YIPE FAKE QUEEN GAME EVENTS


LEVEL events are either 
	one-time situations,  or 
	re-usable game mechanics.

ROOT events either 
	change the state of the game,  or 
	multiple game systems need to react to them.



___________________________________
SPRITES.player.jumpStart
SPRITES.player.jumpEnd

ROOT.cartMove
	{x: xTile,  y: yTile,  tile: {x,y} }


ROOT.secret:getAll		Request for sprites to re-send their secret:add events.
ROOT.secret:add				Tells the scanner overlay to add an image.  Typically done within auto() and also in response to ROOT.secret:getAll event
	{image: pathToFile,  x: pixelCoord,  y: pixelCoord}

	(laser events)
"D:\new stuff\!Current Projects\SRC_GameMaker\swf\! SRC\laserBeam\! DOCS\settings and events.txt"


ROOT.startEnd					Occurs when the player starts sliding down a cliff
ROOT.fallEnd					Occurs after the player stops sliding down a cliff
	x  (tile x)
	y  (yile y)
LEVEL.holeFall				On-map scripts can decide what happens when the player falls in any hole.
	(Auto trigger sets  LEVEL.fallDefault = false  to disable the default fall behavior on this map)
LEVEL.switchOn
	this.event.name
LEVEL.torchOn
	this.event.name

LEVEL.breakSnowman
	this.event.name

LEVEL.endCharacterScene		Returns characters to your party if they have stepped away for a character_scene
	{name}										When this.event.name is set, it only cancels the specified party member's scene and returns them to your party.

ROOT.updateHaveGirl				Updates the "haveGirl" variable

ROOT.partyChanged
	this.event.value = julia
ROOT.foundGirl						Occurs when finding a girl you haven't met before
	this.event.value = julia

ROOT.party:hide						Makes the party invisible  (doesn't affect the player)
ROOT.party:show						Makes the party visible  (doesn't affect the player)

ROOT.newGalleryPic				Occurs when a new picture is added to the gallery
	picTitle = [this.puzName]

ROOT.addToJigsawPool			Adds all pieces for the specified puzzleIndex to the random pool
	puzzle

ROOT.spawn_update						Fires after sprite-flags have been re-evaluated

ROOT.removeStatues					Fires after squirrel godden flees from stone_cave temple

ROOT.update_timeOfDay				Sets the current mood lighting to [timeOfDay]
ROOT.updateStates						Tells all NPC's to update their states
ROOT.cutscene_start					Hides the persistant textbox
ROOT.cutscene_end						Shows the persistant textbox


ROOT.shop:show


ROOT.timePassed
 this.event.time

ROOT.current_location
	this.event.value = yipe_cave

ROOT.gotItem
	this.event.value = money

ROOT.gotAbility
	this.event.value = claw

ROOT.new_queen_seeks			Occurs when the queen requests a specific princess
	(no local variables.  Instead refer to "queen_seeks" variable)



ROOT.fortuneTelling_start
ROOT.fortuneTelling_end



ROOT.endingReady					Occurs after all girls are found and are not in your party.  Game is ready to end.
ROOT.ending_start					Occurs once before any ending scenes are displayed
ROOT.ending_end						Occurs while game is restarting after all ending scenes have finished


ROOT.boySaved
	this.event.value = maynard_boy_1
ROOT.allBoysEscaped

ROOT.witchBunnyFuckedRed
LEVEL.julia_returns
LEVEL.marle_walks_in
LEVEL.kara_walks_in
LEVEL.marle_leave
LEVEL.marle_leave_fast
LEVEL.sleepingNude
LEVEL.redCums
LEVEL.lillyWantsEggs
LEVEL.lillyWantsMoreEggs
ROOT.quizi_son_3_cumBunny
ROOT.quizi_son_3_leaveBunny
ROOT.quizi_son_4_leaveBunny
LEVEL.shopEmpty
LEVEL.shop_man_name
LEVEL.shop_npc_name
LEVEL.bringJuliaToQueen
LEVEL.princessFlirt						Maynard orphanage.  Happens after Marle hits on any boys in the orphanage.
LEVEL.leavingQuizilog					When the player spawns on the overworld just outside the town of Quizilog

ROOT.dragonStopFucking
LEVEL.dragon_wants_julia			Character scene. Talk to character = dragon abducts character.
LEVEL.dragon_wants_red
LEVEL.dragon_wants_marle
LEVEL.dragon_wants_kara
LEVEL.dragon_wants_lilly
LEVEL.dragonSceneStart				When scene 1 of the dragon scene occurs.  (typically used to disable playerApproachesDragon)
LEVEL.dragonSceneDone					Instantly skips the dragon scene to its end-state:  Dragon is fucking character.  Talk to dragon to scare it away.
LEVEL.playerApproachesDragon	When the player gets near a nostrum dragon scene, the dragon should get into position to start the scene.  (Typically necessary if the dragon has been re-positioned to hint to the player where the scene is)

LEVEL.signalOn								fairy_garden level.  Happens after a torch is lit and LEVEL.torchesLit has finished being updated.
LEVEL.openSecret							fairy_garden level.  Happens after all torches have been lit.
LEVEL.fairyMolestingMarle			fairy-garden level.  Happens after fairy captures Marle.

ROOT.jigsawCreated						Occurs after the jigsaw menu has been added to the HUD