Example Status Script
The following is an example setup for a Status Script file to better demonstrate how to
put the above information into practice. Use the same format and fill in the appropriate
values given the information contained throughout the various documents to create menus, a logo, a title screen, a HUD, etc, for an E02 Game.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Example Status Script Def ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Number of Counters: 1
Default Window: 0 ;Scripted Window 0
Number Of Windows: 2 ;2 User-created Windows
Window 0- Parent Win: 254 ;"Level Window"
X: 320
Y: 37
X1: 0
Y1: 0
X2: 213
Y2: 36
Default Visibility: 1 ;Visible
Default Selection: 255 ;None
Select Func: 255 ;None
Deselect Func: 255 ;None
Num Events: 0 ;No Key Events
Window 1- Parent Win: 255 ;"Main Window"
X: 320
Y: 34
X1: 0
Y1: 0
X2: 156
Y2: 156
Default Visibility: 1 ;Visible
Default Selection: 0 ;Selection 0
Select Func: 255 ;None
Deselect Func: 255 ;None
Num Events: 4 ;4 Key Events
Event 0- Num Sets: 1 ;1 Set of Keys triggers the event
Set 0- Num Keys: 1 ;1 Key in this set
Key 0:M0T2 ;Key Map 0, Tapped Key Entry 2
Function: 1 ;Status Script Function 1
Event 1- Num Sets: 1 ;1 Set of Keys triggers the event
Set 0- Num Keys: 1 ;1 Key in this set
Key 0:M0T3 ;Key Map 0, Tapped Key Entry 3
Function: 2 ;Status Script Function 2
Event 2- Num Sets: 3 ;3 Set of Keys triggers the event
Set 0- Num Keys: 1 ;1 Key in this set
Key 0:M2T0 ;Key Map 2, Tapped Key Entry 0
Set 1- Num Keys: 1 ;1 Key in this set
Key 0:M0T6 ;Key Map 0, Tapped Key Entry 6
Set 2- Num Keys: 1 ;1 Key in this set
Key 0:M0T4 ;Key Map 0, Tapped Key Entry 4
Function: 3 ;Status Script Function 3
Event 3- Num Sets: 1 ;1 Set of Keys triggers the event
Set 0- Num Keys: 1 ;1 Key in this set
Key 0:M0T5 ;Key Map 0, Tapped Key Entry 5
Function: 4 ;Status Script Function 4
Number Of Texts: 3
Text 0- Text: Some
Text 1- Text: Example
Text 2- Text: Text
Number Of Sprite Sets: 2
Set 0- Num of Sprites: 1 ;Sprite Set 0, 1 Frame in Set
Sprite 0- FileName: art.pcx
XOff Grab: 0
YOff Grab: 57
Width: 92
Height: 11
Set 1- Num of Sprites: 3 ;Sprite Set 1, 3 Frames in Set
Sprite 0- FileName: art.pcx
XOff Grab: 0
YOff Grab: 64
Width: 16
Height: 16
Sprite 1- FileName: art.pcx
XOff Grab: 16
YOff Grab: 64
Width: 16
Height: 16
Sprite 2- FileName: art.pcx
XOff Grab: 32
YOff Grab: 64
Width: 16
Height: 16
Number of Selections: 2
Selection 0 -Select Func: 6 ;Status Script Function 6
Deselect Func: 7 ;Status Script Function 7
Parent Window: 1 ;Scripted Window 1
Num Events: 0 ;No Key Events
Selection 1 -Select Func: 8 ;Status Script Function 8
Deselect Func: 9 ;Status Script Function 9
Parent Window: 1 ;Scripted Window 1
Num Events: 1 ;1 Key Event
Event 0- Num Sets: 1 ;1 Set of Keys triggers the event
Set 0- Num Keys: 2 ;2 Keys in this set
Key 0:M2H1 ;Key Map 2, Holding Key Entry 1
Key 0:M2T0 ;Key Map 2, Tapped Key Entry 0
Function: 5 ;Status Script Function 5
Number of Objects: 9
Object 0- Type: 0 ;Script Sprite
Script: 255 ;Obtain assets from this script
Object ID: 0 ;Status Script Sprite Set 0 from this Script
Animation ID:None
Visible by Default: 1 ;Visible
Default Window: 255 ;"Main Window"
Start XOff: 118
Start YOff: -16
Object 1- Type: 1 ;Object Sprite
Object ID: Z6 ;Sprite Set 6 from the "Object Def" loaded by the current "Zone"'s "Zone Def"
Animation ID: 12 ;Animation 12 from the "Object Def" loaded by the current "Zone"'s "Zone Def"
Visible by Default: 0 ;Not Visible
Default Window: 0 ;User-created Window 0
Start XOff: 0
Start YOff: 0
Object 2- Type: 2 ;Player Sprite
Character ID: 1 ;Sprite Set from Player Character 1's "Character Def"
Animation ID: 3 ;Function 3 from Player Character 1's "Character Def"
Visible by Default: 1 ;Visible
Default Window: 0 ;User-created Window 0
Start XOff: 0
Start YOff: 0
Object 3- Type: 10 ;Script Text
Script: 0 ;Obtain assets from Status Script 0
Object ID: 3 ;Status Script Text 3 from Status Script 0
Font ID: Z1 ;Font 1 from the Fonts loaded by the current "Zone"'s "Zone Def"
Visible by Default: 0 ;Not Visible
Default Window: 1 ;User-created Window 1
Start XOff: -14
Start YOff: $A
Object 4- Type: 11 ;Level Text
Object ID: G1 ;Game/Zone Text 1 from the Text listing in the "Game Def"
Font ID: Z1 ;Font 1 from the Fonts loaded by the current "Zone"'s "Zone Def"
Visible by Default: 1 ;Visible
Default Window: 1 ;User-created Window 1
Start XOff: -14
Start YOff: $12
Object 5- Type: 12 ;Register Text (Space Fill)
Num Of Digits: 1 ;Display only as many digits as necessary (Object's width will change as the number increases/decreases)
Hex/Dec Flag: 0 ;Display in Decimal form
Register ID: U0 ;"User Register" 0
Font ID: G0 ;Font 0 from the Fonts loaded by the "Game Def"
Visible by Default: 1 ;Visible
Default Window: 1 ;User-created Window 1
Start XOff: 2
Start YOff: $1A
Object 6- Type: 13 ;Register Text (Zero Fill)
Num Of Digits: 4 ;Display value with at least 4 digits, unused leading digits are filled with 0
Hex/Dec Flag: 1 ;Display in Hex form
Register ID: 19 ;"Game Register" 19 (vpxr[0])
Font ID: G0 ;Font 0 from the Fonts loaded by the "Game Def"
Visible by Default: 1 ;Visible
Default Window: 1 ;User-created Window 1
Start XOff: 2
Start YOff: $22
Object 7- Type: 14 ;Player Variable Text (Space Fill)
Num Of Digits: 8 ;Display value with at least 8 digits, unused leading digits are filled spaces
Hex/Dec Flag: 0 ;Display in Decimal form
Player ID: a2 ;User-created "Active Variable" 2
Font ID: G0 ;Font 0 from the Fonts loaded by the "Game Def"
Visible by Default: 1 ;Visible
Default Window: 1 ;User-created Window 1
Start XOff: 2
Start YOff: $2A
Object 8- Type: 15 ;Player Variable Text (Zero Fill)
Num Of Digits: 4 ;Display value with at least 4 digits, unused leading digits are filled with 0
Hex/Dec Flag: 1 ;Display in Hex form
Player ID: A3 ;"Main" "Active Variable" 3 (Player_X_Pos)
Font ID: G0 ;Font 0 from the Fonts loaded by the "Game Def"
Visible by Default: 1 ;Visible
Default Window: 1 ;User-created Window 1
Start XOff: 2
Start YOff: $32
Number of Functions: 10
;===================================================================================
;==================
;Function 0 - Init=
;==================
#1258 ;Set ScreenMode
: 0 ;Single-screen Mode
# 41 ;Palette Fade Effect
: 1 ;Fade to Target
# 1 ;Set Object Activation Flag
: 1 ;On
# 17 ;Toggle Selection Activation
: 1 ;On
# End ;Terminate Function
;===================================================================================
;==============================
;Function 1 - Window 1 Event 0=
;==============================
# 18 ;Stat_Next_Selection (Deselect current Selection, select the next lowest Selection in the current Window, wrap around to highest Selection in the current Window if this is already the lowest)
: 1 ;Wrap
# End ;Terminate Function
;===================================================================================
;==============================
;Function 2 - Window 1 Event 1=
;==============================
# 18 ;Stat_Next_Selection (Deselect current Selection, select the next highest Selection in the current Window, wrap around to lowest Selection in the current Window if this is already the highest)
: 1 ;Wrap
# End ;Terminate Function
;===================================================================================
;==============================
;Function 3 - Window 1 Event 2=
;==============================
# End ;Terminate Function
;===================================================================================
;==============================
;Function 4 - Window 1 Event 3=
;==============================
# End ;Terminate Function
;===================================================================================
;=================================
;Function 5 - Selection 1 Event 0=
;=================================
# End ;Terminate Function
;===================================================================================
;================================
;Function 6 - Selection 0 Select=
;================================
# 11 ;Stat_Set_Object_Font (Highlight an Object to visually signify the selection of this "Selection")
: 5 ;(ObjID) Object 5 (User Register 0 Text space Fill)
: 1 ;(FontID) Game Font 1 (Highlighted)
# End ;Terminate Function
;===================================================================================
;==================================
;Function 7 - Selection 0 Deselect=
;=================================
# 11 ;Stat_Set_Object_Font (Unhighlight an Object to visually signify the deselection of this "Selection")
: 5 ;(ObjID) Object 5 (User Register 0 Text space Fill)
: 0 ;(FontID) Game Font 1 (Unhighlighted)
# End ;Terminate Function
;===================================================================================
;================================
;Function 8 - Selection 1 Select=
;================================
# 11 ;Stat_Set_Object_Font (Highlight an Object to visually signify the selection of this "Selection")
: 6 ;(ObjID) Object 5 (Game Register 19 Text Zero Fill)
: 1 ;(FontID) Game Font 1 (Highlighted)
# End ;Terminate Function
;===================================================================================
;==================================
;Function 9 - Selection 1 Deselect=
;=================================
# 11 ;Stat_Set_Object_Font (Unhighlight an Object to visually signify the deselection of this "Selection")
: 6 ;(ObjID) Object 5 (Game Register 19 Text Zero Fill)
: 0 ;(FontID) Game Font 1 (Unhighlighted)
# End ;Terminate Function