The ini file

The ini file (skool_daze.ini or back_to_skool.ini) determines many aspects of the game, such as the names of the characters, the order of the lessons, and what characters do during lessons. Each section of the ini file is described below.

What follows is a description of every section of the ini files, and every command found in the command lists that control the characters. Armed with this knowledge, you’ll be able to start mucking around with how Pyskool works and the game characters behave.

If you can’t be bothered to read any of this and instead just want to get your modding hands dirty right now, head over to Example customisations.

If you’re even lazier than that, head over to Example ini files for a description of the ready-made customised ini files distributed with Pyskool.

[AssemblyMessages]

The AssemblyMessages section contains all the information required to build a message used by the headmaster during assembly in Back to Skool. There are three types of entry in this section:

MESSAGE, assemblyMessageTemplate

which defines the template for the assembly message, and:

VERB, verb
NOUN, noun

which define the verbs and nouns to substitute into the message template. There must be at least one verb and one noun; they are chosen at random to form the message.

The AssemblyMessages section appears only in back_to_skool.ini.

[Bike]

The Bike section contains a single line of the form:

bikeId, spriteGroupId, initialAnimatoryState, initialLocation, commandListId, topLeft, size, coords

where:

  • bikeId is the bike’s ID
  • spriteGroupId is the ID of the sprite group to use for the bike
  • initialAnimatoryState is the bike’s initial animatory state
  • initialLocation is the bike’s initial coordinates (in (x, y) form) after being unchained
  • commandListId is the unique ID of the command list that the bike will use
  • topLeft is the coordinates (in (x, y) form) of the top left of the image of the base of the tree with no bike attached
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the mutable image in the play area

The bike images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the image of the bike attached to the base of the tree is at (x + width, y), where (x, y) are the coordinates of the image of the base of the tree with no bike attached. These two images are the same size.

The Bike section appears only in back_to_skool.ini.

[BlackboardMessages]

The BlackboardMessages section contains a list of messages written on the blackboard by the teachers or the tearaway. Each line in this section takes the form:

characterId, message

where:

  • characterId is the unique ID of the teacher or the tearaway
  • message is the message

There are two special characters used in the blackboard messages: ^ and $. ^ represents the newline character, and $ is used to prefix the unique ID of a character, as in:

TEARAWAY, i hate^$WACKER

where $WACKER will be replaced by whatever name has been given to the character whose unique ID is WACKER (see [Characters]).

[Blackboards]

The Blackboards section defines the blackboards in the classrooms. Each line takes the form:

roomId, x, y

where:

  • roomId is the classroom’s unique ID (see [Rooms])
  • x is the x-coordinate of the leftmost column of the blackboard
  • y is the y-coordinate of the top row of the blackboard

[CatapultPellets]

Each line in the CatapultPellets section takes the form:

characterId, pelletId, spriteGroupId, commandListId, range, hitZone

where:

  • characterId is the unique ID of the catapult-wielding character
  • pelletId is the unique ID of the catapult pellet
  • spriteGroupId is the ID of the sprite group to use for the pellet
  • commandListId is the unique ID of the command list that the pellet will use
  • range is the distance the pellet will fly after being launched
  • hitZone is the size of the interval at the end of the pellet’s flight where it can knock a character over

Each character whose unique ID appears in this section will be fitted out with a catapult. In the stock Pyskool this will be Eric and the Tearaway - the only characters with catapult-firing sprites.

[Chairs]

The Chairs section contains one line for each classroom in the skool. Each line takes the form:

roomId, x1, x2, x3..., xN

where:

  • roomId is the classroom’s unique ID (see [Rooms])
  • x1, x2, x3 and so on are the x-coordinates of the chairs in the classroom

The order in which the x-coordinates are listed is significant: x1 should correspond to the ‘front seat’ and xN should correspond to the ‘back seat’. So if x1 < xN (as in the stock skool_daze.ini and back_to_skool.ini), characters will sit down facing left; if x1 > xN, characters will sit down facing right.

[Characters]

Each line in the Characters section takes the form:

characterId, name[/title], spriteGroupId, initialAnimatoryState, (x, y), flags

and corresponds to a single character, where:

  • characterId is the character’s unique ID (which should be alphanumeric and is used to refer to the character in other parts of the ini file)
  • name is the character’s name (as displayed in the game), and title (if supplied) is the name used by the Swot to address the character
  • spriteGroupId is the ID of the sprite group to use for the character
  • initialAnimatoryState is the character’s initial animatory state
  • (x, y) are the character’s initial coordinates
  • flags is a string of flags defining the character’s abilities and vulnerabilities

The initial animatory state takes form Ln or Rn, where L means facing left, R means facing right, and n is the index of the WALKn sprite (see [SpriteGroup ...]).

Recognised flags and their meanings are:

  • A - is an adult
  • B - belongs in the boys’ skool
  • C - can be knocked over by a conker (see also Z)
  • D - can open doors and windows
  • E - responsible for expelling Eric
  • F - can be knocked out by a fist
  • G - belongs in the girls’ skool
  • H - responsible for fetching Eric when he’s trying to escape
  • K - holds the key to the safe
  • L - can give lines
  • M - is scared of mice
  • N - can smell stinkbombs (and will open a nearby window if possible)
  • P - can be knocked over by a catapult pellet
  • R - can receive lines
  • S - holds a safe combination letter
  • W - usually walks (unlike kids who sometimes run)
  • X - holds a bike combination digit
  • Y - holds a storeroom door combination letter
  • Z - will be temporarily paralysed if struck by a falling conker (see also C)

[CharacterWidths]

The CharacterWidths section is used to determine the location and size of the font bitmaps in the font.png graphic. Each line takes the form:

"char", offset, width

where:

  • char is the font character (e.g. f, @, !)
  • offset is the font character’s distance in pixels from the left of the image
  • width is its width in pixels

[CommandList ...]

The [CommandList ...] section names take the form:

CommandList commandListId

where commandListId is a descriptive unique ID for the list of commands that follows. These unique IDs are used in the [Lesson ...] sections: for each type of lesson there is, every character is assigned a single command list to follow.

One example of a command list is:

[CommandList Walkabout1-Wacker]
GoTo, HeadsStudy:Window
GoToRandomLocation
Restart

This command list is used occasionally by the headmaster; it makes him repeatedly go to one of his random locations and then back to his study.

Each line in a command list takes the form of the command name followed by a comma-separated list of arguments. See the command reference for more details on the commands that may be used to control a character.

[Conker]

The Conker section defines a conker (as knocked out of the tree by a catapult pellet). It contains a single line of the form:

objectId, spriteGroupId, commandListId, minX, maxX, minY, maxY

where:

  • objectId is a unique ID for the conker
  • spriteGroupId is the ID of the sprite group to use for the conker
  • commandListId is the unique ID of the command list that the conker will use when knocked out of the tree
  • minX, maxX, minY and maxY define the rectangle inside the tree that contains the conker; a pellet that hits a spot in that rectangle will cause a conker to fall

The Conker section appears only in back_to_skool.ini.

[Cups]

The Cups section contains information about cups (of which there are four in Back to Skool, and none in Skool Daze). Each line describes a single cup, and takes the form:

cupId, emptyTopLeft, size, coords

where:

  • cupId is the unique ID of the cup
  • emptyTopLeft is the coordinates (in (x, y) form) of the top left of the image of the cup when empty
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the cup in the skool

The cup images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the image of a cup when it contains water is at (x + width, y), and the image of a cup when it contains sherry is at (x + 2 * width, y) (where (x, y) are the coordinates of the image of the cup when empty). The three images for any given cup are the same size.

The Cups section appears only in back_to_skool.ini.

[DeskLid]

The DeskLid section contains a single line of the form:

deskLidId, spriteGroupId, commandListId

where:

  • deskLidId is the unique ID of the desk lid
  • spriteGroupId is the ID of the sprite group to use for the desk lid when raised
  • commandListId is the unique ID of the command list that the desk lid will use when raised

The DeskLid section appears only in back_to_skool.ini.

[Desks]

The Desks section contains one line for each classroom in the skool. Each line takes the form:

roomId, x1, x2...

where

  • roomId is the classroom’s unique ID (see [Rooms])
  • x1, x2 and so on are the x-coordinates of the desks in the classroom

The Desks section appears only in back_to_skool.ini.

[Doors]

The Doors section contains details of the doors in the game. Each line takes the form:

doorId, x, bottomY, topY, initiallyShut, autoShuts, shutTopLeft, size, coords

where:

  • doorId is the door’s unique ID
  • x is the door’s x-coordinate
  • bottomY and topY are the y-coordinates of the bottom and top of the door
  • initiallyShut is Y if the door should be shut when the game starts
  • autoShuts is Y if the door should swing shut after a short time
  • shutTopLeft is the coordinates (in (x, y) form) of the top left of the image of the door when shut
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the door in the skool

The door images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the image of a door when open is at (x + width, y), where (x, y) are the coordinates of the image of the same door/window when shut. The open/shut images for any given door are the same size.

The Doors section appears only in back_to_skool.ini.

[Eric]

The Eric section describes our hero, Eric. It contains a single line in the format:

characterId, name, spriteGroupId, initialAnimatoryState, (x, y), flags

where:

  • characterId is Eric’s unique ID (which should be alphanumeric)
  • name is Eric’s name
  • spriteGroupId is the ID of the sprite group to use for Eric
  • initialAnimatoryState is Eric’s initial animatory state
  • (x, y) are Eric’s initial coordinates
  • flags is a string of flags defining Eric’s abilities and vulnerabilities

For a description of the format of the initial animatory state and the available flags, see [Characters].

[Floors]

The Floors section contains details of the “floors” in the skool. A “floor” (note the quotes) is a region of the skool that cannot be reached from another region of the skool without navigating a staircase. For example, in Skool Daze, the region to the left of the Map Room wall is one floor, and the region to the right of the Map Room wall is another floor. You can’t get from one to other without going up or down a staircase (walking through walls is prohibited).

Each line in this section takes the form:

floorId, minX, maxX, y

where:

  • floorId is the floor’s unique ID
  • minX and maxX are the x-coordinates of the left and right limits of the floor
  • y is the y-coordinate of the floor (3 = top floor, 10 = middle floor, 17 = bottom floor)

The unique IDs are used in the [Routes] section.

[Frogs]

Each line in the Frogs section takes the form:

frogId, spriteGroupId, initialAnimatoryState, initialLocation, commandListId

where:

  • frogId is the unique ID of the frog
  • spriteGroupId is the ID of the sprite group to use for the frog
  • initialAnimatoryState is the frog’s initial animatory state
  • initialLocation is the frog’s initial coordinates (in (x, y) form)
  • commandListId is the unique ID of the command list that the frog will use

Any frog defined in this section will be catchable by ERIC, and show up in the on-screen inventory when caught.

The Frogs section appears only in back_to_skool.ini.

[Game]

The Game section contains configuration parameters in the format:

parameterName, parameterValue

Recognised parameters are:

  • AllShieldsScore - points awarded for hitting all the shields
  • Cheat - 0 = disable cheat keys, 1 = enable cheat keys
  • ImagesDir - the base directory containing the game images
  • ImageSet - the name of the image set to use
  • InitialColumn - the x-coordinate of the leftmost column of the screen when the game starts
  • GameFps - the number of frames per second at which the game should attempt to run; raise it to increase the game speed, or lower it to decrease the game speed
  • LessonLength - the length of a lesson period in frames (see GameFps)
  • LessonStartTime - when a lesson starts (i.e. teacher will tell kids to sit down) in frames (see GameFps) from the start of the period
  • MaxLines - the maximum number of lines Eric may accumulate before being expelled
  • Name - the name of the game
  • PlayTuneOnRestart - 1 to play the theme tune after restarting the game for advancing a year; 0 otherwise
  • QuickStart - 0 to scroll the skool into view and play the theme tune (as in the original games); 1 to skip this sequence
  • RestartOnYearEnd - 1 if the game should restart after advancing a year (as in Back to Skool); 0 otherwise (as in Skool Daze)
  • SafeOpenScore - points awarded for opening the safe with the correct combination
  • SoundsDir - the base directory containing the sound samples
  • UpAYearMessage - message printed in the lesson box when Eric has completed the game and advanced a year
  • UpAYearScore - points awarded for advancing a year

[Grass]

The Grass section contains five lines of the form:

Writers, characterId[, characterId...]
WriteTale, <text>
Hitters, characterId[, characterId...]
HitTale, <text>
AbsentTale, <text>

The information in this section is used by the Swot to determine who can be blamed for hitting him or writing on a blackboard, and what to say when telling tales.

The Writers line contains a comma-separated list of IDs of characters who can be blamed for writing on a blackboard. The WriteTale line contains the text of the blackboard-writing tale.

The Hitters line contains a comma-separated list of IDs of characters who can be blamed for hitting the Swot. The HitTale line contains the text of the so-and-so-hit-me tale.

The AbsentTale line contains the text that will be spoken by the Swot when he’s telling on Eric for being absent during class.

The text of a tale may contain $TITLE (which will be replaced by the teacher’s title, as defined in the [Characters] section), $1 (which will be replaced by the name of the hitter or writer chosen from the Hitters or Writers list), or $characterId (where characterId is the unique ID of any character, and which will be replaced by the name of that character).

[Images]

Each line in the Images section takes the form:

imageId, path

where

  • imageId is the unique ID of an image
  • path is the location of the corresponding image file on disk (relative to the ImagesDir directory declared in the [Game] section)

Recognised image IDs and the images they refer to are:

  • FONT: the skool font
  • INVENTORY: mouse, frog, water pistol etc. (Back to Skool only)
  • LOGO: the logo
  • MUTABLES: doors, windows etc. (Back to Skool) or shields and safe (Skool Daze)
  • MUTABLES_INK: doors, windows etc. (Back to Skool only)
  • MUTABLES_PAPER: doors, windows etc. (Back to Skool only)
  • SCOREBOX: , the score/lines/hi-score box
  • SKOOL: the skool (full colour)
  • SKOOL_INK: the skool (ink colours only)
  • SKOOL_PAPER: the skool (paper colours only)
  • SPEECH_BUBBLE: speech bubble and lip
  • SPRITES: the characters in various ‘animatory states’

[Inventory]

Each line in the Inventory section takes the form:

itemId, topLeft, size

where:

  • itemId is the unique ID of an item that can be collected
  • topLeft is the coordinates (in (x, y) form) of the top left of the image of the item in inventory.png
  • size is the size of the image (in (width, height) form)

The item IDs recognised by Pyskool are as follows:

  • FROG - a frog
  • MOUSE - a mouse
  • SAFE_KEY - the key to the head’s safe
  • SHERRY_PISTOL - a water pistol (containing sherry)
  • STINKBOMBS3 - three stinkbombs
  • STINKBOMBS2 - two stinkbombs
  • STINKBOMBS1 - one stinkbomb
  • STOREROOM_KEY - the key to the science lab storeroom
  • WATER_PISTOL - a water pistol (containing water)

The order in which the items appear in the Inventory section determines the order in which they will be printed in the on-screen inventory.

See also the [Mice] and [Frogs] sections (for details on those animals), and the InventoryPos and MouseInventoryPos game configuration parameters in the [Game] section.

The Inventory section appears only in back_to_skool.ini.

[Lesson ...]

The [Lesson ...] section names take the form:

Lesson lessonId [*]characterId, roomId

if the lesson will take place with a teacher in a classroom or the dinner hall, or:

Lesson lessonId locationId

if the lesson is an unsupervised period, where:

  • lessonId is the lesson ID as it appears in the [Timetable] section
  • characterId is the character ID of the teacher taking Eric’s class (prefixed by ‘*’ if the teacher’s name should not be printed in the lesson box, as during DINNER)
  • roomId is the ID of the room in which Eric’s class will take place
  • locationId is one of PLAYTIME, REVISION LIBRARY, and ASSEMBLY

Each line in a [Lesson ...] section takes the form:

characterId, commandListId

where

  • characterId is the unique ID of a character (see [Characters])
  • commandListId is the ID of the command list that will control the character’s movements during the lesson

A command list is a sequence of commands - such as GoTo or FindSeat - that make a character appear intelligent (kind of). See [CommandList ...] for more details.

In any [Lesson ...] section there should be one line for each character defined in the [Characters] section.

[LessonMessages]

The LessonMessages section contains a list of messages that will be used by teachers who are not teaching Eric, or teachers who are teaching Eric but have chosen not to do a question-and-answer session. Each line in the section takes the form:

characterId|*, lessonMessage[, condition]

where:

  • characterId is the unique ID of a teacher
  • lessonMessage is the message to add to that teacher’s repertoire
  • condition is a condition identifier that must evaluate to true before the message can be used

If * is used instead of a specific character ID, the message will be placed in every teacher’s repertoire. The message may contain the character sequence $n, which will be replaced by a random number between 100 and 999. The only recognised condition identifier is:

  • BoardDirty

which, if specified, means the message will be used only if the blackboard (if there is one) has been written on. Any other condition identifier will evaluate to true.

[LinesMessages]

The LinesMessages section contains a list of admonitions delivered by lines-givers when Eric has been spotted doing something he shouldn’t. Each line in this section takes the form:

characterId|*, linesMessageId, linesMessage

where

  • characterId is the unique ID of the lines-giving character
  • linesMessageId is the unique ID of the following message
  • linesMessage is the admonition itself

If * is used instead of a character ID, the lines message will be used by all lines-givers (unless they have been explicitly assigned a lines message with the same lines message ID). For example:

WITHIT, NO_HITTING, BE GENTLE^NOW
*, NO_HITTING, DON'T HIT^YOUR MATES

would make Mr Withit scream “BE GENTLE NOW” whenever he sees Eric throwing a punch, whereas every other teacher would scream “DON’T HIT YOUR MATES” instead.

A lines message always spans two lines on-screen. A caret (^) is used to indicate where the words should be wrapped.

Lines message IDs used in both Skool Daze and Back to Skool are:

  • BE_PUNCTUAL - Eric was late for class
  • COME_ALONG_1 - the truant Eric is being guided to the classroom
  • COME_ALONG_2 - the truant Eric is still being guided to the classroom
  • GET_ALONG - Eric is not in class when he should be
  • GET_OUT - Eric’s somewhere that only staff are allowed to be
  • GET_UP - Eric is sitting on the floor
  • NEVER_AGAIN - teacher thinks Eric knocked him down
  • NO_CATAPULTS - catapults are forbidden
  • NO_HITTING - Eric must not throw punches
  • NO_TALES - the Swot gets his just deserts
  • NO_WRITING - Eric mustn’t write on blackboards
  • SIT_DOWN - Eric is not sitting down in class
  • STAY_IN_CLASS - Eric popped out of class and then returned

Lines message IDs used only in Skool Daze are:

  • COME_ALONG_3 - the truant Eric still hasn’t made it to the classroom
  • NO_JUMPING - jumping is not allowed in Skool Daze
  • NO_SITTING_ON_STAIRS - sitting on stairs is not allowed in Skool Daze

Lines message IDs used only in Back to Skool are:

  • BACK_TO_SKOOL - Eric should be back in the boys’ skool by now
  • GET_OFF_PLANT - standing on plants is not good
  • NO_BIKES - riding bikes inside the skool is also not good
  • NO_STINKBOMBS - stinkbombs are prohibited
  • NO_WATERPISTOLS - as are water pistols
  • SIT_FACING_STAGE - Eric needs to face the headmaster during assembly

The lines message IDs are used internally, and should not be changed. If a particular lines message ID is missing from the list, then lines will not be given for the infraction it refers to. So if there were no entry in the LinesMessages section with the lines message ID NO_HITTING, no lines would ever be dished out for hitting.

[Mice]

Each line in the Mice section takes the form:

mouseId, spriteGroupId, initialAnimatoryState, initialLocation, commandListId

where:

  • mouseId is the unique ID of the mouse
  • spriteGroupId is the ID of the sprite group to use for the mouse
  • initialAnimatoryState is the mouse’s initial animatory state
  • initialLocation is the mouse’s initial coordinates (in (x, y) form)
  • commandListId is the ID of the command list that the mouse will use

Any mouse defined in this section will be catchable by ERIC, and show up in the on-screen mouse inventory when caught.

The Mice section appears only in back_to_skool.ini.

[NoGoZones]

Each line in the NoGoZones section corresponds to a region of the skool Eric is never supposed to enter. The lines take the form:

zoneId, minX, maxX, bottomY, topY

where:

  • zoneId is a descriptive ID for the zone (not used anywhere else)
  • minX is the lower x-coordinate of the zone
  • maxX is the upper x-coordinate of the zone
  • bottomY is the y-coordinate of the bottom of the zone
  • topY is the y-coordinate of the top of the zone

Whenever Eric is spotted in one of these zones by a teacher, the GET_OUT lines message will be delivered in screeching tones.

[Plants]

The Plants section contains information about plants (of which there are four in Back to Skool, and none in Skool Daze). Each line describes a single plant, and takes the form:

plantId, spriteGroupId, x, y, commandListId

where:

  • plantId is the unique ID of the plant
  • spriteGroupId is the ID of the sprite group to use for the plant
  • x and y are the coordinates of the plant (when it is growing or has grown)
  • commandListId is the unique ID of the command list that the plant will use when watered

The Plants section appears only in back_to_skool.ini.

[QuestionsAndAnswers ...]

The [QuestionsAndAnswers ...] section names take the form:

QuestionsAndAnswers characterId

where characterId is the unique ID of a teacher (see [Characters]).

There are at least three types of entry in a [QuestionsAndAnswers ...] section. The first type of entry is the Question entry:

Question, questionId, groupId, questionTemplate

where:

  • questionId is a unique (within the section) ID for the question
  • groupId is the ID of the group of QAPairs (see below) the question is associated with
  • questionTemplate is the question template

There should be at least one Question entry in a [QuestionsAndAnswers ...] section.

The second type of entry is the Answer entry:

Answer, questionId, answerTemplate

where:

  • questionId is the ID of the question to which this is the answer
  • answerTemplate is the answer template

There should be one Answer entry for each Question entry in a [QuestionsAndAnswers ...] section.

The third type of entry in this section is the QAPair entry:

QAPair, groupId, qa1, qa2

where

  • groupId is the ID of the group of QAPairs to which this particular QAPair belongs
  • qa1 and qa2 are the words that will replace the macros in questionTemplate and answerTemplate

There should be at least one QAPair entry per [QuestionsAndAnswers ...] section (and ideally many more than one, to prevent the question-and-answer sessions between teachers and the swot from being rather monotonous).

The optional fourth type of entry in a [QuestionsAndAnswers ...] section consists of three lines:

SpecialQuestion, question
SpecialAnswer, answer
SpecialGroup, groupId, qaPairIndex

and is used to define the “special” question Eric will need the answer to in order to obtain the relevant teacher’s safe combination letter. The SpecialQuestion keyword is followed by the text of the special question (which will be posed by the teacher at the start of the lesson). The SpecialAnswer keyword is followed by the text of the Swot’s answer to the special question (which will contain a macro to be expanded). The SpecialGroup keyword is followed by groupId (which specifies the ID of the group of QA Pairs from which the “magic word” will be taken), and qaPairIndex (which is 0 or 1, and refers to which element of the QAPair will be the magic word). Once Eric has figured out what the magic word is, he will need to write it on a blackboard and hope that the teacher sees it while all the shields are flashing, whereupon the teacher will reveal his safe combination letter.

If the SpecialQuestion, SpecialAnswer and SpecialGroup lines are not present, there will be no magic word associated with the teacher. In that case, simply knocking the teacher over with a catapult pellet will make him reveal his safe combination letter.

[RandomLocations]

The RandomLocations section contains lists of suitable locations for the characters to visit when they go on walkabouts (e.g. during playtime). Each line takes the form:

characterId, (x1, y1), (x2, y2)...

where:

  • characterId is the character’s unique ID (see [Characters])
  • (x1, y1) and so on are the coordinates of locations in the skool

There must be at least one pair of coordinates per line, and there should be one line for each character defined in the [Characters] section.

[Rooms]

The Rooms section contains one line for each room or region in the skool that Eric will be expected to show up at when the timetable requires it. Each line takes the form:

roomId, name, y, minX, maxX, getAlong

where:

  • roomId is the room’s unique ID
  • name is the room’s name (as displayed in the lesson box at the bottom of the screen)
  • y is the room’s y-coordinate (3 = top floor, 10 = middle floor)
  • minX and maxX are the x-coordinates of the left and right ends of the room
  • getAlong is Y` if Eric should get lines for being in the room when the timetable does not require his presence

[Routes]

The Routes section is one of the most important sections in the ini file. It defines the routes (a route may be considered as a list of staircases) that the characters must take to get from where they are to wherever they are going. Any errors here will result in the characters wandering aimlessly around the skool, unable to find classrooms, the playground, or the toilets. Disaster!

Anyway, each line in this section takes the form:

homeFloorId, *|destFloorId[, destFloorId[, ...]], nextStaircaseId

where:

  • homeFloorId is the unique ID of one floor (see [Floors]) - the ‘home’ floor
  • destFloorId is the unique ID of another floor (see [Floors]) - the destination floor
  • nextStaircaseId is the unique ID of the staircase (see [Staircases]) that must be climbed or descended first on a journey from the home floor to the destination floor

How this works is best illustrated by example. Let’s look at the routes defined for the bottom floor in Back to Skool to everywhere else in the skool:

Bottom, LeftMiddle, LeftTop, UpToToilets
Bottom, GirlsMiddle, GirlsTop, GirlsSkoolLower
Bottom, *, UpToStage

The first line says that to get from the bottom floor (Bottom) to the floors called LeftMiddle and LeftTop (see [Floors]), the first staircase you need to navigate is UpToToilets (see [Staircases]). The second line says that to get from the bottom floor to the middle floor (GirlsMiddle) or top floor (GirlsTop) in the girls’ skool, you need to use the GirlsSkoolLower staircase first. The third line says that to get anywhere else (*) from the bottom floor, you need to take the stairs up to the stage (UpToStage).

[Safe]

The Safe section contains a single line of the form:

topLeft, size, coords

where:

  • topLeft is the coordinates (in (x, y) form) of the top left of the normal image of the safe
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the safe in the play area

The safe images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the inverse image of the safe is at (x + width, y), where (x, y) are the coordinates of the normal image of the safe.

If the safe will never need to flash (as in Back to Skool), topLeft and size will not be used, and so may be set to any value.

[Screen]

The Screen section contains parameters that determine the appearance and layout of the screen. Each line has the form:

parameterName, parameterValue

Recognised parameters are:

  • Background - the background colour of the screen
  • GraphicsMode - 0 = hi-res colour; 1 = spectrum mode, meaning just two colours (ink and paper) per 8x8-pixel block
  • Height - the height of the screen (in tiles)
  • InventoryPos - the x, y coordinates of the inventory on screen
  • LessonBoxAttribute - the attribute byte of the lesson box
  • LessonBoxPos - the x, y coordinates of the lesson box on screen
  • LogoPos - the x, y coordinates of the logo on screen
  • MouseInventoryPos - the x, y coordinates of the mouse inventory on screen
  • Scale - the scale factor to use for graphics; 1 = original Spectrum size
  • ScoreBoxAttribute - the attribute value (bright/ink/paper) for the score box
  • ScoreBoxPos - the x, y coordinates of the score/lines/hi-score box on screen
  • ScoreBoxXOffset - used for positioning text in the score box
  • ScrollFps - the number of frames per second at which the screen should be scrolled (when the game starts and during play); raise it to make the screen scroll faster, or lower it to scroll more slowly
  • ScrollColumns - the number of columns to scroll when Eric approaches the left or right edge of the screen
  • ScrollLeftOffset - how close Eric can get to the right edge of the screen before it scrolls left
  • ScrollRightOffset - how close Eric can get to the left edge of the screen before it scrolls right
  • Width - the width of the screen (in tiles)

[SherryDrop]

The SherryDrop section defines a drop of sherry (as knocked out of a cup by a catapult pellet). It contains a single line of the form:

objectId, spriteGroupId, commandListId

where:

  • objectId is a unique ID for the drop of sherry
  • spriteGroupId is the ID of the sprite group to use for the drop of sherry
  • commandListId is the unique ID of the command list that the drop of sherry will use when knocked out of a cup

The SherryDrop section appears only in back_to_skool.ini.

[Shields]

The Shields section contains information about shields (of which there are 15 in Skool Daze, and none in Back to Skool). Each line describes a single shield, and takes the form:

score, topLeft, size, coords

where:

  • score is the number of points awarded for making the shield flash or unflash
  • topLeft is the coordinates (in (x, y) form) of the top left of the normal image of the shield
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the shield in the play area

The shield images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the inverse image of a shield is at (x + width, y), where (x, y) are the coordinates of the normal image of the shield.

[SitDownMessages]

The SitDownMessages section contains one line for each teacher of the form:

characterId, sitDownMessage

where

  • characterId is the teacher’s unique ID (see [Characters])
  • sitDownMessage is what the teacher says at the start of a lesson

For example:

CREAK, SIT DOWN YOU LITTLE ANARCHISTS

[SkoolLocations]

The SkoolLocations section contains a list of descriptive IDs for commonly used locations in the skool. These descriptive IDs are used by the GoTo command in the command lists that control the characters (see [CommandList ...]). Each line in this section takes the form:

locationId, x, y

where

  • locationId is the descriptive ID
  • x and y are the coordinates of the location

An example of a location ID is BlueRoomDoorway, which means exactly what you think it means.

[Sounds]

Each line in the Sounds section takes the form:

soundId, path

where

  • soundId is the unique ID of a sound sample
  • path is the location of the sound sample on disk (relative to the SoundsDir directory declared in the [Game] section)

Recognised sound sample IDs and the samples they refer to are:

  • ALL_SHIELDS: Eric has hit all the shields
  • BELL: the bell
  • BIKE: Eric has written the bike combination on a blackboard
  • CATAPULT: Eric has fired his catapult
  • CONKER: Eric has knocked out Albert with a conker
  • DESK: Eric has found the water pistol or stinkbombs in a desk
  • FROG: Eric has caught the frog or placed it in a cup
  • KISS: Eric has kissed someone
  • KNOCKED_OUT: Eric has been knocked over or out of his chair
  • LINES1: lines screech 1
  • LINES2: lines screech 2
  • MOUSE: Eric has caught a mouse
  • OPEN_SAFE: Eric has opened the safe (by getting the combination)
  • SAFE_KEY: Eric has got the safe key
  • SHERRY: Eric has filled the water pistol with sherry
  • SHIELD: Eric has hit a shield
  • STOREROOM_KEY: Eric has written the storeroom combination on a blackboard
  • TUNE: opening tune
  • UP_A_YEAR: Eric has gone up a year
  • WALK0: Eric walking (1)
  • WALK1: Eric walking (2)
  • WALK2: Eric walking (3)
  • WALK3: Eric walking (4)
  • WATER_PISTOL: Eric has fired his water pistol

[SpecialPlaytimes]

The SpecialPlaytimes section is used only in skool_daze.ini, and contains a list of lesson IDs that refer to playtimes which will be considered “special”. A special playtime does not appear in the timetable proper (though you could insert it), but three times out of eight a random special playtime is substituted for an actual playtime timetable entry. In the stock skool_daze.ini the SpecialPlaytimes section looks like this:

Playtime-Mumps
Playtime-SwotGrass
Playtime-HiddenPeaShooter

Thus, three playtimes out of every eight in Skool Daze mode will be one of those where you have to steer clear of the pestilential Bully, prevent the Swot from reaching the head’s study, or fix the race to the fire escape between the Tearaway and the headmaster.

[SpriteGroup ...]

The [SpriteGroup ...] section names take the form:

SpriteGroup spriteGroupId

where spriteGroupId is a unique ID for a group of sprites in sprites.png (see Graphics) - such as BOY for the little boys, or TEARAWAY for the tearaway. The unique ID can be anything you like; it is used only in the [Characters] section later on to link a character to a specific group of sprites.

Each line in a SpriteGroup section represents a single sprite from sprites.png and takes the form:

spriteId, index

where

  • spriteId is the descriptive ID for the sprite (unique within the section)
  • index is the index of the sprite as it appears in sprites.png

Recognised sprite IDs and their meanings are:

  • ARM_UP: arm up (as if writing or opening door) - Eric, the Tearaway, the Heroine and teachers
  • BENDING_OVER: bending over - Eric
  • BIKE_ON_FLOOR: bike resting on the floor
  • BIKE_UPRIGHT: bike upright
  • CATAPULT0: firing catapult (1) - Eric and the Tearaway
  • CATAPULT1: firing catapult (2) - Eric and the Tearaway
  • CONKER: conker
  • DESK_EMPTY: desk lid (empty desk)
  • DESK_STINKBOMBS: desk lid (with stinkbombs)
  • DESK_WATER_PISTOL: desk lid (with water pistol)
  • FLY: catapult pellet in flight
  • HITTING0: hitting (1) - Eric and the Bully
  • HITTING1: hitting (2) - Eric and the Bully
  • HOP1: frog hopping (phase 1)
  • HOP2: frog hopping (phase 2)
  • KISSING_ERIC: kissing Eric - the Heroine
  • KNOCKED_OUT: lying flat on back - kids
  • KNOCKED_OVER: sitting on floor holding head - adults
  • PLANT_GROWING: plant (half-grown)
  • PLANT_GROWN: plant (fully grown)
  • RIDING_BIKE0: riding bike (1) - Eric
  • RIDING_BIKE1: riding bike (2) - Eric
  • RUN: mouse
  • SHERRY_DROP: drop of sherry (knocked from a cup)
  • SIT: frog sitting
  • SITTING_ON_CHAIR: sitting on a chair - kids
  • SITTING_ON_FLOOR: sitting on the floor - kids
  • STINKBOMB: stinkbomb cloud
  • WALK0: standing/walking (1) - all characters
  • WALK1: midstride (1) - all characters
  • WALK2: standing/walking (2) - all characters
  • WALK3: midstride (2) - all characters
  • WATER_DROP: drop of water (knocked from a cup)
  • WATER0: water fired from a pistol (phase 1)
  • WATER1: water fired from a pistol (phase 2)
  • WATER2: water fired from a pistol (phase 3)
  • WATER3: water fired from a pistol (phase 4)
  • WATER4: water fired from a pistol (phase 5)
  • WATERPISTOL: shooting water pistol - Eric

[Staircases]

The Staircases section contains details of the staircases in the skool. Each line takes the form:

staircaseId[:alias], bottom, top[, force]

where:

  • staircaseId is the staircase’s unique ID
  • alias is an optional alias for the staircase (also unique)
  • bottom and top are the coordinates of the bottom and top of the staircase (in (x, y) form)
  • force, if present, indicates that the staircase must be climbed or descended by Eric if he moves to a location between the bottom and the top

In the stock Pyskool, force is used only for the staircase in Back to Skool that leads down to the assembly hall stage; it’s the only staircase that you must go up or down if you approach it.

An example of a line from the Staircases section is:

UpToStudy:DownFromStudy, (91, 10), (84, 3)

which defines the staircase that leads up to the head’s study in Back to Skool. This staircase’s unique ID is UpToStudy, but it can also be referred to as DownFromStudy. These unique IDs and aliases are used later on in the [Routes] section.

[Stinkbombs]

Each line in the Stinkbombs section takes the form:

characterId, stinkbombId, spriteGroupId, commandListId

where:

  • characterId is the unique ID of the character to give stinkbomb-dropping ability to
  • stinkbombId is the unique ID of the stinkbomb
  • spriteGroupId is the ID of the sprite group to use for the stinkbomb when dropped
  • commandListId is the unique ID of the command list that the stinkbomb will use when dropped

Each character whose unique ID appears in this section will be given the ability to drop a stinkbomb. In the stock Pyskool this will be Eric.

The Stinkbombs section appears only in back_to_skool.ini.

[Timetable]

The Timetable section contains an ordered list of lesson IDs. Lessons happen starting with the first in the list, and proceed one by one to the end of the list. When the last lesson in the list is finished, the game loops back round to the first lesson in the list.

An example of a lesson ID is Creak-BlueRoom-1, which refers to the first of a set of lessons in which Eric and the Swot are taught by Mr Creak in the Blue Room. The lesson ID could be anything, but it’s helpful to make it descriptive.

A lesson can be thought of as a set of entries from the personal timetables of the characters. These sets of entries can be found in the [Lesson ...] sections.

[Walls]

The Walls section contains details of the impenetrable barriers in the skool. Each line takes the form:

wallId, x, bottomY, topY

where:

  • wallId is the wall’s unique ID
  • x is the wall’s x-coordinate
  • bottomY and topY are the y-coordinates of the bottom and top of the wall

For example:

FarLeftWall, 0, 20, 0

defines the wall at the far left (x=0) of the skool, which stretches from the bottom floor (y=20) to the ceiling of the top floor (y=0).

[Water]

Each line in the Water section takes the form:

characterId, waterId, spriteGroupId, commandListId

where:

  • characterId is the unique ID of the character to give water pistol-firing ability to
  • waterId is the unique ID for the water sprite
  • spriteGroupId is the ID of the sprite group to use for the water fired from the pistol
  • commandListId is the unique ID of the command list that the water will use when fired from the pistol

Each character whose unique ID appears in this section will be given the ability to fire a water pistol. In the stock Pyskool this will be Eric alone; he is the only character with a water pistol-firing sprite.

The Water section appears only in back_to_skool.ini.

[WaterDrop]

The WaterDrop section defines a drop of water (as knocked out of a cup by a catapult pellet). It contains a single line of the form:

objectId, spriteGroupId, commandListId

where:

  • objectId is a unique ID for the drop of water
  • spriteGroupId is the ID of the sprite group to use for the drop of water
  • commandListId is the unique ID of the command list that the drop of water will use when knocked out of a cup

The WaterDrop section appears only in back_to_skool.ini.

[Windows]

The Windows section contains details of the windows in the game. Each line takes the form:

windowId, x, bottomY, topY, initiallyShut, openerCoords, shutTopLeft, size, coords

where:

  • windowId is the window’s unique ID
  • x is the window’s x-coordinate
  • bottomY` and ``topY are the y-coordinates of the bottom and top of the window
  • initiallyShut is Y if the window should be shut when the game starts
  • openerCoords are the coordinates (in (x, y) form) at which a character should stand in order to open the window
  • shutTopLeft is the coordinates (in (x, y) form) of the top left of the image of the window when shut
  • size is the size of the image (in (width, height) form)
  • coords are the coordinates (in (x, y) form) of the window in the skool

The window images can be found in mutables.png (or mutables_ink.png and mutables_paper.png if GraphicsMode is 1 - see Graphics). mutables.png is arranged so that the image of a window when open is at (x + width, y), where (x, y) are the coordinates of the image of the same window when shut. The open/shut images for any given window are the same size.

The Windows section appears only in back_to_skool.ini.