Engine02 Script Commands - Hotspots
Index:
Complete Hotspot Position:
| (D) (E) | _Obj=Obj_Hotspot |
| (D) (E) | _Obj=Chr_Hotspot |
| (D) (E) | _Chr=Obj_Hotspot |
| (D) (E) | _Chr=Chr_Hotspot |
| (D) (E) | _Reg=Obj_Hotspot |
| (D) (E) | _Reg=Chr_Hotspot |
| (D) (E) | _Reg=Chr_Hotspot_Wrapped |
| (D) (E) | _Reg=Obj_Hotspot_Wrapped |
| (D) (E) | _Chr=Chr_Hotspot_Wrapped |
| (D) (E) | _Chr=Obj_Hotspot_Wrapped |
| (D) (E) | _Obj=Chr_Hotspot_Wrapped |
| (D) (E) | _Obj=Obj_Hotspot_Wrapped |
Hotspot X or Y Position:
| (D) (E) | _Reg=Chr_HotspotX |
| (D) (E) | _Reg=Obj_HotspotX |
| (D) (E) | _Chr=Chr_HotspotX |
| (D) (E) | _Chr=Obj_HotspotX |
| (D) (E) | _Obj=Chr_HotspotX |
| (D) (E) | _Obj=Obj_HotspotX |
| (D) (E) | _Reg=Chr_HotspotY |
| (D) (E) | _Reg=Obj_HotspotY |
| (D) (E) | _Chr=Chr_HotspotY |
| (D) (E) | _Chr=Obj_HotspotY |
| (D) (E) | _Obj=Chr_HotspotY |
| (D) (E) | _Obj=Obj_HotspotY |
| (D) (E) | _Reg=Chr_HotspotX_Wrapped |
| (D) (E) | _Reg=Obj_HotspotX_Wrapped |
| (D) (E) | _Chr=Chr_HotspotX_Wrapped |
| (D) (E) | _Chr=Obj_HotspotX_Wrapped |
| (D) (E) | _Obj=Chr_HotspotX_Wrapped |
| (D) (E) | _Obj=Obj_HotspotX_Wrapped |
| (D) (E) | _Reg=Chr_HotspotY_Wrapped |
| (D) (E) | _Reg=Obj_HotspotY_Wrapped |
| (D) (E) | _Chr=Chr_HotspotY_Wrapped |
| (D) (E) | _Chr=Obj_HotspotY_Wrapped |
| (D) (E) | _Obj=Chr_HotspotY_Wrapped |
| (D) (E) | _Obj=Obj_HotspotY_Wrapped |
MainBounds Border Position:
| (D) (E) | _Reg=Chr_MainBound |
| (D) (E) | _Reg=Obj_MainBound |
| (D) (E) | _Chr=Chr_MainBound |
| (D) (E) | _Chr=Obj_MainBound |
| (D) (E) | _Obj=Chr_MainBound |
| (D) (E) | _Obj=Obj_MainBound |
| (D) (E) | _Reg=Chr_MainBound_Wrapped |
| (D) (E) | _Reg=Obj_MainBound_Wrapped |
| (D) (E) | _Chr=Chr_MainBound_Wrapped |
| (D) (E) | _Chr=Obj_MainBound_Wrapped |
| (D) (E) | _Obj=Chr_MainBound_Wrapped |
| (D) (E) | _Obj=Obj_MainBound_Wrapped |
Descriptions:
Complete Hotspot Position:
_Obj=Obj_Hotspot
_Obj=Chr_Hotspot
_Chr=Obj_Hotspot
_Chr=Chr_Hotspot
_Reg=Obj_Hotspot
_Reg=Chr_Hotspot
_Reg=Chr_Hotspot_Wrapped
_Reg=Obj_Hotspot_Wrapped
_Chr=Chr_Hotspot_Wrapped
_Chr=Obj_Hotspot_Wrapped
_Obj=Chr_Hotspot_Wrapped
_Obj=Obj_Hotspot_Wrapped
(ALL) (Example)
Sets the specified Variables equal to the current X,Y position of the given Object or Player
plus the X,Y offset position of the given Hotspot on the Object/Player's current "Primary Sprite"
Frame.
Hotspots are read from the Player or Object that is "Fetched" to "Reference 0".
The Hotspot must exist within the Sprite Frame that is being displayed. If the Hotspot only exists within Sprite Frames
of certain Animations, and that Animation has just been started, the Hotspot will not be available until the next Game Frame, because the Animation has not yet set one of its Sprite Frames.
The "Wrapped" versions of these Commands will "wrap" the Hotspot position around a looping level section
if, for example, a Player's position is near the end of the looping area, and the Hotspot's offset places it beyond the
loop boundary. The non-"_Wrapped" versions always treat the Hotspot position as if the level is not looping.
Parameters:
- Hotspot ID
The ID number of the Hotspot whose position within the level should be obtained
- Var ID X
- Var ID Y
In the case of "Registers", "Var ID" are the IDs of the "Registers" that will receive the X and Y Hotspot position. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" are the IDs of the Player Variables for the Player that is "Fetched" to "Reference 2" that will receive the X and Y Hotspot position. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" are the IDs of the Object Variables for the Object that is "Fetched" to "Reference 2" that will receive the X and Y Hotspot position. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
Hotspot X or Y Position:
_Reg=Chr_HotspotX
_Reg=Obj_HotspotX
_Chr=Chr_HotspotX
_Chr=Obj_HotspotX
_Obj=Chr_HotspotX
_Obj=Obj_HotspotX
_Reg=Chr_HotspotY
_Reg=Obj_HotspotY
_Chr=Chr_HotspotY
_Chr=Obj_HotspotY
_Obj=Chr_HotspotY
_Obj=Obj_HotspotY
_Reg=Chr_HotspotX_Wrapped
_Reg=Obj_HotspotX_Wrapped
_Chr=Chr_HotspotX_Wrapped
_Chr=Obj_HotspotX_Wrapped
_Obj=Chr_HotspotX_Wrapped
_Obj=Obj_HotspotX_Wrapped
_Reg=Chr_HotspotY_Wrapped
_Reg=Obj_HotspotY_Wrapped
_Chr=Chr_HotspotY_Wrapped
_Chr=Obj_HotspotY_Wrapped
_Obj=Chr_HotspotY_Wrapped
_Obj=Obj_HotspotY_Wrapped
(ALL) (Example)
Sets the specified Variable equal to the current X or Y position of the given Object or Player
plus the X or Y offset position of the given Hotspot on the Object/Player's current "Primary Sprite"
Frame.
Hotspots are read from the Player or Object that is "Fetched" to "Reference 0".
The Hotspot must exist within the Sprite Frame that is being displayed. If the Hotspot only exists within Sprite Frames
of certain Animations, and that Animation has just been started, the Hotspot will not be available until the next Game Frame, because the Animation has not yet set one of its Sprite Frames.
The "Wrapped" versions of these Commands will "wrap" the Hotspot position around a looping level section
if, for example, a Player's position is near the end of the looping area, and the Hotspot's offset places it beyond the
loop boundary. The non-"_Wrapped" versions always treat the Hotspot position as if the level is not looping.
Parameters:
- Hotspot ID
The ID number of the Hotspot whose position within the level should be obtained
- Var ID
In the case of "Registers", "Var ID" is the ID of the "Register" that will receive the X or Y Hotspot position. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" is the ID of the Player Variable for the Player that is "Fetched" to "Reference 2" that will receive the X or Y Hotspot position. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" is the ID of the Object Variable for the Object that is "Fetched" to "Reference 2" that will receive the X or Y Hotspot position. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
MainBounds Border Position:
_Reg=Chr_MainBound
_Reg=Obj_MainBound
_Chr=Chr_MainBound
_Chr=Obj_MainBound
_Obj=Chr_MainBound
_Obj=Obj_MainBound
_Reg=Chr_MainBound_Wrapped
_Reg=Obj_MainBound_Wrapped
_Chr=Chr_MainBound_Wrapped
_Chr=Obj_MainBound_Wrapped
_Obj=Chr_MainBound_Wrapped
_Obj=Obj_MainBound_Wrapped
(ALL) (Example)
Sets the specified Variables equal to the current X or Y position of the given Object or Player
plus the X or Y offset position of the given side of the "MainBounds" Box of the Object/Player's current "Primary Sprite"
Frame.
"MainBounds" are read from the Player or Object that is "Fetched" to "Reference 0".
If a new Animation has just been started, The "MainBounds" settings of Sprites within that Animation will not be available until the next Game Frame, because the Animation has not yet set one of its Sprite Frames.
The "Wrapped" versions of these Commands will "wrap" the "MainBounds" offset position around a looping level section
if, for example, a Player's position is near the end of the looping area, and the "MainBounds'" offset places it beyond the
loop boundary. The non-"_Wrapped" versions always treat the "MainBounds" offset position as if the level is not looping.
Parameters:
- Side
This value specifies the side of the "MainBounds" box whose position within the level should be obtained:
| 0 | - | _Bound_X1 | - | X1 (Left) |
| 1 | - | _Bound_Y1 | - | Y1 (Top) |
| 2 | - | _Bound_X2 | - | X2 (Right) |
| 3 | - | _Bound_Y2 | - | Y2 (Bottom) |
| 4 | - | _Bound_HCenter | - | Horizontal Center |
| 5 | - | _Bound_VCenter | - | Vertical Center |
- Var ID X
- Var ID Y
In the case of "Registers", "Var ID" are the IDs of the "Registers" that will receive the X and Y Hotspot position. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" are the IDs of the Player Variables for the Player that is "Fetched" to "Reference 2" that will receive the X and Y Hotspot position. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" are the IDs of the Object Variables for the Object that is "Fetched" to "Reference 2" that will receive the X and Y Hotspot position. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
Examples:
Complete Hotspot Position:
_Obj=Obj_Hotspot
_Obj=Chr_Hotspot
_Chr=Obj_Hotspot
_Chr=Chr_Hotspot
_Reg=Obj_Hotspot
_Reg=Chr_Hotspot
_Reg=Chr_Hotspot_Wrapped
_Reg=Obj_Hotspot_Wrapped
_Chr=Chr_Hotspot_Wrapped
_Chr=Obj_Hotspot_Wrapped
_Obj=Chr_Hotspot_Wrapped
_Obj=Obj_Hotspot_Wrapped
(Description)
#_Reg=Chr_Hotspot_Wrapped ;Assign the world position of Hotspot 3 of the Player "Fetched" to "Reference 0" to "User Registers" 8 and 9, accounting for Level Looping
: 3 ;(Spot) Hotspot 3
: U8 ;(Reg X) "User Register" 8
: U9 ;(Reg Y) "User Register" 9
; ----------
#_Chr=Obj_Hotspot ;Assign the world position of Hotspot 0 of the Object "Fetched" to "Reference 0" to User-created "Active Variables" 23 and 24 of the Player "Fetched" to reference 2, ignoring Level Looping
: 0 ;(Spot) Hotspot 0
: a23 ;(Chr2 X) User-created "Active Variable" 23 of the Player "Fetched" to "Reference 2"
: a24 ;(Chr2 Y) User-created "Active Variable" 23 of the Player "Fetched" to "Reference 2"
; ----------
#_Obj=Chr_Hotspot ;Assign the world position of Hotspot 2 of the Player "Fetched" to "Reference 0" to Main Variables 1 and 2 of the Object "Fetched" to reference 2, effectively setting the Object's position to the Hotspot's position
: 2 ;(Spot) Hotspot 2
: 1 ;(Obj2 X) Main Variable 1 (Object_X) of the Object "Fetched" to "Reference 2"
: 2 ;(Obj2 Y) Main Variable 2 (Object_Y) of the Object "Fetched" to "Reference 2"
Hotspot X or Y Position:
_Reg=Chr_HotspotX
_Reg=Obj_HotspotX
_Chr=Chr_HotspotX
_Chr=Obj_HotspotX
_Obj=Chr_HotspotX
_Obj=Obj_HotspotX
_Reg=Chr_HotspotY
_Reg=Obj_HotspotY
_Chr=Chr_HotspotY
_Chr=Obj_HotspotY
_Obj=Chr_HotspotY
_Obj=Obj_HotspotY
_Reg=Chr_HotspotX_Wrapped
_Reg=Obj_HotspotX_Wrapped
_Chr=Chr_HotspotX_Wrapped
_Chr=Obj_HotspotX_Wrapped
_Obj=Chr_HotspotX_Wrapped
_Obj=Obj_HotspotX_Wrapped
_Reg=Chr_HotspotY_Wrapped
_Reg=Obj_HotspotY_Wrapped
_Chr=Chr_HotspotY_Wrapped
_Chr=Obj_HotspotY_Wrapped
_Obj=Chr_HotspotY_Wrapped
_Obj=Obj_HotspotY_Wrapped
(Description)
#_Reg=Obj_HotspotX ;Assign the world X position of Hotspot 2 of the Object "Fetched" to "Reference 0" to "User Register" 6, ignoring Level Looping
: 2 ;(Spot) Hotspot 3
: U6 ;(Reg) "User Register" 6
; ----------
#_Chr=Chr_HotspotY_Wrapped ;Assign the world Y position of Hotspot 1 of the Player "Fetched" to "Reference 0" to User-created "Active Variable" 14 of the Player "Fetched" to reference 2, accounting for Level Looping
: 1 ;(Spot) Hotspot 1
: a14 ;(Chr2) User-created "Active Variable" 14 of the Player "Fetched" to "Reference 2"
; ----------
#_Obj=Obj_HotspotX_Wrapped ;Assign the world position of Hotspot 4 of the Object "Fetched" to "Reference 0" to "Extra Variable" 10 of the Object "Fetched" to reference 2, accounting for Level Looping
: 4 ;(Spot) Hotspot 4
: E10 ;(Obj2) "Extra Variable" 10 of the Object "Fetched" to "Reference 2"
MainBounds Border Position:
_Reg=Chr_MainBound
_Reg=Obj_MainBound
_Chr=Chr_MainBound
_Chr=Obj_MainBound
_Obj=Chr_MainBound
_Obj=Obj_MainBound
_Reg=Chr_MainBound_Wrapped
_Reg=Obj_MainBound_Wrapped
_Chr=Chr_MainBound_Wrapped
_Chr=Obj_MainBound_Wrapped
_Obj=Chr_MainBound_Wrapped
_Obj=Obj_MainBound_Wrapped
(Description)
#_Reg=Chr_MainBound ;Assign the world position of the right side of the "MainBound" Box of the Player "Fetched" to "Reference 0" to "User Register" 7, ignoring Level Looping
:_Bound_X2 ;(Side)
: U7 ;(Reg) "User Register" 7
; ----------
#_Chr=Obj_MainBound ;Assign the world position of the top of the "MainBound" Box of the Object "Fetched" to "Reference 0" to User-created "Active Variable" 9 of the Player "Fetched" to reference 2, ignoring Level Looping
:_Bound_Y1 ;(Side)
: a9 ;(Chr2) User-created "Active Variable" 9 of the Player "Fetched" to "Reference 2"
; ----------
#_Obj=Chr_MainBound_Wrapped ;Obj2 = Chr0 MainBound Wrapped (Assign the world position of the vertical center of the "MainBound" Box of the Player "Fetched" to "Reference 0" to "Extra Variable" 3 of the Object "Fetched" to reference 2, accounting for Level Looping)
:_Bound_VCenter ;(Side)
: E3 ;(Obj2) "Extra Variable" 3 of the Object "Fetched" to "Reference 2"