Type |
Subtype |
Syntax |
Does |
|
|
Boss |
Animation |
<BOAXXXX |
Animates boss X |
|
Fight |
<BSLXXXX |
Starts boss fight
with entity X |
|
|
|
|
|
Camera |
Focus |
<FOBXXXX |
Focus on boss in X ticks |
|
Focus |
<FOMXXXX |
Focus on me in X
ticks |
|
Focus |
<FONXXXX:YYYY |
Focus on entity
tagged with event X in Y ticks |
|
Special Effects |
<FLA |
Flashes the screen |
|
Special Effects |
<QUAXXXX |
Shakes the screen for
X ticks |
|
|
|
Character |
Gravity |
<UNIXXXX |
Sets character movement style |
|
Hide/Show |
<HMC |
Hides your character |
|
Hide/Show |
<SMC |
Unhides your
character |
|
Move |
<MM0 |
Halts characters
forward motion |
|
Move |
<MOVXXXX:YYYY |
Moves you to
coordinates X:Y |
|
Move |
<MYBXXXX |
Bumps you from
direction X |
|
Move |
<MYDXXXX |
Makes you face
direction X |
|
Move |
<TRAWWWW:XXXX:YYYY:ZZZZ |
Travel to map W, run
event X, move character to coordinates Y:Z |
|
|
|
Common |
End |
<END |
Ends the current scripted event |
|
End |
<FRE |
Frees game action and
character |
|
Fade |
<FAIXXXX |
Fade in with
direction X |
|
Fade |
<FAOXXXX |
Fade out with
direction X |
|
Halt |
<WAIXXXX |
Wait X ticks |
|
Halt |
<WAS |
Waits until character
is standing |
|
Lock |
<KEY |
Locks out player
controls |
|
Lock |
<PRI |
Locks out player
controls and freezes game action |
|
Prompt |
<NOD |
Waits for player
input before resuming the script |
|
Speed-Up |
<CAT |
Instant text display
- Place before a <MSG/2/3; Works until <END |
|
Speed-Up |
<SAT |
Speeds up text
display |
|
Speed-Up |
<TUR |
Instant text display
- Place inside a <MSG/2/3; Works until another <MSG/2/3 or <END |
|
Text Box |
<CLO |
Closes the text box |
|
Text Box |
<CLR |
Clears the text box |
|
Text Box |
<FACXXXX |
Shows face X in the
text box |
|
Text Box |
<GITXXXX |
Displays an item or
weapon icon above the text box |
|
Text Box |
<MS2'text' |
Opens an invisible
text box at the top of screen and prints 'text' |
|
Text Box |
<MS3'text' |
Opens a text box at
the top of screen and prints 'text' |
|
Text Box |
<MSG'text' |
Opens a text box and
prints 'text' |
|
Text Box |
<NUM0000 |
Outputs value Y value
from <AM+ as text; Values other than 0000 give varying numbers (Pattern?) |
|
|
|
Entity |
Animation |
<ANPXXXX:YYYY:ZZZZ |
Animates entity X with method Y and
direction Z |
|
Change |
<CNPXXXX:YYYY:ZZZZ |
Changes entity X to
type Y with direction Z |
|
Change |
<INPXXXX:YYYY:ZZZZ |
Changes entity tagged
with event X to type Y with direction Z and sets entity flag 100 |
|
Move |
<MNPWWWW:XXXX:YYYY:ZZZZ |
Move entity tagged
with event W to coordinates X:Y with direction Z |
|
Remove |
<DNAXXXX |
Deletes all entities
of type X |
|
Remove |
<DNPXXXX |
Removes all entities
tagged with event X |
|
Spawn |
<SNPWWWW:XXXX:YYYY:ZZZZ |
Creates and entity of
type W at coordinates X:Y with direction Z |
|
|
|
Flag |
Clear |
<FL-XXXX |
Clears flag X |
|
Set |
<FL+XXXX |
Sets flag X |
|
Mapflag Set |
<MP+XXXX |
Set map flag X |
|
Skipflag Clear |
<SK-XXXX |
Clear skipflag X |
|
Skipflag Set |
<SK+XXXX |
Set skipflag X |
|
|
|
|
|
Items and Weapons |
Equipment |
<EQ+XXXX |
Equip item X |
|
Equipment |
<EQ-XXXX |
Unequip item X |
|
Health |
<ML+XXXX |
Gain X to maximum
health |
|
Items |
<IT+XXXX |
Get item X |
|
Items |
<IT-XXXX |
Lose item X |
|
Weapons |
<AM+XXXX:YYYY |
Gives weapon X, adds
Y ammo |
|
Weapons |
<AM-XXXX |
Takes weapon X |
|
Weapons |
<TAMXXXX:YYYY:ZZZZ |
Trade weapon X for
weapon Y and sets ammo to Z |
|
|
|
|
|
Script Jump |
Damage Check |
<UNJXXXX |
Jump to event X if no damage has been
taken |
|
Entity |
<NCJXXXX:YYYY |
Jump to event Y if
any entity of type X is present |
|
Event |
<ECJXXXX:YYYY |
Jumps to event Y if
any entity tagged with event X is found |
|
Flag |
<FLJXXXX:YYYY |
Jump to event Y if
flag X is set |
|
Item |
<ITJ:XXXX:YYYY |
Jump to event Y if
you have item X |
|
Mapflag |
<MPJXXXX |
Jump to event X if
map flag for current stage is set |
|
No |
<YNJXXXX |
Prompts Yes/No, jumps
to event X if No |
|
Skipflag |
<SKJXXXX:YYYY |
Jump to event Y is
skipflag X is set |
|
Unconditional |
<EVEXXXX |
Goto event X |
|
Weapon |
<AMJXXXX:YYYY |
Jumps to event Y if
you have weapon X |
|
|
|
|
|
Map |
Map |
<MLP |
Displays a map of the current area |
|
Map |
<MNA |
Displays the name of
the current area |
|
Tile |
<CMPXXXX:YYYY:ZZZZ |
Changes the tile at
coordinates X:Y to type Z |
|
Tile |
<SMPXXXX:YYYY |
Subtract 1 from the
tile type at coordinates X:Y (Toggles a tile without smoke FX) |
|
|
|
|
|
Misc |
Ending |
<CRE |
Rolls credits |
|
Ending |
<XX1XXXX |
Shows distant view of
the island |
|
Illustration |
<CIL |
Clears illustration |
|
Illustration |
<SILXXXX |
Show illustration X |
|
Restart |
<ESC |
Quits to title screen |
|
Restart |
<INI |
Resets the game |
|
Restart |
<LDP |
Loads a saved game
from Profile.dat |
|
Teleporter |
<PS+XXXX:YYYY |
Set teleporter slot X
to event Y. Selecting slot X (via <SLP) will run event Y on the current
map. |
|
Teleporter |
<SLP |
Shows the teleporter
menu |
|
Weapon-Related |
<ZAM |
Zeros all weapon
energy |
|
|
|
|
|
Refill |
Ammo |
<AE+ |
Refils ammo |
|
Health |
<LI+XXXX |
Recovers X health |
|
|
|
|
|
Save |
Game |
<SVP |
Saves current game to Profile.dat |
|
Time |
<STC |
Saves current time to
290.rec |
|
|
|
|
|
Sound |
Effects |
<SOUXXXX |
Plays sound effect X |
|
Music |
<CMUXXXX |
Changes music to song
X |
|
Music |
<FMU |
Fades the music |
|
Music |
<RMU |
Resumes the song
played before the current |
|
Propeller |
<CPS |
Stops the propeller
sound |
|
Propeller |
<SPS |
Starts the propeller
sound |
|
Stream |
<CSS |
Stops the stream
sound |
|
Stream |
<SSSXXXX |
Starts the stream
sound at volume X |
|
|
|
|
|
|
|
|
|
|
|
|
|
Doukutsu
Monogatari - TSC notes (aka Cave
Story) |
|
|
by Kapow - 2006 April 24 |
|
|
additions by ShInInG PhAnToM - 2007 June 05 |
|
|
original:
http://lotlot.net/misc/doukutsu/tsc.txt |
|
|
updated:
http://filespace.org/ShInInG_PhAnToM/TSC.TXT |
|
|
|
|
|
THANKS: |
|
|
caveoholic and upthorn from gameflaws
forums |
|
|
robert vandiver, for unused TSC commands |
|
|
supergodantman |
|
|
|
|
Revisions,
organization and further reasearch by DragonBoots May 2009 |
|
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