rendered paste bodyREMSTART
_____ ____ _____ ______
/ ____/ __ \| __ \| ____|
| | | | | | |__) | |__
| | | | | | _ /| __|
| |___| |__| | | \ \| |____
\_____\____/|_| \_\______|
______ _ _ _ _ _____ _______ _____ ____ _ _ _____
| ____| | | | \ | |/ ____|__ __|_ _/ __ \| \ | |/ ____|
| |__ | | | | \| | | | | | || | | | \| | (___
| __| | | | | . ` | | | | | || | | | . ` |\___ \
| | | |__| | |\ | |____ | | _| || |__| | |\ |____) |
|_| \____/|_| \_|\_____| |_| |_____\____/|_| \_|_____/
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))