Actor – Able to Move
Actor(*).CanMove
Returns if the actor is able to move or not
Actor – Accelerating
Actor(*).Accelerating
Returns if an actor is accelerating or not
Actor – Acceleration
Actor(*).Acceleration
Returns the acceleration at which the selected actor moves
Actor – ActionIconAlive
Actor(*).ActionIconAlive
Returns the action icon of an actor
Actor – ActionIconDead
Actor(*).ActionIconDead
Returns the destroyed action icon of an actor
Actor – Actor Collision X1
Actor(*).CollisionX1
Returns a component of the actor’s collision bounding box
Actor – Actor Collision X2
Actor(*).CollisionX2
Returns a component of the actor’s collision bounding box
Actor – Actor Collision Y1
Actor(*).CollisionY1
Returns a component of the actor’s collision bounding box
Actor – Actor Collision Y2
Actor(*).CollisionY2
Returns a component of the actor’s collision bounding box
Actor – Actor Collision Z1
Actor(*).CollisionZ1
Returns a component of the actor’s collision bounding box
Actor – Actor Collision Z2
Actor(*).CollisionZ2
Returns a component of the actor’s collision bounding box
Actor – Actor Template Condition
Actor(*).IsA
Checks to see if an actor is a certain actor template. Returns true (1) or false (0)
Actor Template – The actor template it’s checking for
Actor – Actor Template
Actor(*).Template
Returns the name of the selected actor’s template
Actor – Actor Variables Collection
Actor(*).Variables
Returns a collection of names for all the actor’s variables
Actor – Actor Variable
Actor(*).Variable(*)
Returns the value of an actor variable
Actor – AI Enabled
Actor(*).AIEnable
Returns the AI state of the selected actor. On (1) or off (0)
Actor – AI Focussed Actor
Actor(*).AIFocusActor
Returns the scripting ID of the actor an actor with AI is focusing on
Actor – AI Focussed Character (Legacy)
Actor(*).AIFocusChar
Returns which actor the AI is focused on
Actor – AI State
Actor(*).AIState
Returns the state of the AI
Actor – Aim/Look Angle Y
Actor(*).AimAngleY
Returns the current Y aim angle of the selected actor
Actor – Ammunition for Item
Actor(*).Ammo(*)
Returns the amount of ammunition an item has
Actor – Angle of Rotation
Actor(*).Rotation
The rotation of an effect
Actor – Assigned Interface
Actor(*).Interface
Returns which interface is assigned to an actor
Actor – Auto-Movement Style
Actor(*).AutoMoveStyle
Returns which auto-movement style the actor is using
Actor – Body Color
Actor(*).Color
Returns the body color of an actor
Actor – Body Color
Actor(*).Color2
Returns the body color of an actor
Actor – Body/Clothing Color
Actor(*).Color(*)
Returns the body/clothing color of a selected actor
Actor – Body/Clothing Color
Actor(*).Color2(*)
Returns the body/clothing color of a selected actor
Actor – Body/Clothing Color
Actor(*).GetColor
Returns the color of a specific layer on an actor
Category – The Sprite category to retrieve
Layer – The Sprite color layer (1-8) to retrieve
Actor – Body/Clothing
Actor(*).Texture(*)
Returns which body/clothing sprite the actor is using/wearing
Actor – Closest Actor
Actor(*).ClosestActor
Returns the scripting ID of the closest actor to the selected actor
Actor Template – The actor template it’s checking for
Actor – Closest Character (Legacy)
Actor(*).ClosestChar
Returns the scripting ID of the actor closest to the selected actor
Actor – Collision
Actor(*).Collision
Checks to see if an actor is colliding with a solid object. Returns 1 if the actor is colliding and 0 if the actor isn’t colliding
Map – The map the actor is on
X – The X co-ordinate of the map the actor is on
Y – The Y co-ordinate of the map the actor is on
Z – The Z co-ordinate of the map the actor is on
Direction – The direction of the collision
Actor – Controlled by Player
Actor(*).IsPlayer
Returns the actor being controlled by the player (1) or not (0)
Actor – Current Custom Pose
Actor(*).Pose
Returns which custom pose an actor is performing
Actor – Current Map
Actor(*).Map
The map an actor is currently on
Actor – Current Statistic
Actor(*).CurrentStat(*)
Returns the current selected statistic for an actor
Actor – Current Turret
Actor(*).InTurret
Current turret an actor is using
Actor – Current Vehicle
Actor(*).InVehicle
Returns the scripting ID of the currently controlled vehicle
Actor – Current Velocity
Actor(*).Velocity
Returns the current velocity of an actor
Actor – Directions to Walk to Location
Actor(*).PathWalk
Returns the path as a collection required to walk in order to get to a specific location
X – The X co-ordinate
Y – The Y co-ordinate
Z – The Z co-ordinate
Walk Through Allied Actors – Changes if the actor can walk through its allies or not
Actor – Disabled Lighting
Actor(*).Face
Returns the state of an actor’s lighting. Disabled (1) or enabled (0)
Actor – DisableIdle
Actor(*).DisableIdle
Returns if the actor has its ‘Idle’ pose disable
Actor – Display Name
Actor(*).Title
Returns the display name of an actor
Actor – Driver
Actor(*).Child
Returns the scripting ID of the actor controlling the vehicle
Actor – Effect
Actor(*).Texture
The image an effect uses
Actor – Equipment
Actor(*).Equipment(*)
The item equipped in a certain area of equipment
Actor – Equippable Items/Magic Collection
Actor(*).ItemsForEquipment
Returns a collection of all equip-able items/magic that an actor holds
Area of Equipment – The area of equipment that is read
Actor – Extension
Actor(*).Extension
Returns the current extention used by a vehicle
Actor – Face Graphic
Actor(*).Portrait
The face graphic of an actor’s sprite
Actor – Facing Direction (Cardinal)
Actor(*).Direction
Returns what cardinal direction the actor is facing on the Z Axis
Actor – Falling Speed
Actor(*).FallingSpeed
Returns how quickly an actor can fall
Actor – Full Scripting ID
Actor(*).FullName
The fully qualified scripting ID of the map and actor together
Actor – Gas Level
Actor(*).Gas
Returns how much fuel an actor has
Actor – Glow
Actor(*).Specular
Returns the glow color of an actor
Actor – Health
Actor(*).HP
Returns how much health an actor currently has
Actor – Holding Point X Position
Actor(*).HoldingPointX
Returns the X position of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Holding Point X Rotation
Actor(*).HoldingPointXRotation
Returns the X rotation of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Holding Point Y Position
Actor(*).HoldingPointY
Returns the Y position of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Holding Point Y Rotation
Actor(*).HoldingPointYRotation
Returns the Y rotation of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Holding Point Z Position
Actor(*).HoldingPointZ
Returns the Z position of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Holding Point Z Rotation
Actor(*).HoldingPointZRotation
Returns the Z rotation of an actor’s holding point
Holding Point – The holding point checked (1-4)
Actor – Ignore Cursor
Actor(*).IgnoreCursor
Returns if the cursor or touch should ignore the actor
Actor – Inventory Collection
Actor(*).Items
Returns the inventory collection of an actor
Actor – Invincible
Actor(*).NoRect
Returns whether the selected actor is invincible (1) or vulnerable (0)
Actor – Invisible
Actor(*).NoDraw
Returns whether the selected actor is visible (1) or invisible (0)
Actor – Jumped
Actor(*).Jumped
Returns if the actor is in the middle of a jump
Actor – Last Attacked
Actor(*).LastAttacked
Returns the last actor that attacked this one
Actor – Last Damaged
Actor(*).LastDamaged
Returns the last actor that this one attacked
Actor – Liquid Level
Actor(*).Floor
Returns the Z value of the terrain elevation (liquid only) directly below the actor
Actor – Magic Collection
Actor(*).Magic
Returns a collection of the current magic an actor has
Actor – Maximum Gas Level
Actor(*).MaxGas
Returns what the maximum fuel level of an actor is
Actor – Maximum Health
Actor(*).MaxHP
The maximum health of an actor
Actor – Maximum Speed
Actor(*).Speed
Returns the speed at which the selected actor moves
Actor – Maximum Statistic
Actor(*).Stat(*)
Returns the maximum value of the selected actor’s statistic
Actor – Moving
Actor(*).Moving
Returns if an actor is currently executing a ‘Walk to Location’, ‘Walk to Closest Location’, ‘Walk to Cursor’ or ‘Take Specific Movements’ event
Actor – New Actor
Actor(*).NewActor
Returns newly active spawned actor when this actor has been destroyed due to map change
Actor – Next Direction to Walk to Location
Actor(*).DirectionWalk
Returns the next direction required to walk in order to get to a specific location
X – The X co-ordinate being walked to
Y – The Y co-ordinate being walked to
Z – The Z co-ordinate being walked to
Walk Through Allied Actors – Changes if the actor can walk through its allies or not
Actor – Nonexistent
Actor(*).NonExistent
Returns whether the selected actor is existent (1) or non-existent (0)
Actor – Number of Items (All)
Actor(*).ItemCount(*)
Returns the total number of items an actor has
Actor – Number of Items (Inventory Only)
Actor(*).ItemInventoryCount(*)
Returns the number of items an actor has in its inventory
Actor – Performing Forward/Backward Movement
Actor(*).Movement
Returns if an actor is moving forward or backward
Actor – Performing Movement X
Actor(*).MovementX
Returns which direction an actor is moving on the X axis
Actor – Performing Movement Y
Actor(*).MovementY
Returns which direction an actor is moving on the Y axis
Actor – Performing Movement Z
Actor(*).MovementZ
Returns which direction an actor is moving on the Z axis
Actor – Physics Specifications
Actor(*).Physics(*)
Returns which physics specifications an actor has
Actor – Probability of Reward Item
Actor(*).ItemProbability(*)
Returns what the probability of rewarding an item is
Actor – Remaining Ammo in Weapon Clip
Actor(*).ItemClip(*)
Returns how much ammunition is left in a weapon’s clip
Actor – Reverse Speed
Actor(*).ReverseSpeed
Returns how quickly an actor can reverse
Actor – Reward Experience
Actor(*).Experience
Returns the amount of experience an actor gives after it’s defeated
Actor – Reward Money
Actor(*).Money
Returns the reward money for defeating an actor
Actor – Reward Points
Actor(*).Points
Returns the amount of points rewarded for defeating an actor
Actor – Rising Speed
Actor(*).RisingSpeed
Returns how quickly an actor can rise
Actor – Rising
Actor(*).Rising
Returns if an actor is rising or falling
Actor – Rotation X
Actor(*).DirectionAngleX
Returns the current X rotation of the selected actor
Actor – Rotation Y
Actor(*).DirectionAngleY
Returns the current Y rotation of the selected actor
Actor – Rotation Z
Actor(*).DirectionAngle
Returns the current Z rotation of the selected actor
Actor – Scripting ID
Actor(*).Name
The name of an actor that identifies it in scripting
Actor – Shadow Color
Actor(*).ShadowColor
Returns the color of the selected actor’s shadow
Actor – Solid
Actor(*).Solid
Returns whether the actor is solid
Actor – Statistic with Item
Actor(*).StatWithItem
Returns an actor’s statistics with the added bonuses of an item
Statistic – Statistic checked
Item – Item checked
Actor – Strafing
Actor(*).Strafing
Returns if the actor is strafing left (-1), right (1) or not at all (0)
Actor – Team
Actor(*).Team
Returns which team the selected actor is a part of
Actor – Time Since Hurt
Actor(*).TimeSinceHurt
Returns how long it’s been since an actor has taken damage
Actor – Tint/Opacity Color
Actor(*).Tint
Returns the tint/opacity color of an actor
Actor – Total Inventory Weight
Actor(*).ItemTotalWeight
Returns the total weight of all the items in the actor’s inventory
Actor – Touching Actor
Actor(*).CollisionActor
Checks to see if an actor is colliding with another actor. Returns 1 if the actor is colliding and 0 if the actor isn’t colliding
Map – The map the actor is on
X – The X co-ordinate of the map the actor is on
Y – The Y co-ordinate of the map the actor is on
Z – The Z co-ordinate of the map the actor is on
Direction – The direction of the collision
Against Actor – The actor collided with
Actor – Turning Speed
Actor(*).TurnSpeed
Returns how sharply an actor will turn
Actor – Turning
Actor(*).Turning
Returns if an actor is turning
Actor – Using Equipment
Actor(*).EquipmentAction(*)
Returns if the selected actor is using its weapon (1) or not (0)
Actor – Using Weapon
Actor(*).WeaponAction
Returns if an actor is using a weapon or not
Actor – Visible Shadow
Actor(*).Shadow
Returns the actor’s shadow visibility (1) or invisibility (0)
Actor – Walk to Location
Actor(*).Goto2
Moves the actor to a specific destination on the map. Depending on if the actor is able to walk to the destination or not it will take one of two paths
Map – The map the actor is moving on
X – The X co-ordinate of the map the actor is moving to
Y – The Y co-ordinate of the map the actor is moving to
Z – The Z co-ordinate of the map the actor is moving to
Direction – The direction the actor faces after moving
Walk Through Allied Characters – Changes if the actor can walk through its allies or not
Actor – Walking Animation Scale
Actor(*).FactorWalking
The actor’s walking animation scaling, or 0 for it to be based on speed
Actor – X Magnification
Actor(*).ScaleX
The actor’s X magnification percentage
Actor – X Position
Actor(*).X
The X co-ordinate an actor is at on its current map
Actor – X Velocity
Actor(*).VelocityX
Returns the current horizontal velocity of the selected actor
Actor – Y Magnification
Actor(*).ScaleY
The actor’s Y magnification percentage
Actor – Y Position
Actor(*).Y
The Y co-ordinate an actor is at on its current map
Actor – Y Velocity
Actor(*).VelocityY
Returns the current vertical velocity of the selected actor
Actor – Z Magnification
Actor(*).ScaleZ
The actor’s Z magnification percentage
Actor – Z Position
Actor(*).Z
The Z co-ordinate an actor is at on its current map
Actor – Z Velocity
Actor(*).VelocityZ
Returns the current rising/lowering velocity of the selected actor
Area of Equipment – Display Name
Equipment(*).Title
Returns the equipment area’s display name. The display name can be changed without affecting the equipment area’s use in a script
Area of Equipment – Graphic
Equipment(*).Graphic
Returns what graphic the area of equipment used
Area of Equipment – Scripting ID
Equipment(*).Name
Returns the equipment area’s name used in scripting
Camera View – Focus Distance
ViewField(*).Distance
Returns the distance of the camera from the focus location in pixels
Camera View – Focussed Actor
ViewField(*).FocusActor
Returns which actor the camera is focussed on
Camera View – Focussed Character (Legacy)
ViewField(*).FocusChar
Returns which actor the camera is focussed on
Camera View – Focussed Map
ViewField(*).FocusMap
Returns which map the camera is focussed on
Camera View – Focussed Vehicle (Legacy)
ViewField(*).FocusVehicle
Returns which actor the camera is focussed on
Camera View – FOV
ViewField(*).FOV
Returns the field of view angle of the camera
Camera View – Horizontal Orbit
ViewField(*).Orbit
Returns the horizontal angle of the camera
Camera View – Locked Camera
ViewField(*).Disable
Returns if the camera is locked or not
Camera View – Perspective
ViewField(*).Perspective
Returns the current perspective of the screen
Camera View – Planar Roll
ViewField(*).Roll
Returns the roll angle of the camera
Camera View – Source X Position
ViewField(*).SourceX
Returns the source spot location of the camera on the X axis
Camera View – Source Y Position
ViewField(*).SourceY
Returns the source spot location of the camera on the Y axis
Camera View – Source Z Position
ViewField(*).SourceZ
Returns the source spot location of the camera on the Z axis
Camera View – Target X Position
ViewField(*).TargetX
Returns the target spot location of the camera on the X axis
Camera View – Target Y Position
ViewField(*).TargetY
Returns the target spot location of the camera on the Y axis
Camera View – Target Z Position
ViewField(*).TargetZ
Returns the target spot location of the camera on the Z axis
Camera View – Vertical Angle
ViewField(*).Angle
Returns the vertical angle of the camera
Camera View – Visual Range
ViewField(*).Range
Returns the visual rendering distance in pixels
Camera View – X Focus Offset
ViewField(*).FocusOffsetX
Returns the X focus offset of a camera
Camera View – X Pan (Left Pixel)
ViewField(*).X
Returns the X (Left) panning position
Camera View – X Pan (Right Pixel)
ViewField(*).X2
Returns the X (Right) panning position
Camera View – Y Focus Offset
ViewField(*).FocusOffsetY
Returns the Y focus offset of a camera
Camera View – Y Pan (Bottom Pixel)
ViewField(*).Y2
Returns the Y (Bottom) panning position
Camera View – Y Pan (Top Pixel)
ViewField(*).Y
Returns the Y (Top) panning position
Camera View – Z Focus Offset
ViewField(*).FocusOffsetZ
Returns the Z focus offset of a camera
Camera View – Z Pan (Bottom Pixel)
ViewField(*).Z
Returns the Z (Bottom) panning position
Camera View – Z Pan (Top Pixel)
ViewField(*).Z2
Returns the Z (Top) panning position
Camera View – Zoom
ViewField(*).Zoom
Returns the camera’s zoom multiplier
Collection – Collection Count
Collection.Count
Returns how many values a collection is holding
Collection – The collection counted
Collection – Cut Out Left Portion
Collection.LeftCut
Returns a collection with the starting side removed, with the number of entries being the entries to leave out
Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries that are being left out
Collection – Cut Out Right Portion
Collection.RightCut
Returns a collection with the ending side removed, with the number of entries being the entries to leave out
Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries that are being left out
Collection – Cut Out Sides
Collection.Cut
Returns the collection with a set number of entries cut from the starting/ending positions
Collection – The collection being read from
Number of Entries (Start) – The number of entries to cut from the starting side
Number of Entries (End) – The number of entries to cut from the ending side
Collection – Find in Collection
Collection.Find
Searches a collection for the first occurence of a certain value
Collection – The collection being searched
Value – The value being searched for
Starting Entry # – The starting entry number to begin the search
Collection – Join Into Text
Collection.Join
Returns each element, inside a collection, into a string of text with an optional delimiter
Collection – The collection that is being read from
Delimiter – The delimiter is a character/string used to seperate each element in the text
Collection – Left Portion
Collection.Left
Returns a set number of collection entries starting from the starting side
Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries to read
Collection – Make Collection
Collection.Make
Makes a collection from a series of values
Values – The data to be made into a collection
Collection – Merge Collections
Collection.Merge
Combines two collections into one
Collection 1 – The collection getting merged
Collection 2 – The collection to merge into the other one
Collection – Middle Portion
Collection.Middle
Returns a set number of collection entries starting from the starting number and continuing for the set number of entries to read
Collection – The collection that the entries are being retrieved from
Starting Entry # – The entry number to start reading from
Number of Entries – The number of entries to read
Collection – nth Element in Collection
Collection.Item
Returns for a value at a certain entry number in a collection
Collection – The collection checked
Entry # – The entry number checked
Collection – Right Portion
Collection.Right
Returns a set number of collection entries starting from the ending side
Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries to read
Color – Average
Color.Average
Returns the average between two colors
Color 1 – The first color
Color 2 – The second color
Color – Get Alpha Component
Color.Alpha
Returns what the alpha value of a color is (0 is transparent and 255 is opaque)
Color – The color checked
Color – Get Blue Component
Color.Blue
Returns what the blue value of a color is (0 to 255)
Color – The color checked
Color – Get Chroma
Color.Chroma
Returns the chroma of a color
Color – The color checked
Color – Get Green Component
Color.Green
Returns what the green value of a color is (0 to 255)
Color – The color checked
Color – Get Lightness
Color.Lightness
Returns how bright a color is (0 is the darkest and 255 is the brightest)
Color – The color checked
Color – Get Red Component
Color.Red
Returns what the red value of a color is (0 to 255)
Color – The color checked
Color – Get Saturation
Color.Saturation
Returns how saturated a color is (0 is grey scale and 255 is full saturation)
Color – The color checked
Color – Linear Interpolate
Color.Lerp
Returns color 1 if the factor is 0, color 2 if the factor is 1 and the average of color 1 and 2 if the factor is 0.5 with everything in-between using color interpolation
Color 1 – The first color
Color 2 – The second color
Factor – The factor of which value is returned, generally between 0.0 and 1.0
Color – Make Color (Alpha + Color)
Color.AlterAlpha
Generates a color code based on another color and alpha
Color – The initial color
Alpha – The level of transparency the color has (0 is transparent and 255 is opaque)
Color – Make Color (ARGB)
Color.ARGB
Generates a color code based on ARGB values
Alpha – The level of transparency the color has (0 is transparent and 255 is opaque)
Red – How much red if in the color (0 to 255)
Green – How much green if in the color (0 to 255)
Blue – How much blue if in the color (0 to 255)
Color – Make Color (RGB)
Color.RGB
Generates a color code based on RGB values
Red – How much red if in the color (0 to 255)
Green – How much green if in the color (0 to 255)
Blue – How much blue if in the color (0 to 255)
Color – Modulate
Color.Modulate
Returns the modulation of two colors (for example: white modulated with red will be red and black modulated with any color will be black. This is used by the lighting engine to calculate the color of a tile based on lighting
Color 1 – The initial color
Color 2 – The color of the lighting
Cursor / Motion – Accelerometer/Tilt X
Cursor.AccelerometerX
Returns the x-axis acceleration value in meters per second squared; negative when on left side, positive when on right side
Cursor / Motion – Accelerometer/Tilt Y
Cursor.AccelerometerY
Returns the y-axis acceleration value in meters per second squared; negative when on bottom side, positive when on top side
Cursor / Motion – Accelerometer/Tilt Z
Cursor.AccelerometerZ
Returns the z-axis acceleration value in meters per second squared; negative when on back, positive when on front
Cursor / Motion – Color
Cursor.Color
Returns the color of the cursor
Cursor / Motion – Effect
Cursor.Effect
Returns the cursor graphic
Cursor / Motion – Horizontal Change (Delta X)
Cursor.DeltaX
Used with the ‘Mouse/Touch Move’ trigger to get the most recent changes of the mouse/touch on the X axis
Cursor / Motion – Orientation X/Y (Z)
Cursor.OrientationXY
Returns the orientation of the device in radians on the X/Y (Z) plane.
Cursor / Motion – Orientation Y/Z (X)
Cursor.OrientationYZ
Returns the orientation of the device in radians on the Y/Z (X) plane.
Cursor / Motion – Sprite
Cursor.Sprite
Returns the cursor graphic
Cursor / Motion – Targeted Map
Cursor.TargetMap
Returns the map the user is clicking/tapping on
Cursor / Motion – Targeted X (Y)
Cursor.TargetXofY
Returns the X map co-ordinate where the users mouse cursor or touch is on the Y layer
Y Layer – The Y layer checked
Cursor / Motion – Targeted X (Z)
Cursor.TargetXofZ
Returns the X map co-ordinate where the users mouse cursor or touch is on the Z layer
Z Layer – The Z layer checked
Cursor / Motion – Targeted Y (X)
Cursor.TargetYofX
Returns the Y map co-ordinate where the users mouse cursor or touch is on the X layer
X Layer – The X layer checked
Cursor / Motion – Targeted Y (Z)
Cursor.TargetYofZ
Returns the Y map co-ordinate where the users mouse cursor or touch is on the Z layer
Z Layer – The Z layer checked
Cursor / Motion – Targeted Z (X)
Cursor.TargetZofX
Returns the Z map co-ordinate where the users mouse cursor or touch is on the X layer
X Layer – The X layer checked
Cursor / Motion – Targeted Z (Y)
Cursor.TargetZofY
Returns the Z map co-ordinate where the users mouse cursor or touch is on the Y layer
Y Layer – The Y layer checked
Cursor / Motion – Vertical Change (Delta Y)
Cursor.DeltaY
Used with the ‘Mouse/Touch Move’ trigger to get the most recent changes of the mouse/touch on the Y axis
Cursor / Motion – Wheel Change (Delta Z)
Cursor.DeltaZ
Used with the ‘Mouse/Touch Move’ trigger to get the most recent changes of the mouse/touch on the Z axis
Cursor / Motion – X Screen Position
Cursor.X
Returns the X position of the cursor/touch
Cursor / Motion – Y Screen Position
Cursor.Y
Returns the Y position of the cursor/touch
Date / Time – Day
Time.Day
Returns the day of the month
Date / Time – Hour
Time.Hour
Returns the current hour
Date / Time – Minute
Time.Minute
Returns the current minute
Date / Time – Month
Time.Month
Returns the month of the year
Date / Time – Now
Time.Now
Converts the current system date into a specified Date/Time format, eg:
%x = MM/DD/YY
%X = 14:55:02 (24-hour)
%y = YY
%Y = YYYY
%Z = Timezone (CDT)
%B = Month (August)
%c = Day, Month, DD, 14:55:02, YYYY
for more information, see the ‘Script Editor’ section of the Wiki
Format – The Date/Time format
Date / Time – Second
Time.Second
Returns the current second
Date / Time – Year
Time.Year
Returns the year
Door – Current Open Value
Door(*).OpenAmount
Returns how much a door is open
Door – Disabled Lighting
Door(*).Face
Returns the selected doors lighting. Disabled (1) or enabled (0)
Door – Door Color
Door(*).Color
Returns the door color
Door – Door Glow
Door(*).Specular
Returns a doors glow color
Door – Full Scripting ID
Door(*).FullName
The fully qualified scripting ID of the map and door together
Door – Future Open Value
Door(*).OpenFuture
Returns how much a door is open
Door – Invincible
Door(*).NoRect
Returns a doors invincibility
Door – Invisible
Door(*).NoDraw
Returns a doors visibility
Door – Open Style
Door(*).OpenStyle
Returns which way a door opens
Door – Scripting ID
Door(*).Name
The name of a door used only in scripting
Door – Shadow Color
Door(*).ShadowColor
Returns a doors shadow color
Door – Tile X
Door(*).TileX
The tile number, on the X axis, from the door sheet
Door – Tile Y
Door(*).TileY
The tile number, on the Y axis, from the door sheet
Door – Visible Shadow
Door(*).Shadow
Returns the visibility of a doors shadow
Door – X Position
Door(*).X
Returns the X co-ordinate of a door
Door – Y Position
Door(*).Y
Returns the Y co-ordinate of a door
Door – Z Position
Door(*).Z
Returns the Z co-ordinate of a door
Effect – Display Name
Effect(*).Title
Returns the display name of a effect
Effect – Scripting ID
Effect(*).Name
Returns the name of a effect used in scripting
Effect – X Size
Effect(*).SizeX
Returns the X size of a effect in pixels
Effect – Y Size
Effect(*).SizeY
Returns the Y size of a effect in pixels
Field – Associated Selection Field Name
Field(*).Associate
Returns the name of the selected field’s associated field
Field – Associated Selection Field
Field(*).AssociateFull
Returns the scripting ID of the selected field’s associated field
Field – Calculated Text Height
Field(*).ActualTextSize
Returns the calculated height of the text of a field in pixels
Field – Calculated X Size
Field(*).ActualSizeX
Returns the X calculated size of a field in pixels
Field – Calculated Y Size
Field(*).ActualSizeY
Returns the Y calculated size of a field in pixels
Field – Collection Columns
Field(*).CollectionColumns
Returns the number of collection entry columns of a field
Field – Collection Offset X
Field(*).CollectionOffsetX
Returns the collection entry horizontal offset of a field
Field – Collection Offset Y
Field(*).CollectionOffsetY
Returns the collection entry vertical offset of a field
Field – Color 1
Field(*).Color1
Returns the selected fields primary color
Field – Color 2
Field(*).Color2
Returns the selected fields secondary color
Field – Disabled
Field(*).Disabled
Returns the enabled (0) or disabled (1) state of the field
Field – Display Name
Field(*).Title
Returns the display name of a field
Field – Effect
Field(*).Texture
Returns which effect a field uses
Field – Font
Field(*).Font
Returns the selected text fields font
Field – Full Scripting ID
Field(*).FullName
The fully qualified scripting ID of the interface and field together
Field – Glow
Field(*).Specular
Returns the color of a fields glow
Field – Graph End Angle
Field(*).EndAngle
Returns the ending angle of the graph field
Field – Graph Start Angle
Field(*).StartAngle
Returns the starting angle of the graph field
Field – Ignore Cursor
Field(*).IgnoreCursor
Returns if the cursor or touch should ignore the field
Field – Invisible
Field(*).NoDraw
Returns the visibility (1) or invisibility (0) of the field
Field – Line Spacing
Field(*).LineSpacing
Returns the number of pixels between each line of text
Field – Lines of Text
Field(*).TextLines
Returns the number of lines in a text field
Field – Maximum Value
Field(*).MaxValue
Returns the maximum value of a field
Field – Nonexistent
Field(*).NonExistent
Returns the existence (1) or non-existence (0) of the field
Field – Scripting ID
Field(*).Name
The name of a field used in scripting
Field – Selectable
Field(*).Selectable
Returns if the field is selectable (1) or not (0)
Field – Shadow Color
Field(*).ShadowColor
Returns the color of a fields shadow
Field – Spawn Index
Field(*).SpawnIndex
Returns the index of the spawned field (1 being the first spawned field)
Field – Sprite
Field(*).Sprite
Returns the sprite of a field
Field – Static Effect Angle of Rotation
Field(*).Rotation
Returns the angle of rotation of the static effect field
Field – Text / Value
Field(*).Value
Returns the text or value of a field
Field – Text at Line
Field(*).TextAtLine
Returns the text at a specific line within a text field
Line – The line number to read
Field – Text Display Style
Field(*).TextDisplay
Returns the field’s text display style
Field – Text Height
Field(*).TextHeight
Returns the height of a text field
Field – Text Height
Field(*).TextSize
Returns the height of the text of a field
Field – Text Width
Field(*).TextWidth
Returns the width of a text field
Field – Visible Shadow
Field(*).Shadow
Returns if the fields shadow is visible (1) or not (0)
Field – X Position
Field(*).X
Returns the X position of a field
Field – X Size
Field(*).SizeX
Returns the X size of a field
Field – Y Position
Field(*).Y
Returns the Y position of a field
Field – Y Size
Field(*).SizeY
Returns the Y size of a field
Field – Z Position
Field(*).Z
Returns the Z position of a field
Field – Z Size
Field(*).SizeZ
Returns the Z size of a field
File System – End of File
FileSystem.EOF
Returns whether a file being read is at the end
File Slot – An identifying number used to reference the open file
File System – File Exists
FileSystem.Exists
Returns whether a file exists on a drive or not
Filename – The path where the file is located
File System – Read Line
FileSystem.ReadLine
Reads a line of text from a file slot
File Slot – An identifying number used to reference the open file
File System – Read Number
FileSystem.ReadInteger
Reads an integer number from a file slot
File Slot – An identifying number used to reference the open file
File System – Read Text
FileSystem.ReadText
Reads text from a file slot
File Slot – An identifying number used to reference the open file
Font – Display Name
Font(*).Title
Returns the display name of a font
Font – Line Height
Font(*).LineHeight
Returns the height of a line of text with a specific font in pixels
Font – Scripting ID
Font(*).Name
Returns the name of a font used in scripting
Game Options – Display Text Interval
Options.TextInterval
Returns the interval in which text is displayed
Game Options – Render Shading
Options.Shading
Returns shading (smoother lighting, dials and text)
Game Options – Render Specular
Options.Specular
Returns rendering of high-light effects
Game Options – Render Translucency/Transparency
Options.Alpha
Returns rendering translucent and transparent effects (1) or not (0)
Game Options – Sound Speed
Options.SoundTempo
Returns the speed in which sound is played
Game Options – Sound/Music Volume
Options.SoundVolume
Returns the global game SFX and music volume
Game Options – Sounds Enabled
Options.SoundEnable
Returns sound effects and music enabled (1) or disabled (0)
Game Options – Voice Enabled
Options.VoiceEnable
Returns whether voice is enabled (1) or not (0)
Game Options – Voice Speed
Options.VoiceRate
Returns the speed at which the text is being read by voice
Game Options – Voice Volume
Options.VoiceVolume
Returns the volume at which the voice is speaking
Geometry – Actor Distance
Geometry.DistanceActor
Returns how far in pixels one actor is from another
Map – The map where the two actors are on
Actor 1 – The first actor
Actor 2 – The second actor
Geometry – Angle Between Directions
Geometry.DirectionDiff
Returns the angle between two directions
Direction 1 – Starting direction
Direction 2 – Ending direction
Geometry – Clockwise
Geometry.Clockwise
Returns the angle plus the value
Angle – The angle to work with
Value – The value being added
Geometry – Counter-Clockwise
Geometry.CounterClockwise
Returns the angle minus the value
Angle – The angle to work with
Value – The value being subtracted
Geometry – Degrees from Radians
Geometry.Degrees
Returns the angle in radians (used by scripting) as degrees
Angle – The angle to work with
Geometry – Direction Between Points (Y)
Geometry.DirectionY
Returns a direction used for y-axis rotations from a source point on a map to another involving primarly the z co-ordinates
Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Source Z – The starting Z co-ordinate
Destination X – The X co-ordinate checked for a direction
Destination Y – The Y co-ordinate checked for a direction
Destination Z – The Z co-ordinate checked for a direction
Geometry – Direction Between Points
Geometry.Direction
Returns the direction from a source point on a map to another
Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Destination X – The X co-ordinate checked for a direction
Destination Y – The Y co-ordinate checked for a direction
Geometry – Direction Condition
Geometry.IfDirection
Returns if a direction is within a certain range of directions
Expression – The direction checked
Start – The start of the range of directions checked
End – The end of the range of directions checked
Geometry – Direction from Point (ArcTan2)
Geometry.DirectionPoint
Returns the direction between origin and relative x/y co-ordinates
X – The point on the x-axis to pass through the mathematical equation
Y – The point on the y-axis to pass through the mathematical equation
Geometry – Direction Point X
Geometry.DirectionPointX
Returns the projection of the angle in the X axis
Origin – The starting point in the X axis
Direction – The angle
Length – The length of the angle
Geometry – Direction Point Y
Geometry.DirectionPointY
Returns the projection of the angle in the Y axis
Origin – The starting point in the Y axis
Direction – The angle
Length – The length of the angle
Geometry – Distance
Geometry.Distance
Returns how far in pixels one point on a map is from another
Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Source Z – The starting Z co-ordinate
Destination X – The ending X co-ordinate
Destination Y – The ending Y co-ordinate
Destination Z – The ending Z co-ordinate
Geometry – Opposite Direction
Geometry.Opposite
Returns the opposite direction
Angle – The angle to work with
Geometry – Radians from Degrees
Geometry.Radians
Returns the angle in degrees as radians for use in scripting
Angle (degrees) – The angle to work with
Inn – Cannot Afford Message
Inn.Poor
The text that appears when you don’t have enough money
Inn – Done
Inn.Done
Returns if the inn has been completed
Inn – Good Night Message
Inn.Night
The text that appears after a successful transaction
Inn – Greeting Text
Inn.Greeting
The text that first appears when the inn is shown
Inn – No Button Label
Inn.No
The text for the ‘No’ selection
Inn – Previous Transaction Successful
Inn.Transaction
Returns if the last transaction was successful
Inn – Price
Inn.Price
The cost to sleep at the inn
Inn – Sleeping Music
Inn.Music
Music that is played while you sleep at the inn
Inn – Yes Button Label
Inn.Yes
The text for the ‘Yes’ selection
Input Set – Enabled for Player
Input(*).OnPlayer(*)
Returns if an input set is on or off for a specific player
Input Set – State
Input(*).On
Returns if an input set is on or off for the current player
Interface – Color
Interface(*).Color
Returns the color of an interface
Interface – Field Collection
Interface(*).Fields
Returns a collection of all of the fields of a specified source spawner field in an interface
Spawner – The source spawner field
Include Non-Existent – Whether to also include fields that are non-existent
Interface – Interface Variables Collection
Interface(*).Variables
Returns a collection of names for all the interface’s variables
Interface – Interface Variable
Interface(*).Variable(*)
Returns the value of an interface variable
Interface – Scripting ID
Interface(*).Name
The name of an interface, used in scripting
Interface – Selected Field Name
Interface(*).SelectedField
Returns the name of the selected field
Interface – Selected Field Value
Interface(*).SelectedFieldValue
Returns the text/value of the highlighted field
Interface – Selected Field
Interface(*).SelectedFieldFull
Returns the highlighted field
Interface – Turned On
Interface(*).On
Returns if the interface is on (1) or off (0)
Interface – X Pan
Interface(*).X
Returns the X panning position
Interface – Y Pan
Interface(*).Y
Returns the Y panning position
Internet – Access Error
Internet.AccessError
Returns true when the server responds with an HTTP 2xx success status code
Internet – Connect Error
Internet.ConnectError
Returns true when the client is unable to connect to server
Internet – Is Connected
Internet.IsConnected
Returns true when connected to a game server
Internet – Is Hosting
Internet.IsHosting
Returns true when hosting a game server
Internet – Launched as Server
Internet.IsServer
Returns true when the game was launched as a server
Internet – Received Text
Internet.ReceivedText
Returns the raw response from the server, including any headers
Internet – Using Console
Internet.IsConsole
Returns true when the game was built as a dedicated server with console enabled
Item / Magic – Accuracy
Item(*).Accuracy
Returns the item’s accuracy as a number from 0.0 to 1.0
Item / Magic – Ammo Loss Per Use
Item(*).AmmoUse
Returns how much ammunition is lost per use
Item / Magic – Ammo/Count Descriptor
Item(*).AmmoType
Returns either ‘Count’ or ‘Ammo’ depending on the type of item
Item / Magic – Ammunition Item
Item(*).AmmoItem
Returns the ammunition item used by the selected item
Item / Magic – Area of Equipment
Item(*).Equipment
Returns the equipment area the item can be equipped to
Item / Magic – Clip Size
Item(*).ClipSize
Returns how much ammunition can be used before reloading
Item / Magic – Constants Collection
Item(*).Variables
Returns a collection of names for all the item/magic’s constants
Item / Magic – Constant
Item(*).Variable(*)
Returns the value of a item/magic constant
Item / Magic – Description
Item(*).Description
Returns the set description for the selected item
Item / Magic – Display Name
Item(*).Title
Returns the name of the item. Display names can be changed without it affecting scripts associated with that item
Item / Magic – Equipment Statistic
Item(*).Stat(*)
Returns the effect equipment has on the selected statistic
Item / Magic – Graphic
Item(*).Graphic
Returns the image representing the selected item
Item / Magic – Number of Projectiles
Item(*).BulletCount
Returns how many projectiles it produces
Item / Magic – Price
Item(*).Price
Returns the cost of the selected item
Item / Magic – Projectile Range
Item(*).Range
Returns the item’s projectile maximum range
Item / Magic – Projectile Speed
Item(*).BulletSpeed
Returns the item’s projectile speed
Item / Magic – Reload Time
Item(*).ReloadTime
Returns the amount of time the item takes to reload
Item / Magic – Scripting ID
Item(*).Name
Returns the name of the item, used in scripting
Item / Magic – Slash Back Distance
Item(*).SlashBackDistance
Returns a component of the item’s slash area
Item / Magic – Slash Distance
Item(*).SlashDistance
Returns a component of the item’s slash area
Item / Magic – Slash Wide
Item(*).SlashWide
Returns a component of the item’s slash area
Item / Magic – Target Statistic
Item(*).TargetStat(*)
Returns the effect the item has on the target with the selected statistic
Item / Magic – Usage
Item(*).Usage
Returns if the item can be used in the selected category
Usages – Sets how the item is used
Item / Magic – Use Cost Statistic
Item(*).UseStat(*)
Returns the cost in the selected statistic to use the item
Item / Magic – Use Time
Item(*).UseTime
Returns the amount of time the item takes to be used
Item / Magic – Weight
Item(*).Weight
Returns how much the item weighs
Joystick / Gamepad – POV
Gamepad(*).POV
Returns the Joystick / Gamepad POV based on index
POV # – Index of POV
Joystick / Gamepad – RX
Gamepad(*).RX
Returns the Joystick / Gamepad rotation X axis
Joystick / Gamepad – RY
Gamepad(*).RY
Returns the Joystick / Gamepad rotation Y axis
Joystick / Gamepad – RZ
Gamepad(*).RZ
Returns the Joystick / Gamepad rotation Z axis
Joystick / Gamepad – Slider
Gamepad(*).Slider
Returns the Joystick / Gamepad Slider based on index
Slider # – Index of slider
Joystick / Gamepad – X
Gamepad(*).X
Returns the Joystick / Gamepad X axis
Joystick / Gamepad – Y
Gamepad(*).Y
Returns the Joystick / Gamepad Y axis
Joystick / Gamepad – Z
Gamepad(*).Z
Returns the Joystick / Gamepad Z axis
Light – Display Name
Light(*).Title
Returns the display name of a light
Light – Light Color
Light(*).Color
Returns the color of the selected light
Light – Light Radius
Light(*).Radius
Returns the radius of the selected light
Light – Scripting ID
Light(*).Name
Returns the name of a light used in scripting
Light – Turned On
Light(*).On
Returns if a light is on (1) or off (0)
Light – X Position
Light(*).X
Returns the X position of a light
Light – Y Position
Light(*).Y
Returns the Y position of a light
Light – Z Position
Light(*).Z
Returns the Z position of a light
Loading Screen – Current Progress (0 to 100)
Loading.Progress100
Returns the loading progress (0 to 100)
Loading Screen – Current Progress (0.0 to 1.0)
Loading.Progress
Returns the loading progress (0.0 to 1.0)
Loading Screen – Current Task
Loading.Task
Returns the current loading task
Loading Screen – Map
Loading.Map
Returns the scripting ID of the map being loaded
Magic – Description
Magic(*).Description
Returns the description of the magic
Magic – Graphic
Magic(*).Graphic
Returns the image representing the magic
Magic – Scripting ID
Magic(*).Name
Returns the name of the magic, used in scripting
Magic – Statistic
Magic(*).Stat(*)
Returns the statistic change magic has on the actor it’s equipped
Magic – Usage
Magic(*).Usage
Returns if the magic can be used in the selected category
Usages – Sets how the magic is used
Main Party / Game – Active Interface
Main.Interface
Returns which interface is currently active
Main Party / Game – Active Party Collection
Main.Party
Collection holding the active party members names
Main Party / Game – Amount of Money (Formatted)
Main.MoneyFormatted
Returns how much money the player has in the game’s money format
Main Party / Game – Amount of Money
Main.Money
Returns how much money an actor has
Main Party / Game – Amount of Points
Main.Points
Returns how many points an actor has
Main Party / Game – Amount Time Played (00/00/00)
Main.PlayTimeSlash
Returns how much play time has elapsed (measured in hours/minutes/seconds)
Main Party / Game – Amount Time Played (00:00:00)
Main.PlayTimeSemicolon
Returns how much play time has elapsed (measured in hours:minutes:seconds)
Main Party / Game – Amount Time Played (Milliseconds)
Main.PlayTime
Returns how much play time has elapsed (measured in milliseconds)
Main Party / Game – Control Inputs
Main.ControlInputs
Returns a collection containing all the inputs for the specified control
Control – The control that will be used to show inputs for
Main Party / Game – Control Just Pressed
Main.ControlDown
Returns if the control is pressed down (1) or not (0)
Control – The control pressed down
Main Party / Game – Control Just Released
Main.ControlUp
Returns if the control is released (1) or not (0)
Control – The control released
Main Party / Game – Control Pressed
Main.Control
Returns if the selected control is pressed (1) or not (0)
Control – The control checked
Main Party / Game – Controlled Party Member
Main.PrimaryMember
Returns the scripting ID of the party member who is currently being controlled
Main Party / Game – Done
Main.SaveLoadDone
Returns if the save/load interface has been completed
Main Party / Game – Equipment Area Collection
Main.EquipmentAreas
Returns the collection of all the equipment areas in the project
Main Party / Game – Evaluate JavaScript (HTML5)
Main.SystemJavascript
Commands – Javascript commands
Main Party / Game – Frames Per Second
Main.FPS
Returns the current frames per second
Main Party / Game – Game Paused
Main.Paused
Returns if the game is paused (1) or not (0)
Main Party / Game – Game Speed
Main.Speed
Returns what the game speed is set to
Main Party / Game – Game Tick
Main.Tick
Returns the number of milliseconds (can be 0) that have passed since the previous game frame
Main Party / Game – Gesture Accuracy
Main.GestureAccuracy
Returns the accuracy of the last gesture performed
Main Party / Game – Gesture Angle
Main.GestureAngle
Returns the angle of the last gesture performed
Main Party / Game – Gesture Completion
Main.GestureCompletion
Returns the completion of the last gesture performed
Main Party / Game – Gesture Scale
Main.GestureScale
Returns the scale of the last gesture performed
Main Party / Game – Global Variables Collection
Main.Variables
Returns the collection of all global variables in the project
Main Party / Game – Interface Collection
Main.Interfaces
Returns a collection of all of the interfaces in the project
Main Party / Game – Is Testing
Main.Testing
Returns true if the game is in test mode
Main Party / Game – Item Collection
Main.Items
Returns the collection of all scripting IDs of the items in the project
Main Party / Game – Line Collision/Sweep Actor
Main.LineCollisionActor
Returns the actor (if any) from the last line collision/sweep
Main Party / Game – Line Sweep X
Main.LineCollisionX
Returns the X co-ordinate of the last line sweep
Main Party / Game – Line Sweep Y
Main.LineCollisionY
Returns the Y co-ordinate of the last line sweep
Main Party / Game – Line Sweep Z
Main.LineCollisionZ
Returns the Z co-ordinate of the last line sweep
Main Party / Game – Load Setting
Main.LoadSetting
Loads a setting previously saved using the ‘Save Setting’ event
Section – A divider name used to organise settings
Key – The variable or setting name
Default Value – The value the variable or setting starts as
File – An optional file name to store the settings; SETTINGS.INI otherwise
Main Party / Game – Map Collection
Main.Maps
Returns a collection of all of the maps in the project
Main Party / Game – Maximum Framerate
Main.MaximumFramerate
Returns the game’s maximum framerate
Main Party / Game – Minimum Framerate
Main.MinimumFramerate
Returns the game’s minimum framerate
Main Party / Game – Network Message Client ID
Main.RemoteClient
Returns the client ID of the network message being processed
Main Party / Game – Number of Pixels Walked
Main.Steps
Returns the total number of pixels walked since the game started
Main Party / Game – Number of Times Saved
Main.Saves
Returns how many times the game has been saved
Main Party / Game – Old Change Trigger Value
Main.OldChangeTriggerValue
Returns the previous value inside a Changed trigger
Main Party / Game – Operating System
Main.OS
Returns the operating system used
Main Party / Game – Save Disabled
Main.SaveDisabled
Returns if saving is enabled or not
Main Party / Game – Save Game Exists
Main.SaveExists
Returns if a save game exists in a certain slot
Slot # – The save game slot checked
Main Party / Game – Save/Load State
Main.SaveLoad
Returns whether the last event was ‘Save Game’ (1) or ‘Load Game’ (0)
Main Party / Game – Screen Timeout
Main.ScreenTimeout
Returns if the screen can timeout (1) or not (0)
Main Party / Game – Simulated Control
Main.ControlSimulate(*)
Returns if the selected control is simulated (1) or not (0)
Main Party / Game – Sound/Music Collection
Main.Sounds
Returns the collection of all scripting IDs of the sound/music in the project
Main Party / Game – Sprite Category Collection
Main.SpriteCategories
Returns the collection of all the sprite categories in the project
Main Party / Game – Sprite Collection
Main.Sprites
Returns the collection of all scripting IDs of the sprites in the project
Main Party / Game – Statistic Collection
Main.Statistics
Returns the collection of all scripting IDs of the statistics in the project
Main Party / Game – Switches Collection
Main.Switches
Returns the collection of all switches in the project
Main Party / Game – Tile-Set Collection
Main.TileSets
Returns the collection of all scripting IDs of the tile-sets in the project
Map – Actor Collection
Map(*).Actors
Returns a collection of all of the actors of a specified actor template in a map
Actor Template – The template checked
Include Non-Existent – Whether to also include actors that are non-existent
Map – Actor Created
Map(*).ActorCreated
Returns true if the actor with the specified name was created
Actor – The actor’s name
Map – AI Collision Data
Map(*).AICollision
Returns whether the AI can walk over a specific spot (1) or not (0). This use value is faster than the ‘Collision Branch’ event, though it’s not as accurate. The ‘AI Scan’ event should be used first
X – The X location to scan
Y – The Y location to scan
Z – The Z location to scan
Map – Alarm Activated
Map(*).Alarm
Returns if the map’s alarm is on (1) or off (0)
Map – Background Color 1
Map(*).BackgroundColor1
Returns the background color 1 of the map
Map – Background Color 2
Map(*).BackgroundColor2
Returns the background color 2 of the map
Map – Closest Actor to Point
Map(*).ClosestActor
Returns the scripting ID of the actor which is the closest to a certain point on the map
X – The X co-ordinate of the point
Y – The Y co-ordinate of the point
Z – The Z co-ordinate of the point
Actor Template – Checks for a certain actor template (if one is set)
Map – Closest Character to Point (Legacy)
Map(*).ClosestChar
Returns the scripting ID of the actor which is the closest to a certain point on the map
X – The X co-ordinate of the point
Y – The Y co-ordinate of the point
Z – The Z co-ordinate of the point
Map – Cloud Density
Map(*).Clouds
Returns the density of the clouds on the map
Map – Cloud Maximum Opacity
Map(*).CloudOpacityMax
Returns the maximum opacity of clouds on the map
Map – Cloud Maximum Speed
Map(*).CloudSpeedMax
Returns the maximum speed of clouds on the map
Map – Cloud Minimum Opacity
Map(*).CloudOpacityMin
Returns the minimum opacity of clouds on the map
Map – Cloud Minimum Speed
Map(*).CloudSpeedMin
Returns the minimum speed of clouds on the map
Map – Cloud Sprite 1
Map(*).CloudSprite1
Returns the first sprite used for clouds on the map
Map – Cloud Sprite 2
Map(*).CloudSprite2
Returns the second sprite used for clouds on the map
Map – Cloud Sprite 3
Map(*).CloudSprite3
Returns the third sprite used for clouds on the map
Map – Color
Map(*).Color
Returns the color of the sun on the map
Map – Display Name
Map(*).Title
Returns the display name of the map
Map – Fog Color
Map(*).FogColor
Returns the color of the fog on the map
Map – Fog Start Distance
Map(*).FogStart
Returns the fogs start distance of the map
Map – Fog Visibility Distance
Map(*).FogEnd
Returns the fogs visibility distance
Map – Fog
Map(*).Fog
Returns if fog is enabled (1) or disabled (0)
Map – Free Camera
Map(*).Free
Returns if the camera is free (1) or not (0)
Map – Get Light At Position
Map(*).LightAtPos
Returns the lighting at a specific point on the map (can be used to determine how bright a location is)
X – The X location to scan
Y – The Y location to scan
Z – The Z location to scan
Map – Get Tile Name
Map(*).GetTileName
Retrieves the name of the tile selected using co-ordinates
Layer – The layer the tile number is retrieved from
X – The X co-ordinate on the map checked
Y – The Y co-ordinate on the map checked
Z – The Z co-ordinate on the map checked
Map – Get Tile Number
Map(*).GetTile
Returns the tile number of the tile located using co-ordinates
Layer – The layer the tile number is retrieved from
X – The X co-ordinate on the map checked
Y – The Y co-ordinate on the map checked
Z – The Z co-ordinate on the map checked
Map – Get Tile-Set
Map(*).GetTileSet
Returns the tile-set that the selected tile is using
Layer – The layer the tile-set is checked for
X – The X co-ordinate of the map checked
Y – The Y co-ordinate of the map checked
Z – The Z co-ordinate of the map checked
Map – Layer Color
Map(*).LayerColor(*)
Returns the layer color of a selected map
Map – Light Collection
Map(*).Lights
Returns a collection of all of the lights in a map
Map – Line Collision
Map(*).LineCollision
Source X – Source X position
Source Y – Source Y position
Source Z – Source Z position
Destination X – Destination X position
Destination Y – Destination Y position
Destination Z – Destination Z position
Ignore a Team 1 (optional) – Ignores the selected team
Ignore a Team 2 (optional) – Ignores the selected team
Ignore an Actor 1 (optional) – Ignores the selected actor
Ignore an Actor 2 (optional) – Ignores the selected actor
Map – Line Sweep
Map(*).LineSweep
Source X – Source X position
Source Y – Source Y position
Source Z – Source Z position
Destination X – Destination X position
Destination Y – Destination Y position
Destination Z – Destination Z position
Ignore a Team 1 (optional) – Ignores the selected team
Ignore a Team 2 (optional) – Ignores the selected team
Ignore an Actor 1 (optional) – Ignores the selected actor
Ignore an Actor 2 (optional) – Ignores the selected actor
Accuracy – Number of pixels of accuracy; lower number is more accurate, higher number performs quicker
Map – Map Process Forced
Map(*).Process
Returns true if the map is forced to entirely process regardless of camera focus
Map – Map Shadow Color
Map(*).ShadowColor
Returns the shadow color of tiles in a map
Map – Map Variables Collection
Map(*).Variables
Returns a collection of names for all the map’s variables
Map – Map Variable
Map(*).Variable(*)
Returns the value of a map variable
Map – Music
Map(*).Music
Returns which music the map uses
Map – Parallax Color
Map(*).ParallaxColor(*)
Returns the color of a parallax in a map
Map – Parallax Sprite
Map(*).ParallaxSprite(*)
Returns the sprite of a parallax in a map
Map – Rain Density
Map(*).Rain
Returns the density of rain on the map
Map – Rain Maximum Opacity
Map(*).RainOpacityMax
Returns the maximum opacity of rain on the map
Map – Rain Maximum Speed
Map(*).RainSpeedMax
Returns the maximum speed of rain on the map
Map – Rain Minimum Opacity
Map(*).RainOpacityMin
Returns the minimum opacity of rain on the map
Map – Rain Minimum Speed
Map(*).RainSpeedMin
Returns the minimum speed of rain on the map
Map – Rain Sprite
Map(*).RainSprite
Returns the sprite used for rain on the map
Map – Scripting ID
Map(*).Name
Returns the scripting ID of the map
Map – Speaker Collection
Map(*).Speakers
Returns a collection of all of the speakers in a map
Map – Wind Direction
Map(*).Wind
Returns the direction of wind on the map
Map – X Gravity
Map(*).GravityX
Returns the X gravity acceleration of the map
Map – X Size
Map(*).SizeX
Returns the X size of the map
Map – Y Gravity
Map(*).GravityY
Returns the Y gravity acceleration of the map
Map – Y Size
Map(*).SizeY
Returns the Y size of the map
Map – Z Gravity
Map(*).GravityZ
Returns the Z gravity acceleration of the map
Map – Z Size
Map(*).SizeZ
Returns the Z size of the map
Map – Zone Collection
Map(*).Zones
Returns a collection of all of the zones in a map
Map/Interface – Timer/Spawn Collection
MapInterface(*).Spawns
Returns a collection of all of the timers/spawns in an interface
Math – Absolute
Math.Abs
Returns the absolute value of a number
Math – Addition
Math.Add
Adds to a value
Value – The value added to
Add – The number added to the value
Math – Arctangent
Math.ArcTan
Returns the arctangent of a value
Value – The number to pass through the mathematical equation
Math – Clamp Number
Math.Clamp
Prevents a value from being lower or higher then certain numbers
Value – The value clamped
Min – The lowest number the value can be
Max – The highest number the value can be
Math – Cosine
Math.Cos
Returns the cosine of a direction
Value – The number to pass through the mathematical equation
Math – Division
Math.Divide
Divides a value
Value – The value divided
Divide – The number the value is divided by
Math – Exponential
Math.Exp
Returns E (the base of natural logarithms) raised to a value
Math – Highest Number
Math.Max
Finds the highest number between two values
Value 1 – The first value
Value 2 – The second value
Math – Integer Division
Math.IntDivide
Divides a value to the nearest whole number
Value – The value divided
Divide – The number the value is divided by
Math – Integer Portion (Round Down)
Math.Int
Rounds down a value to the nearest whole number
Value – The value rounded down
Math – Is Number
Math.IsNumber
Checks to see if text can be interpreted as a number or not. Returns true (1) or false (0)
Value – The text to check whether it is a number or not
Math – Linear Interpolate
Math.Lerp
Returns value 1 if the factor is 0, value 2 if the factor is 1 and the average of value 1 and value 2 if the factor is 0.5 with everything in-between using interpolation
Value 1 – The first value
Value 2 – The second value
Factor – The factor of which the value is returned, generally between 0.0 and 1.0
Math – Logarithmic Interpolate
Math.LogInterpolate
Returns value 1 if the factor is 0, value 2 if the factor is 1 and a value between value 1 and value 2 if the factor is between 0 and 1
Value 1 – The first value
Value 2 – The second value
Factor – The factor of which the value is returned, generally between 0.0 and 1.0
Math – Lowest Number
Math.Min
Finds the lowest number between two values
Value 1 – The first value
Value 2 – The second.value
Math – Multiply
Math.Multiply
Multiplies a value
Value – The value multiplied
Multiply – The number the value is multiplied by
Math – Natural Logarithm
Math.Log
Returns the natural logarithm of a number
Math – Percentage Deviation
Math.DeviateP
Increases/decreases the selected value by a set percentage
Value – The number being increased/decreased
Percentage Deviation – The percentage amount that the number is changed
Math – Power of
Math.PowerOf
Multiplies a value by its self a set number of times
Value – The value multiplied by its self
Power – The amount of times to multiply the value by its self
Math – Random Direction (Any)
Math.RandomDirection
Returns a random direction
Math – Random Direction (Range)
Math.RandomDirectionRange
Returns a random direction from the set range
Min – The starting direction to be chosen from
Max – The ending direction to be chosen from
Math – Random Number (-1.0 to 1.0)
Math.RandomSymmetric
Returns a random number (-1.0 to 1.0)
Math – Random Number (0.0 to 1.0)
Math.RandomUnit
Returns a random number (0.0 to 1.0)
Math – Random Number (Decimals)
Math.RandomDecimal
Returns a random number from a range of numbers including decimals
Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from
Math – Random Number (Wholes)
Math.Random
Returns a random whole number from a range of numbers
Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from
Math – Random Number (Wholes, Different)
Math.RandomDifferent
Returns a whole number from a range of whole numbers with a disallowed value
Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from
Disallow – This number will not be returned
Math – Random Possibilities
Math.RandomPossibilities
Returns one of the possible values
Value – Values to be randomized from
Math – Random Weights (1 to n)
Math.RandomWeights
Returns 1 to n based on probability, with n being the number of choices
Probability – The number of possible choices in the form of percentages (0 to 100)
Math – Random Weights (1 to n, Different)
Math.RandomWeightsDifferent
Returns 1 to n based on probability, with n being the number of choices, with a disallowed value
Disallow – The value that will never be returned
Probability – The number of possible choices in the form of percentages (0 to 100)
Math – Remainder of Division (Integer Modulus)
Math.Modulus
Returns the remainder when two numbers are divided (as whole numbers)
Value – The value divided
Divide – The number the value is divided by
Math – Remainder of Division (Modulus)
Math.DecModulus
Returns the remainder when two numbers are divided
Value – The value divided
Divide – The number the value is divided by
Math – Round To Nearest Whole
Math.Round
Rounds a value to the nearest whole number
Value – The value rounded
Decimals – The decimal place to round to. Leave at 0 to round to the nearest whole number
Math – Round Up
Math.IntUp
Rounds up a value to the nearest whole number
Value – The value rounded up
Math – Sine
Math.Sin
Returns the sine of a direction
Value – The number to pass through the mathematical equation
Math – Square Root
Math.Sqr
Finds the square root of a value
Value – The value having its square root found
Math – Subtract
Math.Subtract
Subtracts from a value
Value – The value subtracted from
Subtract – The number subtracted from the value
Math – Tangent
Math.Tan
Returns the tangent of a direction
Value – The number to pass through the mathematical equation
Member – Currently In Party
Main.Member(*).InParty
Returns if the selected party member is in the party (1) or not (0)
Member – Currently In Party
Player(*).Member(*).InParty
Returns if the selected party member is in the party (1) or not (0)
Member – Display Name
Main.Member(*).Name
Returns the display name of the party member
Member – Display Name
Player(*).Member(*).Name
Returns the display name of the party member
Member – Experience for Next Level
Main.Member(*).ExperienceNextLevel
Returns how much experience a party member has left until it levels up
Member – Experience for Next Level
Player(*).Member(*).ExperienceNextLevel
Returns how much experience a party member has left until it levels up
Member – Experience
Main.Member(*).Experience
Returns how much experience a party member has
Member – Experience
Player(*).Member(*).Experience
Returns how much experience a party member has
Member – Level
Main.Member(*).Level
Returns the level of a party member
Member – Level
Player(*).Member(*).Level
Returns the level of a party member
Member – Statistic for Level
Main.Member(*).StatForLevel
Returns the statistic for a level pre-setup inside the party menu
Statistic – Statistic to read
Level – Level of statistic to read
Member – Statistic for Level
Player(*).Member(*).StatForLevel
Returns the statistic for a level pre-setup inside the party menu
Statistic – Statistic to read
Level – Level of statistic to read
Message Box – Actual Height
MsgBox.ActualHeight
Returns the height of the message box in pixels
Border – The amount of left and right border in pixels
Line Height – The height of a single line in pixels
Lines – The number of lines there are
Message Box – Actual Width
MsgBox.ActualWidth
Returns the width of the message box in pixels
Border – The amount of top and bottom border in pixels
Unit Width – The width of a single size unit in pixels (likely the same as line height)
Message Box – Allow Input
MsgBox.AllowInput
Determines whether you can input text or not
Message Box – Auto-Close
MsgBox.AutoClose
Determines if the message box closes automatically
Message Box – Choices
MsgBox.Choices
Multiple choices have their own paths
Message Box – Columns
MsgBox.Columns
The number of columns of choices
Message Box – Display Background
MsgBox.ShowBackground
Hide or show the background
Message Box – Display Border
MsgBox.ShowBorder
Hide or show the border
Message Box – Done
MsgBox.Done
Returns if the message box has been completed
Message Box – Face
MsgBox.Face
Displays the face of the selected actor
Message Box – Height
MsgBox.Height
Returns the height of the message box
Message Box – Horizontal Position
MsgBox.HorizontalPosition
Returns the horizontal position of the message box. Left (0), Middle (1) or Right (2)
Message Box – Last Input Text
MsgBox.Input
Returns the text that was inputted in the previous input box
Message Box – Last Selected Choice (0 to n)
MsgBox.SelectedNumber
Returns the last selected choice from 0 to n-1 where n is the number of choices
Message Box – Last Selected Choice (Text)
MsgBox.SelectedText
Returns the last selected choice within a message box or advanced message box
Message Box – Message
MsgBox.Message
The written text shown
Message Box – Right-Aligned Face
MsgBox.RightAlignedFace
Determines if the face is shown on the left or right side of the text
Message Box – Vertical Position
MsgBox.VerticalPosition
Returns the vertical position of the message box. Top (0), Middle (1) or Bottom (2)
Message Box – Width
MsgBox.Width
Returns the width of the message box
Music – Current Primary Music Time
Music.TimePrimary
Returns what time the primary song is at
Music – Length of Music
Music.Length
Returns how long a song is
Song – The song having its length checked
Music – Locked
Music.Locked
Returns if the music changes or not when the map is changed
Music – Playing Music Collection
Music.Playing
Collection that holds the display names of the songs currently playing
Music – Playing Primary Music
Music.PlayingPrimary
Returns the first song that started playing
Music – Specific Music Time
Music.Time
Returns what time a song is at
Song – The song having its current play time checked
Player – Active Party Collection
Player(*).Party
Collection holding the active party members names
Player – Amount of Money (Formatted)
Player(*).MoneyFormatted
Returns how much money the player has in the game’s money format
Player – Amount of Money
Player(*).Money
Returns how much money an actor has
Player – Amount of Points
Player(*).Points
Returns how many points an actor has
Player – Control Inputs
Player(*).ControlInputs
Returns a collection containing all the inputs for the specified control
Control – The control that will be used to show inputs for
Player – Control Just Pressed
Player(*).ControlDown
Returns if the control is pressed down (1) or not (0)
Control – The control pressed down
Player – Control Just Released
Player(*).ControlUp
Returns if the control is released (1) or not (0)
Control – The control released
Player – Control Pressed
Player(*).Control
Returns if the selected control is pressed (1) or not (0)
Control – The control checked
Player – Controlled Party Member
Player(*).PrimaryMember
Returns the scripting ID of the party member who is currently being controlled
Player – Number of Pixels Walked
Player(*).Steps
Returns the total number of pixels walked since the game started
Player – Simulated Control
Player(*).ControlSimulate(*)
Returns if the selected control is simulated (1) or not (0)
Primary Joystick / Gamepad – POV
Joystick.POV
Returns the Joystick / Gamepad POV based on index
POV # – Index of POV
Primary Joystick / Gamepad – RX
Joystick.RX
Returns the Joystick / Gamepad rotation X axis
Primary Joystick / Gamepad – RY
Joystick.RY
Returns the Joystick / Gamepad rotation Y axis
Primary Joystick / Gamepad – RZ
Joystick.RZ
Returns the Joystick / Gamepad rotation Z axis
Primary Joystick / Gamepad – Slider
Joystick.Slider
Returns the Joystick / Gamepad Slider based on index
Slider # – Index of slider
Primary Joystick / Gamepad – X
Joystick.X
Returns the Joystick / Gamepad X axis
Primary Joystick / Gamepad – Y
Joystick.Y
Returns the Joystick / Gamepad Y axis
Primary Joystick / Gamepad – Z
Joystick.Z
Returns the Joystick / Gamepad Z axis
Screen – Focus Distance
Screen.Distance
Returns the distance of the camera from the focus location in pixels
Screen – Focussed Actor
Screen.FocusActor
Returns which actor the camera is focussed on
Screen – Focussed Character (Legacy)
Screen.FocusChar
Returns which actor the camera is focussed on
Screen – Focussed Map
Screen.FocusMap
Returns which map the camera is focussed on
Screen – Focussed Vehicle (Legacy)
Screen.FocusVehicle
Returns which actor the camera is focussed on
Screen – FOV
Screen.FOV
Returns the field of view angle of the camera
Screen – Horizontal Orbit
Screen.Orbit
Returns the horizontal angle of the camera
Screen – Interface X Size
Screen.InterfaceX
Returns the default width of the screen resolution, used as a basis for interfaces
Screen – Interface Y Size
Screen.InterfaceY
Returns the default height of the screen resolution, used as a basis for interfaces
Screen – Locked Camera
Screen.Disable
Returns if the camera is locked or not
Screen – Perspective
Screen.Perspective
Returns the current perspective of the screen
Screen – Planar Roll
Screen.Roll
Returns the roll angle of the camera
Screen – Source X Position
Screen.SourceX
Returns the source spot location of the camera on the X axis
Screen – Source Y Position
Screen.SourceY
Returns the source spot location of the camera on the Y axis
Screen – Source Z Position
Screen.SourceZ
Returns the source spot location of the camera on the Z axis
Screen – Target X Position
Screen.TargetX
Returns the target spot location of the camera on the X axis
Screen – Target Y Position
Screen.TargetY
Returns the target spot location of the camera on the Y axis
Screen – Target Z Position
Screen.TargetZ
Returns the target spot location of the camera on the Z axis
Screen – Vertical Angle
Screen.Angle
Returns the vertical angle of the camera
Screen – Visible HUD
Screen.HUD
Returns if the HUD is visible or not
Screen – Visual Range
Screen.Range
Returns the visual rendering distance in pixels
Screen – X Focus Offset
Screen.FocusOffsetX
Returns the X focus offset of a camera
Screen – X Pan (Left Pixel)
Screen.X
Returns the X (Left) panning position
Screen – X Pan (Right Pixel)
Screen.X2
Returns the X (Right) panning position
Screen – X Size
Screen.SizeX
Returns the width of the screen resolution
Screen – Y Focus Offset
Screen.FocusOffsetY
Returns the Y focus offset of a camera
Screen – Y Pan (Bottom Pixel)
Screen.Y2
Returns the Y (Bottom) panning position
Screen – Y Pan (Top Pixel)
Screen.Y
Returns the Y (Top) panning position
Screen – Y Size
Screen.SizeY
Returns the height of the screen resolution
Screen – Z Focus Offset
Screen.FocusOffsetZ
Returns the Z focus offset of a camera
Screen – Z Pan (Bottom Pixel)
Screen.Z
Returns the Z (Bottom) panning position
Screen – Z Pan (Top Pixel)
Screen.Z2
Returns the Z (Top) panning position
Screen – Zoom
Screen.Zoom
Returns the camera’s zoom multiplier
Shop – Anything Else Text
Shop.More
The text that appears after a successful transaction
Shop – Buy Button Label
Shop.Buy
The text for the ‘Buy’ selection
Shop – Buy Cost Factor
Shop.BuyFactor
The amount the shop is selling the item for based on the base item cost. Cost factor 1 is the base item cost
Shop – Choose Item Text (Buy)
Shop.BuyChoose
The text that appears when you are choosing to buy an item
Shop – Choose Item Text (Sell)
Shop.SellChoose
The text that appears when are choosing to sell an item
Shop – Choose Quantity Text (Buy)
Shop.BuyQuantity
The text for the amount of the item you are buying
Shop – Choose Quantity Text (Sell)
Shop.SellQuantity
The text for the amount of the item you are selling
Shop – Disabled Selling
Shop.DisableSell
Prevents the player from selling items at the shop
Shop – Done
Shop.Done
Returns if the shop is done or not
Shop – Finish Button Label
Shop.Finish
The text for the ‘Exit’ selection
Shop – Greeting Text
Shop.Greeting
The text that first appears when the shop is shown
Shop – Items Available
Shop.Items
Items available to buy from the shop
Shop – Previous Transaction Successful
Shop.Transaction
Returns if the last transaction was successful or not
Shop – Sell Button Label
Shop.Sell
The text for the ‘Sell’ selection
Shop – Sell Value Factor
Shop.SellFactor
The amount the player can sell the item based on the base item cost. Cost factor 1 is the base item cost
Shop – Transaction Complete Text (Buy)
Shop.BuyComplete
The text that appears after a successful transaction
Shop – Transaction Complete Text (Sell)
Shop.SellComplete
The text that appears after a successful transaction
Sound / Music – Display Name
Sound(*).Title
Returns the display name of a sound
Sound / Music – Is Music
Sound(*).Music
Returns true if the sound resource is in fact music
Sound / Music – Scripting ID
Sound(*).Name
Returns the name of a sound used in scripting
Speaker – Display Name
Speaker(*).Title
Returns the display name of a speaker
Speaker – Scripting ID
Speaker(*).Name
Returns the name of a speaker used in scripting
Speaker – Sound
Speaker(*).Sound
Returns which sound a speaker is playing
Speaker – Turned On
Speaker(*).On
Returns if a speaker is on or off
Speaker – X Position
Speaker(*).X
Returns the X position of a speaker
Speaker – Y Position
Speaker(*).Y
Returns the Y position of a speaker
Speaker – Z Position
Speaker(*).Z
Returns the Z position of a speaker
Sprite – Display Name
Sprite(*).Title
Returns the display name of a sprite
Sprite – Scripting ID
Sprite(*).Name
Returns the name of a sprite used in scripting
Sprite – X Size
Sprite(*).SizeX
Returns the X size of a sprite in pixels
Sprite – Y Size
Sprite(*).SizeY
Returns the Y size of a sprite in pixels
Statistic – Display Name
Stat(*).Title
The name of the statistic. Display names can be changed without it affecting the script
Statistic – Graphic
Stat(*).Graphic
The image that represents the statistic
Statistic – Scripting ID
Stat(*).Name
The name of the statistic, used in scripting
Steam – Steam Statistic
Steam.GetStat
Returns the value of a specific Steam statistic for the current user; see Steamworks documentation for details
Stat API Name – The Statistic API Name for the Steam Statistic you wish to retrieve
Type – The type of numerical value to retrieve (INT = A whole number (no decimal place) | FLOAT = A floating-point number (decimal place)
Structure – Call By Name
Structure.CallByName
Returns a variable, switch, collection or the result of a custom event based on text containing the name with optional parameters
Identifier – The text containing a variable, switch, collection or custom event
Parameters – Parameters to pass to the custom event, if using one
Structure – Choose
Structure.Choose
Returns the choice that corresponds to the handle index starting from 1
Handle – The index value that decides the choice returned
Choice – The choices
Structure – Condition
Structure.IIf
Returns the first value if a condition is true, or the second value if the condition is false
Expression – The condition being met (for example: X = Y + Z)
If True – The value returned if the condition is true
If False – The value returned if the condition is false
Structure – Equal
Structure.Equal
Returns true if one value is equal to another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Evaluate
Structure.Evaluate
Runs a text script. Can use ‘Return’ and have it return a value
Statements – The text script to excecute
Structure – Greater Than Or Equal
Structure.GreaterEqual
Returns true if one value is greater than or equal to another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Greater Than
Structure.GreaterThan
Returns true if one value is greater than another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Less Than Or Equal
Structure.LessEqual
Returns true if one value is less than or equal to another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Less Than
Structure.LessThan
Returns true if one value is less than another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Logical AND
Structure.And
Returns true if both values are true
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Logical NOT
Structure.Not
Returns true if value is false
Structure – Logical OR
Structure.Or
Returns true if either values are true
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Not Equal
Structure.NotEqual
Returns true if one value is not equal to another
Value 1 – First value to compare
Value 2 – Second value to compare
Structure – Switch Condition
Structure.IfSwitch
Returns the first value if a condition is true, or the second value if the condition is false
Expression – The switch checked
If True – The value returned if the switch is on
If False – The value returned if the switch is off
Structure – Switch
Structure.Switch
Returns the proceeding parameter of the first odd parameter that is true
Choice – Odd: Expression, Even: Value
SYSTEM – Map Loaded
MapLoaded
Returns true if the specified map is currently loaded
Map – The map to check
SYSTEM – Variable
Returns the value of the variable
Table – Element in Table
Table.Item
Returns the value of the selected element
Table – The table being read
X – The X co-ordinate of the element read
Y – The Y co-ordinate of the element read
Z – The Z co-ordinate of the element read
Table – Find in Table Axis
Table.Find
Performs a search through the selected axis and returns the index of the first occurrence of a value, or 0 if it is not found
Table – The table being read
Axis to Search – The axis where search will be performed on (1 = X, 2 = Y and 3 = Z)
Value – The text/number being searched for
Starting X – The starting point X co-ordinate
Starting Y – The starting point Y co-ordinate
Starting Z – The starting point Z co-ordinate
Table – Find in Table
Table.FindAny
Performs a search through the table (X, then Y, then Z) and returns the co-ordinates as a collection of the first occurence of a value, or an empty collection if it is not found
Table – The table being read
Value – The text/number being searched for
Starting X – The starting point X co-ordinate
Starting Y – The starting point Y co-ordinate
Starting Z – The starting point Z co-ordinate
Table – Size
Table.Size
Returns the size of the table
Table – The table that is being read
Dimension – The dimension being read (1 = X, 2 = Y and 3 = Z)
Text – ASCII/UNICODE of Character
Text.ASCII
Returns the ASCII or UNICODE value of the first character of the specified text
Text – Character from ASCII/UNICODE
Text.Char
Returns text with the specified ASCII or UNICODE character
Text – Combine
Text.Combine
Combines two pieces of text together
Text 1 – First piece of text
Text 2 – Second piece of text
Text – Contains
Text.Contains
Returns if a variable contains the set text
Text – The text checked for
Token – The characters that are being checked for
Text – Cryptographic Hash
Text.Hash
Returns the SHA-1 cryptographic hash of the text provided
Text – Cut Out Left Portion
Text.LeftCut
Cuts out the left portion of a string of text and returns the rest
Text – The text cut
Number of Characters – The number of characters to cut
Text – Cut Out Right Portion
Text.RightCut
Cuts out the right portion of a string of text and returns the rest
Text – The text cut
Number of Characters – The number of characters to cut
Text – Cut Out Sides
Text.Cut
Cuts out both the left and the right portions of a string of text and returns the rest
Text – The text cut
Number of Characters (Left) – The number of characters to cut on the left
Number of Characters (Right) – The number of characters to cut on the right
Text – Ends With
Text.EndsWith
Returns if a variable ends with the set text
Text – The text checked for
Token – The characters that are being checked for
Text – Exactly Equal
Text.Exact
Returns true if both texts are exactly equal using a case sensitive comparison
Text 1 – The text checked for
Text 2 – The text being compared against
Text – Filter Inappropriate Text
Text.FilterInappropriate
Returns text that has common English swear words filtered
Text – The text to be filtered
Text – Format Money
Text.FormatMoney
Converts a number into the money format (eg: $0.00)
Amount of Money – The number converted
Text – Format Timer
Text.FormatTimer
Converts a number into a timer format (eg: 00:00:00.000)
Time – The number converted
00 Sections – The number of zeroed sections: 0 displays minimum one digit for seconds; 1 displays minimum two digits for seconds; 2 displays minimum four digits for minutes and seconds; 3 displays six digits for hours, minutes and seconds
Decimals (-1 for automatic) – The number of decimals: -1 displays milliseconds as needed only; 0 does not display milliseconds; 1 to 3 display milliseconds up to the specified number of decimals
Text – Left Portion
Text.Left
Returns the left portion of a string of text, based on characters
Text – The text checked
Number of Characters – The number of characters being read from the left side
Text – Lower Case
Text.LCase
Returns text in lower case
Text – Middle Portion
Text.Middle
Returns the right middle of a string of text, based on characters
Text – The text checked
Starting Character Number – The character number that the reading starts from
Number of Characters – The number of characters being read from the starting point
Text – Number of Characters
Text.Length
Returns how many characters are in a string of text
Text – The text checked
Text – Pad Centered
Text.PadCenter
Pads text on both left and right until length is equal to the chosen size
Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding
Text – Pad Left
Text.PadLeft
Pads text on the left until length is equal to the chosen size
Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding
Text – Pad Right
Text.PadRight
Pads text on the right until length is equal to the chosen size
Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding
Text – Replace
Text.Replace
Returns text with text replaced by other text
Text – The text changed
Search – The text to search for
Replace – The new text that replaces the old text
Text – Right Portion
Text.Right
Returns the right portion of a string of text, based on characters
Text – The text checked
Number of Characters – The number of characters being read from the right side
Text – Search
Text.Search
Returns the location of the first occurrence of text within text
Text – The text that is searched
Search – The text that is searched for
Starting Character Number – The character number to start searching from
Direction – The direction searched. ‘Regular’ is left to right. ‘Reversed’ is right to left
Text – Split Into Collection
Text.Split
Returns a collection based on separating text by a delimiter
Text – The text split
Delimiter – The delimiter is the character/string that seperates the text
Text – Split Parameters Into Collection
Text.Splot
Returns a collection based on separating text by a delimiter ignoring the contents of characters within quotation marks or brackets
Text – The text split
Delimiter – The delimiter is the character/string that seperates the text
Swipe Whitespace – Removes whitespaces from the entries that have them at the beginning and end prior to the collection being returned
Swipe Quotes – Removes matching quotation marks from the entries that have them at the beginning and end prior to the collection being returned
Ignore Single Quotes – If the characters within single quotation marks should be skipped when checking for the delimeter
Ignore Double Quotes – If the characters within double quotation marks should be skipped when checking for the delimeter
Ignore Rounded Brackets – If the characters within numerous levels of rounded brackets should be skipped when checking for the delimeter
Ignore Curly Brackets – If the characters within numerous levels of curly brackets should be skipped when checking for the delimeter
Ignore Square Brackets – If the characters within numerous levels of square brackets should be skipped when checking for the delimeter
Text – Starts With
Text.StartsWith
Returns if a variable starts with the set text
Text – The text checked for
Token – The characters that are being checked for
Text – Text Repeat Count
Text.TokenCount
Returns the number of times a piece of text is in the text
Text – The text where the search will take place
Token – The piece of text that will be searched for
Text – Trim Whitespace
Text.Trim
Removes all whitespace from both the left and right side of the text
Text – The text being trimmed
Text – Upper Case
Text.UCase
Returns text in upper case
TileSet – Display Name
TileSet(*).Title
The name of the tile-set. Display names can be changed without it affecting the script
TileSet – Scripting ID
TileSet(*).Name
The name of the tile-set, used in scripting
Timer/Spawn – Defeated Spawns
Spawn(*).Died
The amount of times a spawned actor has been defeated
Timer/Spawn – Display Name
Spawn(*).Title
Returns the display name of a timer/spawn
Timer/Spawn – Elapsed Time
Spawn(*).Time
How long the timer/spawner has been running
Timer/Spawn – Initial Time Delay
Spawn(*).Delay
The initial time for the first tick/spawn
Timer/Spawn – Maximum Simultaneous Spawns
Spawn(*).Simultaneous
Largest amount of actors spawned at one time
Timer/Spawn – Paused
Spawn(*).Paused
Returns if a timer is paused or not
Timer/Spawn – Player Proximity
Spawn(*).Proximity
The range the player must be within for the timer to start
Timer/Spawn – Scripting ID
Spawn(*).Name
Returns the name of a timer/spawn used in scripting
Timer/Spawn – Spawner Actor
Spawn(*).ChildActor
The actor spawned
Timer/Spawn – Spawner Character (Legacy)
Spawn(*).Child
The actor spawned
Timer/Spawn – Tick/Spawn Time Interval
Spawn(*).Interval
The time between ticks/spawns
Timer/Spawn – Ticks/Spawns
Spawn(*).Born
The amount of times the actor has been spawned
Timer/Spawn – Total Expected Ticks/Spawns
Spawn(*).Count
The amount of times an actor will be spawned
Timer/Spawn – X Position
Spawn(*).X
The X location of the timer/spawner
Timer/Spawn – Y Position
Spawn(*).Y
The Y location of the timer/spawner
Timer/Spawn – Z Position
Spawn(*).Z
The Z location of the timer/spawner
Zone – Blocking
Zone(*).Block
Returns if a zone acts as blocking or not
Zone – Bottom Edge Position
Zone(*).Bottom
Returns the co-ordinate of the bottom side of a zone
Zone – Ceiling Edge Position
Zone(*).Ceiling
Returns the co-ordinate of the ceiling side of a zone
Zone – Disabled
Zone(*).NoRect
Returns if a zone is disabled or not
Zone – Floor Edge Position
Zone(*).Floor
Returns the co-ordinate of the floor side of a zone
Zone – Full Scripting ID
Zone(*).FullName
The fully qualified scripting ID of the map and zone together
Zone – Left Edge Position
Zone(*).Left
Returns the co-ordinate of the left side of a zone
Zone – Right Edge Position
Zone(*).Right
Returns the co-ordinate of the right side of a zone
Zone – Scripting ID
Zone(*).Name
The name of a zone, used in scripting
Zone – Top Edge Position
Zone(*).Top
Returns the co-ordinate of the top side of a zone