playerenters | This flag is returned as true when a player enters the level. |
playertouchsme | This is returned as true when the NPC is touched by a player. |
playertouchsother | This is true when the player touches some other NPC. |
playerlaysitem | True when an item is laid on the level. |
playerchats | Used to see if the player has said anything. |
playerdies | Is true when the player has lost all of his/her life. |
playerhurt | Called when the player has taken damage. |
isleader | If there is more than one player in the level, this is returned true only for the player that entered the level first. |
isweapon | If the NPC is a weapon (in the player's list) than this is true. |
isonmap | This flag is returned true if the player is on a level that is on the map (so it's contained within the map.txt file). |
weaponfired | If the "D" button was pressed and the NPC is in the weapon list. Also, the NPC has to be the currently selected weapon. |
firedonhorse | If the "D" button was pressed and the NPC is a weapon, and the player is on a horse. Also, the NPC has to be the currently selected weapon by the player. |
compusdied | True if all the baddies on the level have been killed. |
playerendsreading | Returned as true when the player finishes reading a sign (any sign, does not have to be one that the NPC said). |
playerreading | True when the player is currently reading a sign. |
exploded | True when te NPC has been touched by a bomb blast. |
timeout | When the "timeout" variable has finished counting down to 0, this is true. |
washit | True if the NPC has been hit by the player's sword. Can also be returned true if the variables "hurtdx" and "hurtdy" were used on a NPC using the variables "hearts" a long with the "hitplayer" command. |
wasshot | Returned true if the NPC was hit by an arrow. |
shotbyplayer | True if the NPC was hot by an arrow that the player shot. |
shotbybaddy | This is true if a baddy shot the NPC (one of the archers, or dragon). |
waspelt | A pelt occurs when the NPC was hit by an object thrown at it. |
peltwithbush | If the pelting that occured was done with a bush, this is true. |
peltwithsign | True when the NPC was pelt with a sign. |
peltwithvase | True if the NPC was pelt with a vase. |
peltwithstone | If the pelting that occcured was done with a stone, this is true. |
peltwithblackstone | Same as above, but a black stone instead. |
peltwithnpc | If the NPC was pelt by another NPC that was thrown at it, this is true. |
wasthrown | If the NPC was thrown by the player (canbecarried would have to have been set before hand). |
carrying | If the player is carrying an object. |
carriesbush | If the object carried is a bush this is true. |
carriessign | True is the player is carrying a sign. |
carriesvase | Returned as true when the player carries a vase. |
carriesstone | If the player is carrying a stone, this is true. |
carriesblackstone | If the player is carrying a blackstone this is true. |
weaponsenabled | Returned as true when the player's weapons are enabled. |
visible | If the NPC is not hidden, this is true. |
followsplayer | True when "followplayer" has been set earlier. |
onwall( x, y ) | An onwall occurs when the tile at location x,y is a "wall". Walls are anything that the players and baddies can not walk through. Unless the "dontblock" command was used, all NPC's are also considered onwall. |
onwater( x, y ) | This flag is true if the tile specified at ( x, y ) is a water deep water tile. |
compsdead | This is true after all the compus have been killed. Differes from compusdied in that compus died is returned as true when all the compus have died; this implies they have been dead. |
playeronhorse | Retuurned true if the player is currently on a horse or boat. |
playerswimming | True if the player is in deep water, so he/she is swimming. |
playerismale | True if the player is male (this is set when they choose their character). |
playerisfemale | True if the player is female (this is set when they choose their character). |
hasweapon(name) | This is true if the player has the weapon specified in their weapon inventory. |
canspin | If the player has collected the spin move, and can do the spin attack, this flag is true. |
lighteffectsenabled | Is true if the player can see lighting effects set by "seteffect" etc... |
strequals( str1, str2 ) | This checks to see if two strings are equal to one another. For example: strequals(#w,Bow) That would be true if the currently selected weapon (denoted by #w) has the name of "Bow". For more information on message codes, read section 13. |
strcontains( str1, str2 ) | True if the first string contains the second string. For example: strcontains(#w,Fire) would be true if the currently selected weapon (denoted as #w) has "Fire" in its name. So it'd be true for "Fireball", "Fireblast" and any other NPC weapons using the word "Fire" in it's name. |
keydown(0...10) | 'keydown' is keyboard key currently being pressed.
Values are as follows.
0 - up arrow 1 - left arrow 2 - down arrow 3 - right arrow 4 - A 5 - S 6 - D 7 - map 8 - tab 9 - Q 10 - P So if keydown is 1, then that means the left arrow is being pushed. |