TSC Command list

> "T-Script", or *TSC,* is a built in "event&command" language for Cave Story, which can be quite easy to pick up and learn. Editing TSC script in Booster's Lab can also give you the run-down on what commands do what with it's built-in command list.
>
>

## Accessing the TSC Script Window

To enable the script editor in Booster's Lab, select a map and press the "Script" button to enable the TSC script editor. Addtionally, you can have the TSC script editor open while you design levels in the Tile editor.

* For additional written guides on how to fully utilize TSC, check out the "Oh god what do I do" section under the 'Help' menu in the editor. Happy scripting!

## <TSC commands

Basic list of TSC commands.

You can also download this document to have the list handy with you. The document comes with everything but the <ANP list shown below this article.

```
Commands are in the form of <CMDw:x:y:z. Entity x refers to entities tagged x; entity type x refers to entitites of type x
Each parameter is four digits long
<AE+         Arms Energy +          Refill all weapon ammo.
<AM+w:x      ArMs +                 Give weapon W (if not already acquired), and add X ammo. Use 0000 for infinite ammo.
<AM-w        ArMs -                 Remove weapon W.
<AMJw:x      ArMs Jump              Jump to event X if the PC has weapon W.
<ANPw:x:y    Animate NPc            Give all entities W scriptstate X and direction Y. Used for animation.
<BOAw        BOss Animate           Give map-boss (eg Omega) scriptstate W
<BSLw        BoSs Life              Start boss fight (trigger a boss life bar) with entity W. Use 0000 to end the boss fight. (NPC flag 0200 must be set; should work with anything that has HP)
<CAT         (C?) All Text          Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <SAT.
<CIL         Clear ILlustration     Clear illustration (during credits).
<CLO         CLOse                  Close message box.
<CLR         CLeaR                  Clear message box.
<CMPw:x:y    Change MaP tile        Change the tile at coordinates W:X to type Y. Produces smoke.
<CMUw        Change MUsic           Change music to song W.
<CNPw:x:y    Change NPc             Change all entities W to type X with direction Y.
<CPS         Clear Prop. Sound      Stops the propeller sound.
<CRE         CREdits                Rolls credits.
<CSS         Clear Stream Sound     Stops the stream sound.
<DNAw        Delete Npc All         Remove all entities of type W.
<DNPw        Delete NPc             Remove all entities W.
<ECJw:x      Event Check Jump       Jump to event X if any entities W exist.
<END         END                    End the current scripted event.
<EQ+w        EQuip +                Equip item W.
<EQ-w        EQuip -                Dequip item W.
<ESC         ESCape                 Quit to title screen.
<EVEw        EVEnt                  Go to event W.
<FACw        FACe                   Show face W in the message box.
<FAIw        FAde In                Fade in with direction W.
<FAOw        FAde Out               Fade out with direction W.
<FL+w        FLag +                 Set flag W. Using flags over 8000 is inadvisable.
<FL-w        FLag -                 Clear flag W.
<FLA         FLAsh                  Flash the screen white.
<FLJw:x      FLag Jump              Jump to event X if flag W is set.
<FMU         Fade MUsic             Fade the music out.
<FOBx:y      Focus On Boss          Focus on boss W in X ticks. Use X > 0.
<FOMx        Focus On Me            Focus on the PC in W ticks. Use W > 0.
<FONw:x      Focus On Npc           Focus on entity W in X ticks. Use X > 0.
<FRE         FREe                   Free game action and the PC.
<GITw        Graphic ITem           Display an item or weapon icon above the message box. Add 1000 to W for items. Use 0000 to remove.
<HMC         Hide My Character      Hide the PC.
<INI         INItialize             Reset memory and restart game.
<INPw:x:y    [Initialize?] NPc      Change entity W to type X with direction Y and set entity flag 100 (0x8000).
<IT+x        ITem +                 Give item W.
<IT-x        ITem -                 Remove item W.
<ITJw:x      ITem Jump              Jump to event X if the PC has item W.
<KEY         KEY lock               Lock player controls and hide status bars until <END.
<LDP         LoaD Profile           Load the saved game.
<LI+x        LIfe +                 Recover W health.
<ML+x        Max Life +             Increase the current and maximum health by W.
<MLP         Map/Location Picture   Display a map of the current area.
<MM0         My Motion 0            Halt the PC's forward motion.
<MNA         Map NAme               Display name of current map.
<MNPw:x:y:z  Move NPc               Move entity W to coordinates X:Y with direction Z.
<MOVw:x      MOVe                   Move the PC to coordinates W:X.
<MP+w        MaP flag +             Set map flag W. Map flags cannot be unset. Highest usable flag is 127.
<MPJx        MaP flag Jump          Jump to event W if the map flag for the current area is set.
<MS2         MeSsage 2              Open an invisible message box at the top of screen.
<MS3         MeSsage 3              Open a message box at the top of screen.
<MSG         MeSsaGe                Open a message box at the bottom of the screen.
<MYBw        MY Bump                Causes the PC to hop in the direction opposite of W. Using up or down causes the jump to be vertical.
<MYDw        MY Direction           Causes the PC to face direction W.
<NCJw:x      Npc Check Jump         Jump to event X if any entity of type W exists.
<NOD         [Newline On Demand?]   Wait for player input before resuming script.
<NUMw        NUMber                 Prints the value [4a5b34+W*4] to the message box. Use 0000 to print the last used W from compatible commands (eg AM+).
<PRI         PRevent Interaction    Lock player controls and freeze game action until KEY or END.
<PS+w:x      Portal Slot +          Set teleporter slot W to event X. Selecting slot W while using the teleporter menu will jump to event X.
<QUAw        QUAke                  Shake the screen for W ticks.
<RMU         Resume MUsic           Resume the song last played.
<SAT         Speed-up All Text      Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <CAT. (glitches scrolling text)
<SILw        Show ILlustration      Show illustration W (during credits).
<SK+w        SKipflag +             Set skipflag W. (remains set until program exits, to avoid repeating cutscenes/dialogue after retrying)
<SK-w        SKipflag -             Clear skipflag W.
<SKJw:x      SKipflag Jump          Jump to event Y if skipflag X is set
<SLP         Show Location Portals  Show the teleporter menu.
<SMC         Show My Character      Unhides the PC.
<SMPw:x      Shift MaP tile         Change the tile at coordinates W:X to the one directly left of it on tie tileset. Does not create smoke.
<SNPw:x:y:z  Set NPc                Create an entity of type W at coordinates X:Y with direction Z.
<SOUw        SOUnd                  Play sound effect W.
<SPS         Start Prop. Sound      Start the propeller sound.
<SSSw        Start Stream Sound     Start the stream sound with volume W. (from River area - normal pitch is 0400)
<STC         Save Time Counter      Saves current time to 290.rec.
<SVP         SaVe Profile           Saves current game.
<TAMw:x:y    Trade ArMs             Trade weapon W for weapon X and set max ammo to Y. Use 0000 to keep the same amount of ammo. (GLITCH: first weapon 0000)
<TRAw:x:y:z  TRAnsport              Travel to map W, run event X, and move the PC to coordinates Y:Z.
<TUR         [Text UnRead?]         Instantly display text. Use after a <MSG/2/3; works until another <MSG/2/3 or an <END.
<UNIx        UNIt                   Set character movement type. Use 0000 for normal, 0001 for zero-G (disables focus commands) and 0002 to disallow movement (can still fire).
<UNJw:x      UNit Jump              Jump to event X if movement is of type W (0000 for normal, 0001 for zero-G).
<WAIw        WAIt                   Pause script for W ticks.
<WAS         WAit until Standing    Pause script until character is on ground.
<XX1w        XX1                    Show the island falling in manner W. Use 0000 to have it crash and 0001 to have it stop midway.
<YNJw        Yes/No Jump            Prompt Yes/No; jump to event W if No is selected.
<ZAM         Zero ArMs              Sets all weapon energy to zero.

```

## Credit commands

These commands come into play by eliciting the ending credits function within the game.

```
[T]X  Displays [casts.pbm] image of number Y to the left of X text

```

```
+X    Sets the X value of the scrolling text

```

```
!X    Same as <CMU - Play music X

```

```
-X    Separates lines of scrolling text by X number of pixels

```

```
fX:Y  Same as <FLJ - Jump to location Y if flag X is set

```

```
jX    Calls the part of the script marked by an l of the same #

```

```
lX    Location (Event) number - Sets where the script starts when an event is called

```

```
~     Same as <FMU - Fade music to low volume

```

```
/     Makes the credits stop scrolling

```

```
<<<   [comment? Could do nothing at all; only instance is after / and thus ignored]

```

## Items/IT+/EQ+

```
0000  [Blank - Clears box in GIT] add 1000 to get items instead of weapons

```

```
0001 Arthur's Key

```

```
0002 Map System

```

```
0003 Santa's Key

```

```
0004 Silver Locket

```

```
0005 Beast Fang

```

```
0006 Life Capsule (GIT only)

```

```
0007 ID Card

```

```
0008 Jellyfish Juice

```

```
0009 Rusty Key

```

```
0010 Gum Key

```

```
0011 Gum Base

```

```
0012 Charcoal

```

```
0013 Explosive

```

```
0014 Puppy

```

```
0015 Life Pot

```

```
0016 Cure-All

```

```
0017 Clinic Key

```

```
0018 Booster 0.8

```

```
0019 Arms Barrier

```

```
0020 Turbocharge

```

```
0021 Curly's Air Tank

```

```
0022 Nikumaru Counter

```

```
0023 Booster v2.0

```

```
0024 Mimiga Mask

```

```
0025 Teleporter Room Key

```

```
0026 Sue's Letter

```

```
0027 Controller

```

```
0028 Broken Sprinkler

```

```
0029 Sprinkler

```

```
0030 Tow Rope

```

```
0031 Clay Figure Medal

```

```
0032 Little Man

```

```
0033 Mushroom Badge

```

```
0034 Ma Pignon

```

```
0035 Curly's Underwear

```

```
0036 Alien Medal

```

```
0037 Chaco's Lipstick

```

```
0038 Whimsical Star

```

```
0039 Iron Bond

```

```

```

```
**Equip (EQ+/EQ-)**

```

```
0001 Booster v0.8 (ignored if v2.0 on)

```

```
0002 Map System

```

```
0004 Arms Barrier

```

```
0008 Turbocharge

```

```
0016 Curly's Air Tank

```

```
0032 Booster v2.0

```

```
0064 Mimiga Mask

```

```
0128 Whimsical Star

```

```
0256 Nikumaru Counter

```

```
NOTE: these are bitwise flags, the final value is the sum of the equipped items

```

## Songs <CMU

```
0000 (none - silence)    XXXX
0001 Mischievous Robot   WANPAKU     Egg Corridor
0002 Safety              ANZEN       various homes
0003 (no title)          GAMEOVER    game over
0004 Gravity             GRAVITY     boss battle
0005 On To Grasstown     WEED        Grasstown
0006 Meltdown 2          MDOWN2      Sand Zone
0007 Eyes of Flame       FIREEYE     major boss battle
0008 Gestation           VIVI        First Cave, various small rooms
0009 Mimiga Town         MURA        Mimiga Village
0010 (no title)          FANFALE1    get item
0011 Balrog's Theme      GINSUKE     Balrog cutscenes
0012 Cemetery            CEMETERY    Graveyard
0013 Plant               PLANT       Yamashita Farm
0014 Pulse               KODOU       Egg No. 00, Waterway Cabin, Arthur's House after Waterway
0015 (no title)          FANFALE3    boss defeated
0016 (no title)          FANFALE2    get life capsule
0017 Tyrant              DR          Doctor cutscenes
0018 Run!                ESCAPE      Balcony areas after boss fights
0019 Jenka 1             JENKA       Jenka's House, Labyrinth I & H (first two areas)
0020 Labyrinth Fight     MAZE        Labyrinth M (gaudi eggs)
0021 Access              ACCESS      Shelter (Kazuma on computer)
0022 Oppression          IRONH       Core battle
0023 Geothermal          GRAND       Dark Place, Core, [Main Artery?]
0024 Cave Story          CURLY       title screen, Plantation
0025 Moonsong            OSIDE       Outer Wall
0026 Hero's End          REQUIEM     bad ending
0027 Scorching Back      WANPAK2     Egg Corridor?
0028 Quiet               QUIET       Mimiga Village and homes after Waterway
0029 Last Cave           LASTCAVE    Last Cave
0030 Balcony             BALCONY     Balcony
0031 Charge              LASTBTL     Muscle Doctor battle
0032 Last Battle         LASTBTL3    final battles
0033 The Way Back Home   ENDING      Credits
0034 Zombie              ZONBIE      before Undead Core battle, after Ballos battle
0035 Break Down          BDOWN       Ending
0036 Running Hell        HELL        Sacred Grounds
0037 Jenka 2             JENKA2      Labyrinth W (main area w/shop, camp)
0038 Living Waterway     MARINE      Waterway
0039 Seal Chamber        BALLOS      before Ballos battle
0040 Toroko's Theme      TOROKO      Title Screen - Toroko
0041 White Stone Wall    WHITE       Title Screen - King
# Cave Story+ only:
0042 Wind Fortress       KAZE        Wind Fortress

```

## SFX <SOU

```
Sound Effects (SOU)
0000 <nothing>
0001 BLIP (Move Selector on menu / inventory screen)
0002 Message typing, text sound
0003 Bonk (Player hits ceiling or bottom of block)
0004 CHEE (Change weapon / Curly pulls Machine Gun)
0005 BleeP (Yes/No box appears)
0006 Small hop (Hoppy / Puchi)
0007 - 0010  [nothing]
0011 Door open/close
0012 CHKRA (Star block shot / block crack)
0013  [nothing]
0014 BooWahh (Weapon energy collect)
0015 Player/Curly jumps (click)
0016 Player damage
0017 Player dies
0018 Pwee (Confirmed option)
0019  [nothing]
0020 Health/ammo refill
0021 bwhebwhe (Acid drip / Gunfish bubble pop / Night Spirit projectile, etc. [bubble])
0022 Chwweh/Click (chest, life capsule, unlock door)
0023 Pwah (Player lands on ground from falling [thud])
0024 Tap (Player walking)
0025 Pwah Che Che (Omega jump / break weapon energy capsule / boss charges at player)
0026 low pitch DUMMMmm ([Loud thud] Balrog lands / Core closes / large shutter movement, etc.)
0027 PWEEeHT, Level Up
0028 TEE ([thump] Player's projectile hits wall or block)
0029 WhoooWooo, Teleport
0030 bweee ([jump] Critter, etc.)
0031 high pitch TINK, shot hitting something that doesn't take damage?/Invulnerable "ting"
0032 TCH (shot - Polar Star / Machine Gun Lv 1)
0033 FHROM (shot - Snake)
0034 Shot - Fireball bounce / Lv 1 Blade attack
0035 Explosion (Major boss explodes with white-out / Island crashes)
0036  [nothing]
0037 Click (Empty ammo)
0038  [get item]
0039  [*bvng*] (Enemy/Boss projectile shot from Gaudi, Balrog, Core, etc.)
0040  [water?] (Part of stream sound)
0041  [water?] (Part of stream sound)
0042  [beep] (Missile ammo collect)
0043 Computer beep (activate terminals, Malco wakes up, etc.)
0044 Blast (Missiles, Explosive blast on Shelter door, major boss explosions)
0045 Weapon energy bounce
0046  [*ftt*] (Mannon / Ironhead projectile)
0047  [?]
0048 Shot - Bubbler
0049 Shot - Spur Lv 1 (Polar Star/Machine Gun Lv 3 / Nemesis Lv 2)
0050  [enemy squeak] (Bat damage / Mimiga(Toroko) / Defeat Bute)
0051  [enemy take damage] (Critter / Crow, etc. damage)
0052  [large enemy take damage (roar)] (Power Critter / Bosses, like Igor, etc.)
0053  [enemy squeak-bblblbl] (Jellyfish / Buyobuyo / Beetle / Defeat Gaudi)
0054  [object shot (thud)] (Machine enemy/boss damage / hitting stuck shutter in Core)
0055  [enemy squeak] (Bute damage)
0056  [splash] (Player hits water while falling)
0057  [little damage sound] (Curly damage / Misery damage)
0058  [*chlk*] (Part of Helicopter propeller sound)
0059 Spur charge - Lv 1
0060 Spur charge - Lv 2 (Nemesis Lv 3 duckling shot)
0061 Spur charge - Lv 3
0062 Shot - Spur Lv 2
0063 Shot - Spur Lv 3
0064 Shot - Spur MAX
0065 Spur fully charged
0066 - 0069  [nothing]
0070  [explosion] (small blast / enemy defeat / Sue hitting player in Jail No. 1)
0071  [explosion] (medium blast / enemy defeat / player collapses)
0072  [explosion] (large blast / enemy defeat)
0073 - 0099  [nothing]
0100 Bubbler bubble snap
0101 Lightning (Core firing big projectile / Misery casts spell)
0102 Kreeesh (Rabil charges / Sandcroc pops out / Omega open/close)
0103 Wubababa (Curly prepares Machine Gun / Ballos targeting cursor)
0104 Beev (Hidden Heart/Missile hit sound)
0105 Puppy barking
0106 Lv2/Lv3 Blade attack
0107 Labyrinth block platform movement
0108 bwoooo (Large enemy jump, like Power Critter)
0109 tsh (Critter hovering)
0110 clak (Power Critter hovering / Droll/Red Demon projectile)
0111 bvv (Monster X movement)
0112 bvvmp (Monster X changing direction or stopping)
0113 Ssh (Booster v0.8/v2.0 jetting)
0114 Core damage
0115 Core opens
0116 Undead Core charges up
0117 Shot - Nemesis Lv 1
0118 - 0149 [nothing]
0150 Organya drum Bass01
0151 Organya drum Snare01
0152 Organya drum HiClose
0153 Organya drum HiOpen
0154 Organya drum Tom01
0155 Organya drum Per01
0156 - 0159 [nothing]
0160+ ⚠ CRASH Doukutsu.exe

```

## Animating NPCS <ANP

Here is the list of the variables for the <ANP TSC command. Sourced from the Tribute Site. Refer to the <ANP guide in Booster's Lab for more information on how to use this command.

Download the List

```
Cave Story Animations [<ANP]

* PLAYER

    	Quote [0150] -By J.T.E.
 0000	Stand around.
 0002	Look up.
 0010	Splat on the floor.
 0011	Splat on the floor, no poofs or noise.
 0020	Get teleported out
 	(from Misery teleports you to Labyrinth cutscene)
 0021	Invisible
 0050	Walk forward
 	(No gravity)
 0051	Walk forward
 	(first 3 frames glitch: Step, look up, then splat. Otherwise same as 0050)
 0060	Slowly fall, shaking and upside down (from normal ending)
 0061	Invisible
 0070	Walk in place
 0071	Walk in place
 	(Same glitch as 0051)
 0080	Back turned
 	(Checking an NPC)
 0100	Walk in place
 	(Gravity, from credits)
 0101	Walk in place
 	(Gravity, same glitch as 0051)
 0102	Walk in place
 	(No gravity, same glitch as 0051)

    * NON-PLAYABLE CHARACTERS

	Hermit Gunsmith [0030] -By Shmitz
0000	Only animation. Direction 0000 is standing.
	Any other direction is sitting down sleeping, one space below original.
	Flag 0x1000 starts him out this way.
	Going to direction 0000 stands him up, does not change position.

	King [0061] -By Shmitz
0000	Stand around. Eyes blink.
0005	Fall over
0006	Fall over
0007	Fall over
0008	Walk forward
0009	Flop down, walk forward
0010	Run forward
0011	Run forward
0020	Brandish sword
0030	Knocked way over
0031	Knocked way over
0040	Die, leave sword
0042	Die, leave sword
0060	Leap to the right.

	Toroko [0060] -By jcys810
0000	Standing
0003	Running
	(Runs forward, when she hits a hard block, she turns and runs forward, hits a hard block, turns and runs forward, so on and so forth)
0004	Running
	(Runs forward, when she hits a hard block, she turns and runs forward, hits a hard block, turns and runs forward, so on and so forth)
0006	Jumps then run
	(Jumps forward, then does the same thing as 0003; 0004)
0008	Jumps on the spot
	(If used when running, will jump in that direction, facing direction may be different, but jumping direction remains)
0010	Falls down
	(Like in the Shack when you shoot her)
0011	Down (No smoke, just immediately in the fallen position)

        Jack [0074] -By jcys810
0000    Standing
0008    Walking

        Kanpachi (Standing) [0226] -By jcys810
0000    Standing
0010    Walking
0011	Walking
0020	Three quarter back view

        Mahin [0079] -By jcys810
0000    Standing
	(Face back)
0002	Standing
	(Face front)

	Balrog [0012] -By Shmitz
0000	Stand around. Eyes blink.
0010	Going up!
0011	Going up!
0020	Uh oh! Smoking, going up!
0021	Smoking, going up!
0030	Smile
0040	Super panic
0041	Super panic
0042	Uh oh! Image blinks
0043	Uh oh! Image blinks
0050	Back turned
0060	Walk forward no falling
0070	Uh oh! Vanish
0071	Vanish
0080	Panic
0081	Panic
0100	Super going up!
	(changes map tiles)

	Misery (floating) [0067] -By Shmitz
0000	Teleport in, hover
0001	Teleport in, hover
0010	Hover
0011	Hover
0013	Drop to floor, standing
0014	Standing *
0015	Standing, create bubble *
0016	Create bubble
	(not animated) *
0020	Hover, going up!
0021	Hover, going up!
	(doesn't pass through walls)
0025	Standing, cast big spell *
0025	Standing, cast big spell *
0027	Standing *

* Use these after 0013, or sprite will continue to move
in last "hover" direction (up or down).

	Misery (standing) [0082] -By Shmitz
0000	Stand around. Eyes blink.
0011	Sitting?
0015	Cast spell
	(to right)
0020	Going up!
0021	Going up!
	(doesn't pass through walls)
0025	Cast big spell
0026	Cast big spell
0030	Cast spell
0031	Cast spell
0040	Cast bubbles
	(to right)
0041	Cast bubbles
	(to right)
0050	Defeated

	Sue [0042] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Back turned
0008	Knocked a bit over
0009	Fall over
0010	Fall over
0011	Throw a fit
0012	Fall over, throw a fit.
0014	CRASH GAME
0015	Summons red crystal
0017	Looks afraid
0020	Run while to left of main char
0021	Run while to left of main char
0030	Run forward
0031	Run forward
0040	Hops once

	Igor  (Cutscene) [0083] -By jcys810
0000	Standing
0001	Standing
0002	Walk
0003	Walk
0004	Bend arm and Jab
0005	Quick Jab

        Santa [0040] -By jcys810
0000    Standing
0003    Walk through horizontal tiles no gravity
0004	Walk through horizontal tiles no gravity

        Chaco [0093] -By jcys810
0000    Standing
0003	Walking, no gravity
0004	Walking, no gravity
0010	Lying down on bed
	(Bed sprite is seperate)
0011	Direction facing is fixed

	Malco Undamaged [0107] -By jcys810
0000	Sitting
0010	Eyes glow, smoke appears, stands up, starts freaking out
0016	Smoke appears, stands up, starts freaking out
0019	Immediately stands up and starts freaking out
0020	Stands up and holds his head
0021	Crushed

	Malco Damaged [0109] -By jcys810
0000	Standing
0010	Smoke appears

	Doctor (Intro) [0298]
0000	Standing
0011	Laughing
0020	Walk without falling
0021	Walk without falling
0030	Face back
0040	Face back laughing
0041	Laughs then face back and continue laughing

	Prof. Booster [0113] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Show back
0030	Warp + teleport in?
0031	Teleport in

	Curly [0117] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Poof defeat
0006	Defeat
0010	Walk towards main char until 1 away
0011	Walk forward no falling
0020	Back turned
0021	Look up
0030	Knocked a bit over
0031	Fall over
0032	Fall over
0070	Moonwalk
0071	Moonwalk

	Doctor (Crowned) [0139] -By jcys810
0000	Standing
0010	Laughing
0011	Laughing
0020	Floats
0021	Floats upward till the topmost part of the map, then just floats.
	If he is not able to reach the topmost part, his head will get stuck.
	This animation doesn't allow you to see his head.
0030	Teleport Out
0031	Disappears instantly
0040	Teleports In, then floats
0041	Teleports In, then floats

	Doctor (Red Energy) [0281] -By jcys810
0000	Standing
0010	Red Energy Appears
0011	Red Energy Appears

	Korons/Colons [0122]
0010	Aggress
0020	Abjure
	How Pixel did it: 4 entities (200-203). Odd # were 0121, Even were 0120.
	5 entities (0400, 0310-0313). The ones in the 300's were directly above the
	Colons, with the 400 off to the side. On Boss begin, the 4 entities 310-313 were changed 	to 122.
	ANP 0010 direction 0002. When fight was over...
	<ANP0310:0020:0005
	<ANP0311:0020:0005
	<ANP0312:0020:0005
	<ANP0313:0020:0005
	<CNP0400:0117:0005
	<ANP0400:0005:0005<WAI0002
	<ANP0400:0030:0004<SOU0070
	<WAI0100<PRI<CMU0015<MSG
	Victory!<WAI0140<CMU0000<NOD<CLO
	<KEY<ANP0400:0006:0005<WAI0002<PRI

MONSTERS

	Door [0059] -By jcys810
0000	Opens eye when approached
0002	Opens eye and closes
0006	Eye remains closed even when approached

	Basil [0007] -By Metalogz
0000	Immediately <MOV Basil to ANP location
	(Where the event in which you <ANP it is)
0001	Make Basil slow down and change direction as per normal to travel towards the left
0002	Make Basil slow down and change direction as per normal to travel towards the right
0003	Make Basil continue moving towards the direction it is already facing regardless of
	where you are at the speed at which it has been <ANP'd

	Kulala [0094] -By jcys810
0000	Idle
0010	Angry

	Ravil [0115] -By jcys810
0000	Attacking
0005	Standing
0010	Pauses for a while
0030	Smoke appears
0050	Lying down

	Crow [0057] -By Metalogz
0000	Normal
0001	Slowly fly back to original NPC event position from wherever it is and act normally from then on.
0002	Chase after you as per normal
0003	Face ANP direction and slowly drift away towards direction it was moving in.
	Does not chase after you even it you hit it after ANP'ed

	Midorin	[0235] -By jcys810
0000	Running about
0004	Stops running, will slide if he is running
0010	Runs forward for a while

	Dragon Zombie [0200] -By Metalogz
0000	Acts normally
0001	Completely freezes in motion, but still damages you if you touch it
0020	Charges fire in mouth and shoots them out
0021	1st ANP, Charges fire in mouth and shoots them out
	2nd ANP, Opens mouth and fires immediately
0030	Opens mouth and fires immediately
0035	1st ANP, Fires immediately with current animtion
	2nd ANP, Acts normally
0100	Dead, but still damages you as per normal if you touch it

	Enemy - Press (killer) [0238] -By Metalogz
0000	Normal
0001	Normal
0002	Doesn't move
0010	Smash once, with eye closed
0020	Waits a while, moves back same distance, but does not crush
0030	Immediately moves back same distance, but does not crush

* BOSSES

    	Balrog (running) [0068] -By Metalogz
 0000	Begins/Restarts boss fight battle pattern cycle.
 0005	Freezes Balrog in current position, but continues sliding in the direction
 	it was moving in before frozen. Faces in direction of ANP.
 0010	Instantly transports you into Balrog's grasps where he confines you in him
 	and later throws you out as per normal.
 	However, you are visible while you are in confinement.
 	Auto <SMC after he throws you out after ANP.
 	Thrown in opposite direction of ANP.
 0020	Instantly throws you as if thrown out of Balrog after he confines you.
 	Balrog is in appropriate animation, sliding in direction he was moving in
 	before ANP.
    	Boss fight pattern continues are per normal after that.
 	Thrown in opposite direction of ANP.

    	Igor (Boss) [0088] -By jcys810
 0000	Boss fight patterns
 0009	Charge laser
 0011	Turn left and freeze current frame

    	Toroko+ [0140] -By jcys810
 0000	Transforming animation
 0004	Freeze frame
 0020	Jumps and throws Flowercub
 0022	Throws Flowercub
 0025	Goes into landing frame for a while
 0026	Pauses and goes into standing animation for a while before continuing what
 	it was doing prior to this ANP
 0052	Goes into standing animation for a while
 0100	Dying animation
 0105	Changes into small Toroko's dying animation
 0106	Dying animation without flashing and smoke

    	Ma Pignon [0313] -By jcys810
 0000	Standing
 0100	Boss fight patterns, begin with jumping
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0200	Boss fight patterns, begin with tackling wall
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0300	Boss fight patterns, begin with tackling ceiling
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0500	Screaming/Losing

    	Red Demon [0276] -By Metalogz
 0000	Makes sprite jolt up half a block and drop back down.
 0003	Freezes sprite in current frame. Still damages upon contact. Follows your
 	direction. Slides in direction it was moving in when ANP'ed.
 0010	Starts boss fight animations, starting with throws on ground.
 0020	Starts boss fight animations, starting with leap and throws in air.
 0021	Starts boss fight animations, starting with stomp on ground.
 0022	Starts boss fight animations, pauses for short while before beginning.
 0050	Boss death sequence. Exp included. Repeatable xD (trust me, it's fun)
 0051	Instant switch to dead boss sprite without sound or animations.
 0052	Freezes sprite in current frame. Still damages upon contact. Does not follow
 	your direction. Slides in direction it was moving in when ANP'ed.

    	Misery (Boss) [0247] -By jcys810
 0000	Floating pose but does not move
 0020	Standing
 0100	Hover up and starts boss fight patterns
 0110	Shoots at you and starts boss fight patterns
 0150	Teleports away and starts boss fight patterns
 0160	Shoots those orbs that turn into lightning bolts at you and starts boss
 	fight patterns
 1000	Smoke appears, screaming
 1010	Defeated

    	Doctor (Boss) [0263] -By jcys810
 0000	Unsure, he doesn't appear when I do this.
 0002	Appear and attacks with red energy, Boss animations
 0010	Attacks with red energy, Boss animations
 0020	Attacks with red energy, Boss animations
 0030	In pain animation, releases alot of red projectiles, Boss animations
 0032	Releases alot of red projectiles, Doctor sprite does not appear

    	Doctor (Muscle) [0267] -By Metalogz and jcys810
 0000	Image blinks
 0001	Faces left
 0006	Idle
 0007	(No idea what this is, but it has to be done to make him appear)
 0008	Getting ready to jump pose, then does an attack
 0010	Stops what he is doing and land
 0011	Does a random attack
 0015	Jump
 0016	Landing pose and shake screen
 0020	Shoot bats out of his palms
 0030	Elbow ram attack
 0031	Elbow ram attack, then jump
 0032	Elbow ram sprite frames but does not move
 0040	Stomps
 0100	Teleports and lands above Quote
 0101	Teleports and lands above Quote
 	No teleporting sound
 0102	Landing frame then suddenly disappears and reappears above Quote
 	No teleporting sound
 0500	Screaming to the right
 0501	Screaming to the left
 0510	Evaporating
 0511	Suddenly moves into the left wall

    * OBJECTS

    	Fireplace [0038] -By jcys810
 0000	Nothing
 0001	Freeze
 0010	Extinguish
 0011	Disappear instantly

    	Lift Platform [0025] -By Metalogz
 0000	Moves it a bit to the right
 0001	Makes where the lift currently is the lowest stop
 0002	Makes where the lift currently is the middle stop
 0009	Makes lift stop

    	Terminal [0085] -By jcys810
 0000	Blank
 0001	Blue Screen
 	(Change direction to 0002 to make it Red Screen, I think setting Flag 1000
 	 works as well)

    	Horizontal Block [0149] -By jcys810
 0000	Slides down and right by a little diagonally
 0001	Does not move even if you move close to it
 	(If moving while this event takes place, it will stop at the end before this
 	 happens, but while moving, the sound will be removed)
 0011	Move to the left
 0021	Move to the right

    	Vertical Block [0157] -By jcys810
 0000	Slides down and right by a little diagonally
 0001	Does not move even if you move close to it
 	(If moving while this event takes place, it will stop at the end before this
 	 happens, but while moving, the sound will be removed)
 0011	Move up
 0021	Move down

   	Shutter (Small) [0185] -By jcys810
 0000	Stationery
 0010	Move

    	Shutter (Large) [0184] -By jcys810
 0000	Stationery
 0010	Move

    	Rocket [0231] -By Metalogz
 0010	Activate launch

```