- chase
(place inside of the sprite to affect)
[sprite]		name of sprite to chase
[speed]			move speed - pix per frame
[hitWalls]	whether to collide with the map
[size]			radius


- choice
[target]			path of variable to store result in
[myVal]				= Text to display  (values names are arbitrary)
[choiceTwo]		= Text to display
[aValue]			= Text to display


- clickTalk
(Waits until you click on its parent.)
(internally uses shape hitTest)
sprite				name of sprite whose talk() will be activated

- clickWait
Waits until you click on its parent.
(internally uses shape hitTest)


- coneSight
visible		(false)/true


- cursor  (set it to "wait for script" so it inits right)
image					path to the image to use as a cursor


- dirText		(place in HUD)
x			(horz tile coords)
y			(vert tile coords)
text	(text to display)


- dramaticPic
image		File path		(image, swf, or linkage)
[dir]		"up" "down" "left" "right"


- face_holdWindow
(display as a "face")
(renames textbox's SWF to "held_textbox" & sets "closeAtEnd" to false)


- fadeSprite
(place inside of the sprite to affect)
speed			fade direction per frame  (- transparent,  + opaque)


- fire
[sprite]		name of sprite to use as the emitter.
					Particles will be placed outside of it.

- flashy
[brightness]		brightness to transition the parent to (-100 -> 100)
[speed]					how many seconds to take
(this object removes itself after the transition completes)
(the new brightness level remains however)


- flee
(place inside of the sprite to affect)
[sprite]		name of sprite to evade
[speed]			move speed - pix per frame
[hitWalls]	whether to collide with the map
[size]			radius


- gameLoader
game						Path to SWF file.
[doneButton]		(true)  t/f Whether to show a "done" interrupt btn.
[autoEnd]				(false)  t/f Whether to resume upon last frame.
[target]				varName to store game's "ROOT.output" var.  (always within RAM)
								Suggested output values:  "win"  "lose"  "quit"

- glow -
[color]					0xff0000
[size]					5
[strength]			1
[endColor]			Color to transition to.
[endSize]				Size to transition to.
[endStrength]		Strength to transition to.
[time]					Length of transition, in seconds.


- grayscale
(place inside of the movieClip to affect)
[target]			path of movieClip to affect


- hearts
(convenient to place inside of target movieClip)
[delay]				1=wait for prev heart to finish
								before making another one.
							0.5=wait for prev heart to halfway finish
								before making another one.

- hiddenMark
[sprite]											name of sprite to follow
[RAM.items.googles.active]		bool: controls whether this is visible


- inputNumber
[target]			path of variable to store result in


- inputText
[target]			path of variable to store result in


- jump  (place into sprite.image)
[time]				Overall duration, in seconds.
[jumpHeight]	height of jump, in pixels.


- laser  (should usually be offset by: -8,-8)
see				(false)/true	(whether or not to trigger "see")
(_width, _height, and _rotation can be set too)


- light
[sprite]			name of sprite to follow


- magnifierPicture
image			Path to image file
imageZoom	Scaler  (1 = 100%)
x					Pixel pos of picture
y					Pixel pos of picture
[zoom]		Scaler  (1 = 100%)


- mapGrid
[grid]				RAM.mapGrid.grid		The name of the grid to use.  All grids are stored within ROM.mapGrid.
[x]						RAM.mapGrid.pos.x		Horizontal position of the player on the active grid.
[y]						RAM.mapGrid.pos.y		Vertical position of the player on the active grid.
	USAGE
		mapGrid.swf is placed within the common-level.
		Its settings exist within RAM.mapGrid  (ie: RAM.mapGrid.grid)
	SETUP
		Initial grid and grid-coords can be set by the database's variable editor, or they can be passed to the SWF. They get stored in RAM.mapGrid either way. These settings can be altered at any time during gameplay.
		The grids themselves can be created and modified in the database editor.


- menuCursor
[image]					(internal linkage: "defaultCursor")
[items]					(2)
[target]				(reply)
[enterButton]		(Key.SPACE)
[cancelButton]	(Key.ESCAPE)
[allowCancel]		(false)
[sound]					null  (something like:  sound\cursor.mp3)


- mirror
(recommend placing in the SPRITES layer)
[autoPose]				bool:	whether to mimic the player's pose
[autoDirection]		bool:	whether to mimic the player's direction (and reverse it)
[autoUpdate]			bool:	whether to affect the reflection sprite
(reflected player:  SPRITES.mirror.reflection.player)


- mood
[mood]				none, overcast, raining, evening, night, dark, nightmare, snow
[darkAlpha]		(0 - 100)	How dark the "dark" mood is.
[lightScale]	(100%)		scale of the player's light during "dark" mood.
	(fx movieClip:  HUD.mood.image)


- moneyBox
[text]							text to display
[background]				path to window image to use  (stretches)
										(else: always visible)

- moveNextTo
sprite		name of the sprite to move next to
[speed]		seconds per tile
[anim]		whether or not to auto-animate


- musicCredits
song				Title of the song  (text line 1)
[artist]		The musician who composed it  (text line 2)
[label]			The studio that sells it  (text line 3)


- pathTo		(always "Wait for SWF"  (actually waits for the calculation)  (A sprite "wait" command will wait for the movement)
[x]					Horz tile to seek.
[y]					Vert tile to seek.
[sprite]		Name of the sprite to seek. This overrides the x & y values above.
allowDiag		(true)/false	Controls whether diagonal movement is allowed.
speed				(0.13)				Walk duration.  (How many seconds it takes to walk 1 tile)


- rainbowLight
[sprite]			name of sprite to follow


- scanlines
(place inside of the movieClip to affect)
[target]			path of movieClip to affect


- screenFence		(must be placed in SPRITES)
[active]			true


- sepiaTone
(place inside of the movieClip to affect)
[target]			path of movieClip to affect


- setKeys
Displays and modifies any variables stored here:
	RAM.keys


- shake
(no settings)


- showVar
[target]			variable path to display


- skipReplay
[skip]				(true)	Controls whether "Skip" is displayed
							Runs:  SPRITES.skip.click()
[replay]			(true)	Controls whether "Relpay" is displayed
							Optionally runs:  SPRITES.replay.click()
							If that doesn't exist, it simply reloads the current level.

- smoke
[sprite]		name of sprite to use as the emitter.
					Particles will be placed outside of it.


- spotLight
[sprite]			name of sprite to follow


- spriteQuake
[active]			true
[expand]			100  (even numbers work better)
[shake]				0
[_alpha]			70
[sprite]			"player"


- streak			(typically placed into HUD)
sprite				Name of sprite to streak


- text
text					A string of text.
[color]				0xffffff


- textBalloon
[text]				text to display
[sprite]			sprite to float over
[scale]				scale of balloon.  100 = normal


- thoughtBalloon
text							text to display
sprite						sprite to float over
scale							scale of balloon.  100 = normal


- theEnd
[level]							path to level file to restart at
[replay]						bool:  whether the "replay" button is shown
[x]									Coordinates to restart at.  (if replay is on)
[y]


- textbox
background = ""		(path to frame template image)
face = ""					(path to face image)
text = ""					(message with optional codes)
typeDelay = #			(units of 25 milliseconds each)
skipKey = #				(key code to advance / close)
typingSound = ""	(path to MP3 sound file)
(soundSystem)			(reference to SOUND system)
closeAll					(flag tells this to close ALL textboxes in HUD)


- yesNo
[target]			path of variable to store result in  (true / false)


- OVERLAY.scroll
target						name of the sprite to follow with a light
[mode]						none, chase, grid		(scroll style)
[smoothness]			(0.0001 - 1)		how fast to scroll to target