Script format:
Here is the basic format for the scripts:

"int number of commands in script"
"char* script condition"   "char* type acting on"  "char* action to carry out"  "int parameter1"  "int parameter2"  "int parameter3"



Here are some of the script conditions that can be used:

withinp1		will trigger if the player is within a certain number of pixels of the object specified by parameter1
vertwithingmp1andmp2	will trigger if the player is vertically between the two movement points of the object, and horizartally within a distance specified by parameter1
hitground		will trigger when the object the script is attached to hits the ground
atp1frame		(anim)will trigger when the animation for the object has reached the frame specified by parameter1
atp1frame		(anim)will trigger when the animation for the object has reached the frame specified by parameter3
touchingplayer	will trigger when the object is touching the player
nottouchingplayer	will trigger when the object is not touching the player
touchingplayeronground	will trigger when the object is touching the player, and the player is on the ground
moving		(enim)will trigger when the enemy is moving
stopped		(player)will trigger when the player is not moving
iswalking		(player)will trigger when the player is walking normally
isjumped		(character)will trigger when the character is in the air
isflamed		(player)will trigger when the player has recentally landed in a pit of lava
isducking		(player)will trigger when the player is ducking
offscreenmoving	(enim) will trigger when the enim is offscreen and moving

Here are some of the types that scripts can act on:

anim			will effect how the animation is played
enim			will effect the behaviour of an enemy
parts			will create particle effects
player		will effect the player
cin			will effect in-game cinematics
script		will effect how the script acts in the future
sound			will effect any sound effects
game			will effect some aspect of the game as a whole (ie exit level)


Here are some of the actions that can be performed and the types that they can act on:

stop			(anim) will stop the playing
gotoframep3		(anim) if the animation is currently at frame 0, it will be set to frame specified by parameter 3
resetanim		(anim) will reset the animation
move			(enim) will make it move
setyaccel		(enim) will set the y_accel of the enemy. Will only work if the enemy is currently stopped
playbetweenp1p2	(anim) will start the animation looping between the frames specified in parameters 1 and 2
			param 3 determines whether or not it should wait for the current animation to finish (0==false 1==true)
destroyparent	(anything) will destroy the parent object that the script is attached to
spraybrown		(parts) will create a spray of brown particles
displaydialog	(anything) will draw a dialog onto the screen the first argument it the dialog number,
				the second and third is the (x,y) coord for where to display the dialog
addp1tody		(player) subtracts the value of p1 from the player's dy
spraysmall		(parts) will spray a small number of particles of the colour specified by p1,p2, and p3
spraysparks		(parts)	will spray a small number of yellow particles at offset (p2,p3) from the top left of the object
killscript		(script) will stop the script from playing again
playsound		(sounds) play sound p3
exitlevel		(game) will open up the exit level menu
pause			(script) will pause the script; that is it will recognize no commands other than unpause untill it is unpaused
unpause		(script) will unpause the script


