7. Level/Game Manipulation:
These commands manipulate the level the player is on.
updateboard x,y,width,height; makes level board modifies visible - If the board has been modified (by a NPC) this will make the modification visible to the player (sort of like "refresh).
if (playertouchsme){
  updateboard x,y,2,2;
}
This will update the board at the NPC's x,y with a width and height of 2.
putobject objectname,x,y; puts an object onto the board - This will put the object of specified name at the specified x,y cordinates.  Object names can be found in the level editor.
if (exploded){
  putobject Bush,x,y;
}
This will put a Bush at the NPC's x,y.
putbomb power,x,y; puts a bomb on the board - Puts a bomb at x,y the power specifies the type of bome (1=normal, 2=superbomb, 3=jolt bomb).
if (playertouchsme){
  putbomb 2,playerx,playery;
}
If the player touches the NPC, a superbomb will be put at the player's x,y.
putexplosion radius,x,y; puts an explosion on the board - Places and explosions on the board with the specified size and at the specified location.
if (playertouchsme){
  putexplosion 3,playerx,playery;
}
This will put an explosion with a radius of 3 at the player's x,y.
putexplosion2 power,radius,x,y; puts an explosion on the board  - Puts an explosion at x,y with the specified radius using the specified fire type (1 regular, or 3 is jolt fire).
if (washit){
  putexplosion2 3,1,x,y;
}
When the npc is hit it will put a jolt explosion with a radius of 1 at the the npc's x,y.
putleaps leaptype,x,y; procduces an object 'explosion' (0-bush,1-swamp,2-stone,3-sign,4-ball,5-water) - This will put a "leap" at the specified location.  An example of a leap is when you cut a bush, and those leaves shoot out, or when you jump in water and theres those splashes... both of those are leaps.  And NPC can put these for graphical effect.
if (weaponfired){
  putleaps 2,playerx,playery;
}
When the NPC Weapon is fired, it'll put the stone leaps at the player's x,y.
puthorse imgname,x,y; puts a horse (or boat) on the board - This puts a horse on the level for the player to ride.  If the x,y cordinates are in deep water, then the "horse" is considered a "boat" and can not be taken out of deep water.
if (playerenters){
  puthorse ride.gif,x,y;
}
Puts the horse "ride.gif" at the NPC's x,y.
setbackpal filename; the background gets the color palette of the specified image - Changes the palette of the tiles currently in use.  Use this to give an effect to your levels (such as a gold or blue-ish look).
if (created){
  setbackpal goldpalette.gif;
}
Sets the palette to goldpalette.gif.
setletters filename; signs will be displayed using the specified image instead of letters.png - Changes the letters displayed when a player reads a sign to those contained in the file specified.
if (created){
  setletters aceletters.gif;
}
This will set the letters of signs in the level to aceletters.gif.
setmap imgname,levelnamesfile,x,y; changes the map, the player will be placed on (x,y) - Changes the image displayed when the player pushes "M".  Use this when making your own levels.  The text file is a list of the levels included on the map.
if (created){
  setmap acemap.gif,acemap.txt,playerx,playery;
}
Sets the map information to acemap.gif, and acemap.txt.
setminimap imgname,levelnamesfile,x,y; changes the minimap, the player will be placed on (x,y) - This will change the mini-map to whatever you set here.  Also useful when making your own levels.
if (created){
  setminimap aceminimap.gif,aceminimap.txt,playerx,playery;
}
Sets the mini-map info to aceminimap.gif and aceminimap.txt.
seteffect red,green,blue,alpha This changes the overlay color of the game.  By adjusting "alpha" you can make the game darker or lighter (0=dark, 1=light)
if (playerenters){
  seteffect 0,0,255,.5;
}
Will give the level a dark blue color.
showstats bitflag; shows/hides parts of the stats bar (1-ASD, 2-icons, 4-rupees, 8-bombs, 16-arrows, 32-hearts, 64-ap, 128-mp, 256-minimap, 512-inv, 1024-player) - Hides the specified stats if already showing, or shows them if not.  0 will hide everything., where as all the above values added together shows eveything.
if (weaponfired){
  showstats 0;
}
Hides all the stats when the weapon is fired.
noplayerkilling; disables hurting with sword/npc weapons - Stops anyone from being hurt.
if (created){ 
  noplayerkilling
}
Makes it so no one can be killed on the level.
removebomb index; removes the bomb with the specified index - Destroys the bomb.
for (i=0;i<bombscount;i++){ 
  if (bombs[i].x==playerx){ 
    removebomb i
  } 
}
Of all the bombs on the level, which ever ones share the x cordinate with the player, than it'll be removed.
removearrow index; removes the arrow with the specified index - Destroys the arrow.
for (i=0;i<arrowscount;i++){ 
  if (arrows[i].dir==0){ 
    removearrow i
  } 
}
Of all the arrows on the level, which ever ones are moving up (dir=0) then they will be removed.
removeitem index; removes the item with the specified index - Destroys the item.
for (i=0;i<itemscount;i++){ 
  if (items[i].type==18){ 
    removeitem i
  } 
}
Of all the items on the level, which ever ones are of type 18 (a full heart) they will be removed.
removeexplo index; removes the explosion with the specified index - Destroys the explosion.
for (i=0;i<exploscount;i++){ 
  if (explos[i].time<=1){ 
    removeexplo i
  } 
}
Of all the explosions on the level, which ever ones have less than or equal to 1 second left to disapear, will be removed.
removehorse index; removes the horse with the specified index - Destroys the horse.
for (i=0;i<horsescount;i++){ 
  if (horses[i].type==1){ 
    removehorse i
  } 
}
Of all the horses on the level, which ever ones are of type 1 (a boat) will be removed.
explodebomb index; explodes the bomb with the specified index - Causes the specified bomb to explode.
for (i=0;i<bombscount;i++){ 
  if (bombs[i].power==2){ 
    explodebomb i
  } 
}
If any bombs on screen are super bombs, then they'll be exploded.
reflectarrow index; reflects the arrow with the specified index (like a mirror shield) - Makes the arrow (or ball) go back from where it came.
for (i=0;i<arrowscount;i++){ 
  if (arrows[i].type==1){ 
    reflectarrow i
  } 
}
This will cause any arrows that are type 1 (a fireball) to reflect back.