:tiles
- mapstate:npcs = mapstate:npclocations, or, mapstate:npcdefinitions
- mapstate:tiles = mapstate:tilemap, or, mapstate:passmap
- mapstate:mapsettings
- mapstate:npclocations
- mapstate:npcdefinitions
- mapstate:tilemap
- mapstate:passmap

The default is mapstate:all.
If customid is passed, it is used to save the state in a separate state file with an id number of customid which can only be loaded with load map state. There are 32 available slots for use: 0 - 31.
Note that mapstate:mapsettings (also saved by mapstate:all) is special in that if you save it, it will always be loaded when the map is loaded regardless of settings. It saves all the settings found in the General Map Settings menu like the tileset, ambient music, footoffset, map trigger scripts, and so forth.

    plotscript, generic menu screen, begin
      variable (remember map, remember x, remember y)
      remember map := current map
      remember x := hero x
      remember y := hero y
      # we want NPCs and things to stay in the same place after we come back from the menu
      save map state

      fade screen out
      wait
      teleport to map (map:generic menu)
      fade screen in
      wait

      # menu code here
      #...
      #...

      fade screen out
      wait
      teleport to map (remember map, remember x, remember y)
      # assume the map is set to load state only, the default (otherwise, use load map state)
      fade screen in
      wait

      # we want the map to go back to resetting whenever you enter/exit it (like normal)
      delete map state
    end

`load map state (whichdata, customid)
Load temporary map state data previously saved either by save map state or when leaving a map set to remember state. The two arguments are optional and for advanced use. whichdata is a set of bits in the save map state format to determine what exactly to load. The default is mapstate:all. customid is a number between 0 and 31 of a slot in which a custom save was made. Data from a different map can be loaded, but only tile data from a map of the same size! If you attempt to load state data which has not been saved then it will be loaded from the game files instead, unless you are using customid, in which case nothing will be loaded.
`

`reset map state (whichdata)
Reloads original unaltered map data from the RPG file. whichdata is a set of bits in the save map state format to determine what exactly to load. It is optional and the default is mapstate:all. This does not remove temp state files for the map, so they could still be loaded instead when you next enter the map, use delete map state to remove them if wanted.
`

`delete map state (whichdata)
Deletes temporary map state files for the current map, so that if the map is set to load NPC or tile data it will load the original data from the game files when it is entered. whichdata is a set of bits in the save map state format to determine what exactly to delete. The default is mapstate:all.
`

`get tile animation offset (animation pattern, layer)
Returns the offset from the starting tile that the animation pattern (either 0 or 1) of the tileset in use by the layer (0 to 2) is currently at. For example, if the pattern has stepped 1 to the right, the offset is 1, if it has moved down 2 and 1 to the left, it is 31 (2 * 16 - 1). Because different layers can have different tilesets, you might need to specify the layer with the tileset to examine; otherwise layer 0 is assumed.`

Layers that use the same tileset do NOT have different copies of the tileset. Layers with the same tileset will always have the same tile animation offsets.
See also:

- read map block,
- animation start tile

`set tile animation offset (animation pattern, offset, layer)
Sets the offset from the starting tile that an animation pattern (either 0 or 1) of a tileset in use by a layer (0 to 2) is currently at. If there is a pattern defined, it will continue to step left, right, up and down from the offset you give it, until the end of the animation is reached, when the offset is reset to 0. Because different layers can have different tilesets, you might need to specify the layer with the tileset to examine; otherwise layer 0 is assumed.`

Layers that use the same tileset do NOT have different copies of the tileset. Layers with the same tileset will always have the same tile animation offsets, you can not change them independently.

`milliseconds
Use to measure time intervals accurately. Subtract two values returned by milliseconds at different times to find the number of ms (1000ths of a second) elapsed in between. A single value is useless (the computer's uptime or any random value).
`

Predefined Constants

`Numeric Constants
PLOTSCR.HSD defines constants for the numbers from 0 to 10. you can use these constants to make your scripts look friendly :)
zero, one, two, three, four, five, six, seven, eight, nine, ten
`

`zero
See Numeric Constants`

`one
See Numeric Constants`

`two
See Numeric Constants`

`three
See Numeric Constants`

`four
See Numeric Constants`

`five
See Numeric Constants`

`six
See Numeric Constants`

`seven
See Numeric Constants`

`eight
See Numeric Constants`

`nine
See Numeric Constants`

`nine
See Numeric Constants`

`Key Constants
PLOTSCR.HSD defines constants that correspond to each of the usable keys (or joystick buttons) that the player can press while playing. These are useful with the wait for key command.
any key, up key, down key, left key, right key, use key, menu key, cancel key
`

`any key
See Key Constants`

`up key
See Key Constants`

`down key
See Key Constants`

`left key
See Key Constants`

`right key
See Key Constants`

`use key
See Key Constants`

`menu key
See Key Constants`

`cancel key
See Key Constants`

`Boolean Constants
PLOTSCR.HSD defines constants for true and false, and for ON and OFF. These are useful for checking and setting the values of tags, and in conditional statements.
true, false, on, off
`

`true
See Boolean Constants`

`false
See Boolean Constants`

`on
See Boolean Constants`

`off
See Boolean Constants`

`Direction Constants
PLOTSCR.HSD defines constants for each of the four directions. These constants are useful for commands such as walk hero and walk NPC, which take a direction as an argument.
north, south, east, west, up, down, right, left
`

`north
See Direction Constants`

`south
See Direction Constants`

`east
See Direction Constants`

`west
See Direction Constants`

`up
See Direction Constants`

`down
See Direction Constants`

`right
See Direction Constants`

`left
See Direction Constants`

`me
me is a constant that can be used to refer to the first hero in your party (hero zero) in any command that takes a hero number as an argument.
`

`none
none is a constant that means the same as zero.
`

`autonumber
autonumber is a constant that is used as the ID number in old-style define script commands. This is not needed anymore. Use script instead.
`

`current stat
A constant for use with the get hero stat and set hero stat commands.
`

`maximum stat
A constant for use with the get hero stat and set hero stat commands.
`

`inside battle
A constant used in the get hero picture, set hero picture, get hero palette, set hero palette, reset hero picture and reset hero palette commands to represent the battle graphics.
`

`outside battle
A constant used in the get hero picture, set hero picture, get hero palette, set hero palette, reset hero picture and reset hero palette commands to represent the walkabout graphics.
`

`Color Constants
PLOTSCR.HSD defines constants for each of the three primary colors. These are used in commands like read color or write color
color:red, color:green, color:blue
`

`color:red
See Color Constants`

`color:green
See Color Constants`

`color:blue
See Color Constants`

`Mouse Constants
PLOTSCR.HSD defines constants for use with the mouse functions. They're used the mouse button command.
left button, right button
`

`left button
See Mouse Constants`

`right button
See Mouse Constants`

`get count
When passed to NPC at pixel, NPC at spot, slice at pixel or childsliceatpixel they return the number of NPCs or slices at that spot. With spells learnt returns the number of spells a hero learnt. With find enemy in formation, returns the number of enemies, or the number of some kind of enemy in the formation.
`

`Tile Constants
PLOTSCR.HSD defines constants for use with functions like read pass block or write pass block.
north wall, east wall, south wall, west wall, vehicle A, vehicle B, harm tile, overhead tile
`

`north wall
See Tile Constants`

`east wall
See Tile Constants`

`west wall
See Tile Constants`

`south wall
See Tile Constants`

`vehicle A
See Tile Constants`

`vehicle B
See Tile Constants`

`harm tile
See Tile Constants`

`overhead tile
See Tile Constants`

`crop
A constant used in set map edge mode which makes the edges of the map impassible and prevents the camera from scrolling off them.
`

`wrap
A constant used in set map edge mode which lets the player walk over the edge of the map around to the opposite side.
`

`default tile
A constant used in set map edge mode which makes the edges of the map impassible and displays a specified tile everywhere off the edge of the map.
`

`party
Pass as first argument to give experience to divide the experience between all the live heroes in the battle (active) party.
`

`x axis
Pass to joystick axis to specify the X axis (left and right).
`

`y axis
Pass to joystick axis to specify the Y axis (up and down).
`

`timer: default
Pass to set timer to leave one of the parameters at its default setting. Valid for any parameter except id
`

`timer: game over
Pass to set timer in the trigger field to have the game end when the timer runs out.
`

`timer flag: critical
Pass to set timer in the flags field to indicate that if the timer runs out during a battle, it should end the battle immediately.
`

`timer flag: battle
Pass to set timer in the flags field to indicate that the timer should run during battle. Otherwise, the timer will be paused during battle.
`

`timer flag: menu
Pass to set timer in the flags field to indicate that the timer should run while the player is in the menu. Otherwise, it will be paused while the player is in the main menu.
`

`song: silence
Used with set formation song and get formation song to indicate an enemy formation without music. Used by set ambient music and get ambient music for a silent map.
`

`song: same as last map
Used with set formation song and get formation song to indicate an enemy formation which uses the same music as the map. Used by set ambient music and get ambient music for a map that continues with the last map's music.
`

`song: same as map
See song: same as last map`

Stats: There are 695 commands in this file, of which 57 are only references to other commands.

This file was generated from an XML file. The contents were painstakingly transcribed by Mike Caron from the original Plotscripting Dictionary, which was created by James Paige.