x |
The x position of the NPC. |
y |
The y position of the NPC. |
timeout |
The amount of time left until the NPC reaches
0, in seconds. |
rupees |
The amount of rupees the NPC has. |
bombs |
The amount of bombs the NPC has. |
darts |
The amount of darts (a.k.a. arrows) the NPC has. |
hearts |
The amount of hearts the NPC has. |
glovepower |
The glove power of the NPC, ranges from 1 to
3. |
swordpower |
The sword power of the NPC, ranges from -20 to
20. |
shieldpower |
The shield power of the NPC, ranges from 0 to
3. |
dir |
If the NPC is a showcharacter, this is the current
direction it is facing. |
sprite |
If the NPC is a showcharacter, this is the current
sprite being shown. |
ap |
The amount of AP the NPC has. |
hurtdx |
The x location for the NPC to be hurt at when
hit. |
hurtdy |
The y location for the NPC to be hurt at when
hit. |
playerhurtpower |
The amount of life the player lost last time
it received damage. |
save[0],..,save[9] |
Temporary variables that are stored online for
use by the NPC, which can be read by all clients on the level. The
values stored can be from 0 to 220. |
screenwidth |
This variable is equal to the number of pixels
wide the screen resolution is (read only). |
screenheight |
This variable is equal to the number of pixels
high the screen resolution is (read only). |
playerscount |
The amount of players currently on the level. |
players[index].x |
The x cordinate of the player. |
players[index].y |
The y cordinate of the player. |
players[index].rupees |
The amount of rupees the player has. |
players[index].bombs |
The amount of bombs the player has. |
players[index].darts |
The amount of darts (a.k.a. arrows) the player
has. |
players[index].mp |
The amount of MP the player has. From 0 to 100. |
players[index].ap |
The amount of AP the player has. From 0 to 100. |
players[index].hearts |
The current amount of life the player has. |
players[index].fullhearts |
The max amount of life the player can have. |
players[index].dir |
The direction the player is currently facing,
where 0 = up, 1 = left, 2 = down, and 3 = right. |
players[index].glovepower |
The strength of the player's glove.(2-glove1,3-glove2) |
players[index].swordpower |
The strength of the player's sword. From -20
to 20. |
players[index].shieldpower |
Strength of the player's shield. (1-normal sword,2-mirror
shield,3-lizard shield) |
players[index].headset |
This variable is equal to the number of the image
the player is using as a head. |
players[index].sprite |
The current sprite of the player. |
players[index].id |
The id number of the player. All showcharacter
NPC's have an id of -1. |
players[index].saysnumber |
The numerical value of the number said by the
player. |
arrowscount |
The current number of arrows on the level.
This also includes balls (shot from octos or NPCs). |
arrows[index].x |
The x position of the arrow. |
arrows[index].y |
The y position of the arrow. |
arrows[index].dx |
The x displacement of the arrow (the x distance
the arrow travles every .05 seconds) |
arrows[index].dy |
The y displacement of the arrow (the y distance
the arrow travles every .05 seconds) |
arrows[index].type |
The type of the arrow. (-1=ball, 0=arrow,
1=fireball, 2=fireblast, 3=nuke) |
arrows[index].from |
The value of who shot the arrow, either compu
or player. (0=compu, 1=current player) |
horsescount |
The current number of horses on the level. |
horses[index].x |
The x position of the horse. |
horses[index].y |
The y position of the horse. |
horses[index].dir |
The direction the horse is facing. |
horses[index].bushes |
The number of bushes the horse has eaten. |
horses[index].bombs |
The number of bombs the horse has eaten (after
eating 1 bomb, this is 3, since the horse has 3 blasts left). |
horses[index].bombpower |
The power of the bomb the horse ate (1=bomb,
2=superbomb, 3=jolt). |
horses[index].type |
The type of of horse (0=riding, 1=boat). |
strtofloat( str ) |
Returns the numerical value of the string.
For example, if you have the string mystring (which you set on your own)
and its value is 52. Then strtofloat(#s(mystring)) would be equal
to 52. For more information on strings, read section 2F. |
strlen(str) |
Returns the length of the string. |
startswith(part,str) |
Checks to see if the value "str" begins with
"part". |
indexof(part,str) |
Returns the index of the location of "part" within
"str". -1 = isn't contained within the string, 0 = the string starts
with it. |
#e(startindex,length,str) |
Extracts a substring out of "str". Begins
after "startindex" for as long as "length". When "length"=-1 it'll
extract everything. |
#T(str) |
Removes spaces at beginning and end of "str". |
tokenize(str) |
Divides "str" into "tokens". Tokens are
determined by spaces within the string. Everything within ""s is
considered one token. |
tokenscount |
Returns the number of tokens produced by tokenize. |
#t(index) |
Returns a token. |
tokenize2 delimeter,str |
Like tokenize, but you can specify other delimiters
besides spaces and commas. |
testbomb( x, y ) |
This variable is equal to the index of the bomb
specified at ( x, y ). Or, -1 if there is no bomb at ( x, y
). |
testitem( x, y ) |
This variable is equal to the index of the item
specified at ( x, y ). Or, -1 if there is no item at ( x, y
). |
testexplo( x, y ) |
This variable is equal to the index of the explosion
specified at ( x, y ). Or, -1 if there is no explosion at
( x, y ). |
testhorse( x, y ) |
This variable is equal to the index of the horse
specified at ( x, y ). Or, -1 if there is no horse at ( x, y ). |
testnpc( x, y ) |
This variable is equal to the index of the NPC
specified at ( x, y ). Or, -1 if there is no NPC at ( x, y ). |
testplayer( x, y ) |
This variable is equal to the index of the player
specified at ( x, y ). {If it is a showcharacter npc, then this will
be -1} Or, -2 if there is no player/character at ( x, y ). |
testcompu( x, y ) |
This variable is equal to the index of the baddy
specified at ( x, y ). Or, -1 if there is no baddy at ( x, y ). |
testsign( x, y) |
This variable is equal to the index of the sign
specified at ( x, y). Or, -1 if there is no sign at
( x, y). |