By Wistil

Here's info for the TSC commands.  Basic setup is the command name, the number of arguments it takes,
a short name for the command, and a description of what it does.  I have personally kept the short
names in such a way that the names match fairly well with the command code.  That way when I read
<MYB I think MY Bump and not Player Bump which makes more sense to me.


The following descriptions are used by CE to display information more useful for the current data
entered for a command command.  These ids are NOT editable.
a	arms
A	ammo
d	direction
e	event
f	face
F	flag
g	graphic
l	illustration
i	item
m	map
u	music
N	npc (specific)
n	npc type
s	sound
t	tile
x	x coord
y	y coord
#	number
.	ticks

Tab and newline are token delimeters...


[CE_TSC]	91
<AE+	0	----	Arms Energy +	Refill Ammo
<AM+	2	aA--	ArMs +	Give weapon X with Ammo Y (or just adds ammo Y to X)
<AM-	1	a---	ArMs -	Lose Weapon X
<AMJ	2	ae--	ArMs Jump	Jump to Y if player has weapon X
<ANP	3	N#d-	Animate NPc	Animate npc X with animation Y and direction Z
<BOA	1	#---	BOss Animation	Animate boss
<BSL	1	N---	Boss Script Load	Start boss fight with npc X
<CAT	0	----	Speed All Text	Instant text display on all messages until END
<CIL	0	----	Clear ILlustration	Clears illustration during credits
<CLO	0	----	CLOse	Close message box
<CLR	0	----	CLeaR	Clear message box
<CMP	3	xyt-	Change MaP tile	Change map coords X:Y to tile Z (with smoke)
<CMU	1	u---	Change MUsic	Change music to song X
<CNP	3	Nnd-	Change NPc	Change npc X to type Y with direction Z
<CPS	0	----	Clear Prop. Sound	Clears propeller sound
<CRE	0	----	CREdits	Roll Credits
<CSS	0	----	Clear Stream Sound	Clear stream sound
<DNA	1	n---	Delete NPC All	Delete all NPC of type XXXX
<DNP	1	N---	Delete NPc	Delete npc X
<ECJ	2	#e--	Event Check Jump	Jump to Y if npc with ID X exists
<END	0	----	END	End script event
<EQ+	1	#---	EQuip +	Add X to equip flag bytes
<EQ-	1	#---	EQuip -	Subtract X from equip flag bytes
<ESC	0	----	ESCape	Quit to title screen
<EVE	1	e---	EVEnt	Jump to event X (non-conditional)
<FAC	1	f---	FACe	Show face X in message box
<FAI	1	d---	FAde In	Fade in from direction X
<FAO	1	d---	FAde Out	Fade out from direction X
<FL+	1	F---	FLag +	Set flag X
<FL-	1	F---	FLag -	Clear flag X
<FLA	0	----	FLAsh	Flash screen
<FLJ	2	Fe--	FLag Jump	Jump to event Y if flag X is set
<FMU	0	----	Fade MUsic	Fade Music to low volume
<FOB	2	N.--	Focus On Boss	Focus of boss X in Y ticks [Y > 0]
<FOM	1	.---	Focus On Me	Focus on player in X ticks [X > 0]
<FON	2	N.--	Focus On Npc	Focus on npc X in Y ticks [Y > 0]
<FRE	0	----	FREe	Frees menu cursor [also used after ZAM or some reason]
<GIT	1	g---	Graphic ITem	Show item X in message box (add 1000 to X for items - GIT0000 to remove)
<HMC	0	----	Hide My Character	Hides player
<INI	0	----	INItialize	Resets memory and starts game from beginning
<INP	3	Nnd-	[I?] NPc	Change NPc X to type Y and direction Z [Sets flag 0x8000]
<IT+	1	i---	ITem +	Add item X
<IT-	1	i---	ITem -	Remove item X
<ITJ	2	ie--	ITem Jump	Jump to Y if player has item X
<KEY	0	----	KEY lock	Locks keyboard input and hides status bars until END [used for message boxes]
<LDP	0	----	LoaD Profile	Loads Profile.dat save file
<LI+	1	#---	LIfe +	Restores X health
<ML+	1	#---	Max Life +	Maximum health increases by X
<MLP	0	----	Map [LP?]	Display Map
<MM0	0	----	My Motion 0	Sets player horizontal motion to zero
<MNA	0	----	Map NAme	Displays map name
<MNP	4	Nxyd	Move NPc	Moves npc X to coords Y:Z with direction W
<MOV	2	xy--	MOVe	Moves player to X:Y
<MPJ	1	e---	MaP Jump	Jump to event X if current map's flag set.
<MP+	1	#---	[MaP +?]	Unknown [map-related]
<MS2	0	----	MeSsage 2	Places an invisible message box at top of screen
<MS3	0	----	MeSsage 3	Places a message box at top of screen
<MSG	0	----	MeSsaGe	Places a message box at bottom of screen
<MYB	1	d---	MY Bump	Player jumps in direction X
<MYD	1	d---	MY Direction	Set player direction to X
<NCJ	2	ne--	Npc Check Jump	Jumps to Y if any npc of type X exist
<NOD	0	----	NOD	Message box wait for key press to continue
<NUM	1	#---	NUMber	Outputs variable X as text
<PRI	0	----	PRInt	Hides status bars and freezes game until KEY or END
<PS+	2	#m--	Portal Slot +	Set teleporter slot X to location Y
<QUA	1	.---	QUAke	Shake screen for X ticks
<RMU	0	----	Restore MUsic	Restores music playback [doesn't work for all songs]
<SAT	0	----	Speed-up All Text	Instant text display until CLR
<SIL	1	l---	Show ILlustration	Show Illustration X during credits
<SK+	1	F---	SKipflag +	Sets Skipflag X [remains set after player died]
<SK-	1	F---	Skipflag -	Removes Skipflag
<SKJ	2	Fe--	SKipflag Jump	Jump to event Y if Skipflag X is set
<SLP	0	----	Show Location Portals	Show teleporter location menu
<SMC	0	----	Show My Character	Shows player character
<SMP	2	xy--	Shift MaP tile	Shift map tile at coords X:Y one tile to the left in the tile set (without smoke)
<SNP	4	nxyd	Set NPc	Create npc of type X at coord Y:Z and direction W
<SOU	1	s---	SOUnd	Play Sound X
<SPS	0	----	Start Propeller Sound	Starts propeller sound 
<SSS	1	#---	Start Stream Sound	Starts stream sound with pitch X
<STC	0	----	Save Time Counter	Saves time counter to 290.rec
<SVP	0	----	SaVe Profile	Save game
<TAM	3	aaA-	Trade ArMs	Trade weapon X for weapon Y with ammo Z [max ammo 0000 = no change]
<TRA	4	mexy	TRAnsport	Transport to map X, run event Y and place player at coordinates Z:W
<TUR	0	----	Text UnRead?	Instant text display until END or EVE
<UNI	1	#---	UNIverse?	Changes movement mode (0000 - regular, 0001 - zero-G, 0002 - No movement allowed)
<UNJ	1	#---	UNiverse Jump?	Unknown
<WAI	1	.---	WAIt	Pauses script for X ticks
<WAS	0	----	WAit until Standing	Pause script until player touches ground
<XX1	1	l---	XX1	Shows distant view of Island [image X]
<YNJ	1	e---	Yes/No Jump	Ask question, jump to event X if no
<ZAM	0	----	Zero ArMs	All weapon levels drop to 1