- binoculars
closeKey = [RAM.keys.cancel]		(keyboard-code number)
cameraKey = [RAM.keys.ok]		(keyboard-code number)
background = "swf\binoculars\ocean_day.jpg";
camera = t/f		(show/hide camera button)
target = {}			(pre-existing object to store results in)
	[target].pic1 = t/f	("true" if the user took a picture of this image)
pic1 = "swf\binoculars\pic1.png";
x1 = 57;				// top-left corner of scaled image
y1 = 106;
scale1 = 10;
pic2 = "swf\binoculars\pic2.png";
x2 = 57;
y2 = 106;
scale2 = 10;


- brightness		(not a .swf file)		(this is already built-in to each rpgSprite & player)
mySprite.brightness = -100 ... 0 ... 100
	(-100 = black)
	(0 = normal)
	(100 = white)


- chase
(place inside of the sprite to affect)
[sprite]					(player)	name of sprite to chase
[speed]						(1)				move speed  (pixels per second)
[hitWalls]				(true)		whether or not to collide with walls
[hitSprites]			(true)		whether or not to collide with other sprites
[checkNoCollide]	(true)		whether or not to pay attention to each sprite's "noCollide" flag
[size]						(12)			diameter of pursuing sprite


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


- clickable
	(use as an empty movieClip,
	 place something visible inside of it,
	 then use a "wait" command to wait for this "movieClip")
	The wait will resume when it this clicked.


- 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)


- collisionArea
	(currently redundant.  creates a variable-sized bit-box for an rpgSprite and detects when the player enters/exits it)
_width		new hit-box width (in pixels)
_height		new hit-box height (in pixels)
_y				Vertical offset of hit-box


- 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)


- doppelganger
sprite	The name of the sprite to imitate


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


- dreamy
(place into HUD)
(set alpha to 50)  (100 = opaque blur)  (50 = dreamy half-blur)


- 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)
(works with all movieClips,  not just sprites)
speed			fade direction per frame  (- transparent,  + opaque)
	OR
value			target _alpha value
seconds		how many seconds to spend fading to that value

- fastRender		(all settings can be changed multiple times)
source				variable path to a movieClip		(supports nestedEval()		(can be changed)
[width]				(320)	horz resolution
[height]			(240)	vert resolution
[scroll]			t/(f)		Render the area of the source movieClip that would normally be visible where this movieClip is  (this movieClip acts like a window)
										else render the source movieClip starting from its top-left corner
[hideSource]	(t)/f		Whether to hide the source movieClip while rendering it


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

- flash		(Do NOT name it "flash"  That's a reserved word)
[brightness]		brightness to transition the parent to (-100 -> 100)
[seconds]				how many seconds to take
(this object removes itself after the transition completes)
(the new brightness level remains however)


- flashback		(recommend placing into HUD)  (persists between levels)
speed				How fast the ripples should sweep downward  (pixels per frame)  (default = 1)
startWidth	How wide the ripple distortion should start	(default = 0)
endWidth		How wide the ripple distortion should grow  (default = 300)  (max recommended value)  (300 = flashback/dream)  (50 = heat)
seconds			How many seconds it should take for the ripples to grow from 0 -> width  (default = 1)

	(example values)
	Flashback	(speed:2, endWidth:300, seconds:2)
	Drugged		(speed:1, endWidth:50)
	Heat			(speed:2, endWidth:25, _alpha:25)


- 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


- floating
speed			How fast to animate  (scales the default speed)
height		how many pixels to rise & fall


- follower		(place into HUD)  (followers remember current appearance between maps)  (pause upon "sprite" pause)
sprite			Name of sprite to copy  (resumes script after copy)
[name]		Instance name to use for the follower sprite
[replace]	(t/F)		Whether or not to remove the existing sprite that was copied to create the follower


- gallery
objectPath		Variable path to an object, which contains variables, which store picture paths. Objects like:
							LINGER_DATA.myPics = {  pic1="swf/pic1.png",  pic2="swf/pic2.png"  }
	OR
							LINGER_DATA.myPics = {  pic1={pic:"swf/pic1.png, title:"Hang in there!"},  pic2={},  pic3={}  }
toGallery( spriteName )		Displays a marker on a sprite, that moves to the gallery.
													[HUD.gallery.toGallery([this._name])]


- 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"

- glitchBlock
( call update() to manually refresh the displayed image.  Useful if this effect gets moved )
width						Width of area to display		(in pixels)
height					Height of area to display		(in pixels)


- glitchSpriteOverlay
(place inside of a rpgSprite)
flicker					(true)		Whether or not the make the sprite-system's image flicker
copyClipName		("image")	Name of sprite-system to use as a mask + image to flicker  (can be either a sprite system, or doppelganger swf)
													(Any clip can be used that contains:  getDisplayBitmap() and getDisplayPosition()

- 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
[yOffset]			-8		(offset the light's vertical position)


- lingerData
[RAM.gameId]		This should be a unique name for each game. If no name is specfied, then the data gets stored with an ID of "_lingerData"


- magnifierPicture
image			Path to image file
imageZoom	Scaler  (1 = 100%)
x					Pixel pos of picture
y					Pixel pos of picture
[zoom]		Scaler  (1 = 100%)
[hide1]		Name of a sprite to exclude from the magnified picture
[hide2]		Name of another sprite to exclude from the magnified picture
[hide...9]	You can specify up to 10 sprites to exclude


- 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)
[target]						(player)
[width]							(48)
[height]						(32)
[autoUpdate]				bool:	whether to affect the reflection sprite
[autoPose]					bool:	whether to mimic the player's pose
[autoDirection]			bool:	whether to mimic the player's direction (and reverse it)
(reflected player:  SPRITES.mirror.reflection.player)


- mood
[mood]				none, overcast, raining, evening, night, dark, nightmare, snow
[target]			("player")  Sets the target for the light to follow during the "dark" mood
[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)


- musicNotes
(convenient to place inside of target movieClip)
[spread]			degrees of random spread from vertical
[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.


- paletteCycle		(If applying to a sprite, do not apply it directly to their image. (It'll handle that itself)
palette		("")			Path to an image file to use as a palette.
speed			(1)				How fast to animate.  (can be a decimal) (more = faster)
direction	(right) / left				Which direction to shift the palette.
update		(false)				Whether or not to update the effect's image every frame.
("update" defaults to "true" if this effect is applied to a sprite, otherwise it's normally false)


- 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)


- police_lights
[sprite]			name of sprite to follow
[yOffset]			-8		(offset the light's vertical position)


- rainbowLight
[sprite]			name of sprite to follow


- renderToBitmap
[target]			Variable-path to a MovieClip to take a picture of.
							If omitted, _parent will be used and its contents will be hidden.
							... (since this bitmap will display them anyway)

- rotate
degrees			Angle  (clockwise)
seconds			How long to animate
ease				(any value), in, out, bounce		(any value = linear)	(omitted = linear)


- rotateMap
degrees			Angle  (clockwise)  (Applied instantly)


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


- scrambleTiles
(while present, this SWF displays an animated scrambling effect)
(when this SWF is removed, the map's tile-data is scrambled in the area that this SWF occupied)
tileWidth			Width of the area to affect  (in tiles)		(relative to top-left)
tileHeight		Height of the area to affect  (in tiles)	(relative to top-left)


- screenFence		(must be placed in SPRITES)  (prevents the player from leaving the screen)  (scrolling needs to be off)
[active]			true


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


- setKeys		(SWF variables correspond to key variable-names like "talk" >> "RAM.keys.talk")
Displays and modifies any variables stored here:
	RAM.keys
[talk]				path to "talk" icon
[cancel]			path to "cancel" icon
[up]				path to "up" icon
etc...


- 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		(place into OVERLAY)
[sprite]							name of sprite to use as the emitter.
												Particles will be placed outside of it.
[particlesPerFrame]		(0.3)	How many particles to create per frame.  (Use decimals below 1 to skip frames)
[speed]								(2)		How fast the smoke rises  (pixels per frame)


- smokeTrail		(place into OVERLAY)
[sprite]							name of sprite to use as the emitter.
												Particles will be placed outside of it.
[particlesPerFrame]	(0.5)  How many particles to create per frame.  (Use decimals below 1 to skip frames)


- 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
time					0.5		(Fade-out duration, in seconds)
frequency			0.3		(streaks per frame)  (0.3 = 1 every 3 frames)

- text
text					A string of text.
[color]				0xffffff
[align]				Null / "center"


- textBalloon  (when placing manually, set "face" and "typingSound")
[text]				text to display
[sprite]			sprite to float over
[scale]				scale of balloon.  1 = normal


- textThought  (when placing manually, set "face" and "typingSound")
text							text to display
sprite						(face)	sprite to float over
scale							(typingSound)	scale of balloon.  1 = normal


- 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)


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


- tron_hideTile
animate()						Start the animation. This SWF will auto-delete when it's done.


- waitForClickOrKey
[target]			path of variable to store pressed key character in  (Pressing A = "a")
						... or "left-click" upon mouse-press
[getCode]			bool:  whether to return the pressed keyCode instead of the literal character


- waitForKey
[target]			path of variable to store pressed key character in  (Pressing A = "a")


- waterfall
width			width in tiles
height			height in tiles  (the top transitional sprite is included within this)


- waterFeet  (place inside of target sprite)
[waterDepth]		(8)			How much of the sprite's bottom is translucent  (in pixels)
[hasRipples]		(true)	Whether or not to display the ripple effect
[hasFoam]				(true)	Whether or not to display water-foam beyond waterDepth of 4
[sink]					(true)	Whether or not the sprite's image_mc descends, based on waterDepth


- 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