REMSTART _____ ____ _____ ______ / ____/ __ \| __ \| ____| | | | | | | |__) | |__ | | | | | | _ /| __| | |___| |__| | | \ \| |____ \_____\____/|_| \_\______| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ RETRIEVE_SYSTEM_DATA() - When called, this will update all major system variables with new information. NOTE: It is recommended that you do this once per loop to maintain game balance. {EXAMPLE: RETRIEVE_SYSTEM_DATA() } _______ _______ _______ ______ __ __ / ____\ \ / / ____|__ __| ____| \/ | | (___ \ \_/ / (___ | | | |__ | \ / | \___ \ \ / \___ \ | | | __| | |\/| | ____) | | | ____) | | | | |____| | | | |_____/ |_| |_____/ |_| |______|_| |_| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ SWITCH_STRING(S$,BEGINING_STRING$,FINAL_STRING$) - This command will switch between two desired strings specified. SWITCH_VARIABLE(VAR,MIN_RANGE,MAX_RANGE,STEP_VALUE) - This command will switch a variable between given values with a given step value. BREAK_COMMAND_PARAMETERS(CSTRING$,BREAKCHAR$,DIRECTION$) - This command will break a string provided the breaking character and direction. This is useful for config reading etc etc... {EXAMPLE: CSTRING$ = "NAME=JACK" BREAK_COMMAND_PARAMETERS(CSTRING$,"=","LEFT") = NAME BREAK_COMMAND_PARAMETERS(CSTRING$,"=","RIGHT") = JACK } STRING_DELAMINATER_ONE(CSTRING$,DELIMINATE_CHAR$) - This is used to break up a string from provided deliminate character, this is usefull for things like packet reading or other things. NOTE: When ever this command is called, it automatically will erase previous entries. {EXAMPLE: CSTRING$ = "Apple;Orange;Grape;Peach" STRING_DELAMINATER_ONE(CSTRING$,";") STRING_DELAMINATER_DATA_ONE(1) = Apple STRING_DELAMINATER_DATA_ONE(2) = Orange STRING_DELAMINATER_DATA_ONE(3) = Grape STRING_DELAMINATER_DATA_ONE(4) = Peach } STRING_DELAMINATER_TWO(CSTRING$,DELIMINATE_CHAR$) - This is used to break up a string from provided deliminate character, this is usefull for things like packet reading or other things. NOTE: When ever this command is called, it automatically will erase previous entries. {EXAMPLE: CSTRING$ = "Apple;Orange;Grape;Peach" STRING_DELAMINATER_TWO(CSTRING$,";") STRING_DELAMINATER_DATA_TWO(1) = Apple STRING_DELAMINATER_DATA_TWO(2) = Orange STRING_DELAMINATER_DATA_TWO(3) = Grape STRING_DELAMINATER_DATA_TWO(4) = Peach } STRING_DELAMINATER_MID(CSTRING$,START,LENGTH) - This command is used by the STRING_DELAMINATER() command and does not need to be called by Engine _____ _ _ _____ _ _ _______ |_ _| \ | | __ \| | | |__ __| | | | \| | |__) | | | | | | | | | . ` | ___/| | | | | | _| |_| |\ | | | |__| | | | |_____|_| \_|_| \____/ |_| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ SET_KEY_FUNCTION_SIZE(SIZE) - This will set the memory size of Key function related commands {EXAMPLE: SET_KEY_FUNCTION_SIZE(50) } MAKE_KEY_FUNCTION(FUNCTIONS$,KEY) - Use this command to make a function linked to a certain key on the keyboard. {EXAMPLE: MAKE_KEY_FUNCTION("JUMP KEY",208) } DELETE_KEY_FUNCTION(FUNCTIONS$) - This is used to delete and free up memory that a current key is using. {EXAMPLE: DELETE_KEY_FUNCTION("JUMP KEY") } KEY_FUNCTION_CHECK(FUNCTIONS$ as string) - This will check if a certain key has been pressed which is labled as a function, this will return a value of 1 if successful or 0 if failed. {EXAMPLE: KEY_FUNCTION_CHECK("JUMP KEY") = 1 } ____ ____ _ ______ _____ _______ / __ \| _ \ | | ____/ ____|__ __| | | | | |_) | | | |__ | | | | | | | | _ < _ | | __|| | | | | |__| | |_) | |__| | |___| |____ | | \____/|____/ \____/|______\_____| |_| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ FIND_DISTANCE(P1A#,P2A#,P3A#,P1B#,P2B#,P3B#,DTYPE AS BOOLEAN) - This is used to calculate the distance between two or three points. SET_OBJECT_MEMORY_SIZE(BASE_NUMBER,AMOUNT) - This will setup the the Object memory size NOTE: This is a vital function and is used when loading maps, and any other functions that require objects. {EXAMPLE: SET_OBJECT_MEMORY_SIZE(100000,500) } ADD_OBJECT_TO_MEMORY(OBJECT_FILE$,NAME$,OM_TYPE$) - This is used to load and add an object to the memory, NOTE: Do not call this command if SET_OBJECT_MEMORY_SIZE has not been called. {EXAMPLE: ADD_OBJECT_TO_MEMORY("Media/Monkey.X","MONKEY","ANIMAL") } DELETE_OBJECT_IN_MEMORY(NAME$,OM_TYPE$) - This is used to delete an object that has been added to the object memory. {EXAMPLE: DELETE_OBJECT_IN_MEMORY("MONKEY","ANIMAL") } FIND_OBJECT_IN_MEMORY(NAME$,OM_TYPE$) - This is used to search for an object that has been put into memory. NOTE: This will return the array number, if you want object number use this in conjunctions with GET_DATA_OBJECT_NUMBER command. {EXAMPLE: FIND_OBJECT_IN_MEMORY("MONKEY","ANIMAL") } GET_MEMORY_OBJECT_NUMBER(DATA_NUMBER) - This is used to extract the object number of a certain object that is in memory. {EXAMPLE: GET_DATA_OBJECT_NUMBER(1) = 1000001 } _ _ _ _ _____ | | | | | | | __ \ | |__| | | | | | | | | __ | | | | | | | | | | | |__| | |__| | |_| |_|\____/|_____/ ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ HUD_SYSTEM() HUD_POST_SYSTEM() CREATE_HUD_TABLE(BASE,AMOUNT AS INTEGER) SET_HUD_DIRECTORY(HUDDIR AS STRING) CREATE_HUD_PIECE(NAME$,IMG AS STRING,SPRX AS INTEGER,SPRY AS INTEGER,PASTEIMG AS INTEGER,ROT AS INTEGER,DRAG AS INTEGER) FIND_HUD(NAME$ AS STRING) SET_HUD_PARAMETERS(C,TRANS,MINFADE,MAXFADE,SPEED,RATIO# AS FLOAT) SCALE_HUD(C,X# AS FLOAT,Y# AS FLOAT) HUD_POSITION_X(C) HUD_POSITION_Y(C) HUD_SCALE_X(C) HUD_SCALE_Y(C) SHOW_HUD(C) HIDE_HUD(C) DELETE_HUD(C) CREATE_HUD_ADDON_TABLE(AMOUNT AS INTEGER) CREATE_HUD_ADDON(P AS INTEGER,IMG AS STRING,OFFX AS INTEGER,OFFY AS INTEGER,PASTEIMG AS INTEGER,ROT AS INTEGER) SET_HUD_ADDON_PARAMETERS(C,TRANS,MAXFADE) `-1 means to use parent max SCALE_HUD_ADDON(C,X# AS FLOAT,Y# AS FLOAT) HUD_ADDON_POSITION_X(C) HUD_ADDON_POSITION_Y(C) DELETE_HUD_ADDON(C) SETUP_HUD_ADDON_FUNCTIONS(C,FUNCTIONS$,OVERRIDE) HUD_ADDON_FUNCTION_CHECK(FUNCTIONS$ as string) HUD_ADDON_FUNCTION_LOCK_CHECK(FUNCTIONS$ as string) HUD_ADDON_AUTO_LOCK_CHECK() __ _______ _____ _ _ _ \ \ / /_ _|/ ____| | | | /\ | | \ \ / / | | | (___ | | | | / \ | | \ \/ / | | \___ \| | | |/ /\ \ | | \ / _| |_ ____) | |__| / ____ \| |____ \/ |_____|_____/ \____/_/ \_\______| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ CALCULATE_FRAME_DELAY(AMOUNT# AS FLOAT) - This command will calculate the amout of delay and change for the current frame to look non jitterish when rendered. {EXAMPLE: MOVE_AMOUNT = CALCULATE_FRAME_DELAY(8) } __ __ _______ _ _ | \/ | /\|__ __| | | | | \ / | / \ | | | |__| | | |\/| | / /\ \ | | | __ | | | | |/ ____ \| | | | | | |_| |_/_/ \_\_| |_| |_| ______ _ _ _ _ _____ _______ _____ ____ _ _ _____ | ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____| | |__ | | | | \| | | | | | || | | | \| | (___ | __| | | | | . ` | | | | | || | | | . ` |\___ \ | | | |__| | |\ | |____ | | _| || |__| | |\ |____) | |_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/ INTEGER_RANDOM_RANGE(LOWER AS INTEGER, UPPER AS INTEGER) - This command will randomly generate a number between specified values. {EXAMPLE: INTEGER_RANDOM_RANGE(1,100) = 75 } FLOAT_RANDOM_RANGE(LOWER AS FLOAT, UPPER AS FLOAT) - This command will randomly generate a float between specified values. {EXAMPLE: FLOAT_RANDOM_RANGE(1.0, 100.0) = 63.5 } FLOAT_RANDOM() - This is a command used by FLOAT_RANDOM_RANGE() and does not need to be called by engine. FLOAT_RANDOM_SEED(SEED) - This is a command that will change the current seed of the randomization process. NOTE: This does not need to be changed to use any randomizations. FIND_DISTANCE(P1A#,P2A#,P3A#,P1B#,P2B#,P3B#,DTYPE AS BOOLEAN) - This is used to find the distance between two point or three points (DTYPE = 0 (2) DTYPE = 1 (3))