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(Arrivals <numbers...>)
Define the Arrivals variable for this class. This is twenty-five numbers
each of which is either zero or one. They are meant to be on five lines
of five numbers each, making a 5x5 matrix, where the centre means this
object's location.
(Climb <number>)
Define the Climb variable for this class.
(CollisionLayers <numbers...>)
Define the CollisionLayers variable for this class. The format is the
same as for Misc4 (see below), but only the low 8-bits are usable.
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(Arrivals <numbers...>)
Define the Arrivals variable for this class. This is twenty-five numbers
each of which is either zero or one. They are meant to be on five lines
of five numbers each, making a 5x5 matrix, where the centre means this
object's location.
Bizarro
Means that objects of this class created using the Create instruction
will be created in the bizarro world by default. (This has no effect on
objects placed in the level editor.)
(Climb <number>)
Define the Climb variable for this class.
(CollisionLayers <numbers...>)
Define the CollisionLayers variable for this class. The format is the
same as for Misc4 (see below), but only the low 8-bits are usable.
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arrivals (according to the Arrivals variable), the corresponding bits
are set in the Arrived variable. If this value is nonzero, then it will
also send a ARRIVED message during the trigger phase. You can write all
bits of this variable, but only the low 25-bits can be read back; if you
write a nonzero number with only the high bits set, then it will still
be triggered but will be read back as zero.
Busy : bool
If any object has either the Busy or UserSignal variable set, then the
player input is blocked, and the turn may continue. Use this to control
the timing of effects in LASTIMAGE blocks.
Class : class [ro]
The class of this object.
Climb : int16/int32 [c]
In order for this object to move, this object's Climb must equal or
exceed the Height of all objects at the target location, otherwise it
is prevented from moving.
CollisionLayers : int8 [c] [ro]
Any set bit means no other object with that same bit set in this field
may exist at the same location.
Compatible : bool [c] [ro]
The compatibility flag. Class definitions imported from EKS Hero Mesh
always set this flag; in new puzzle sets it is normally not set.
Density : int16/int32 [c]
Determines the order that objects are stacked within each cell. When an
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arrivals (according to the Arrivals variable), the corresponding bits
are set in the Arrived variable. If this value is nonzero, then it will
also send a ARRIVED message during the trigger phase. You can write all
bits of this variable, but only the low 25-bits can be read back; if you
write a nonzero number with only the high bits set, then it will still
be triggered but will be read back as zero.
Bizarro : bool [c]
Set if this object is in the bizarro world. Objects in the bizarro world
are invisible and intangible, and mostly do not interact with other
objects. However, they can still be accessed/affected by anything that
references it directly, it is still possible to broadcast messages to
them, and they are still affected by most turn-based actions (although
not the compatible part of the trigger phase). Objects in the bizarro
world are effectively stealthy as well, so do not cause messages due to
being moved, created, or destroyed. In some circumstances, attempting
to change this flag will have no effect.
Busy : bool
If any object has either the Busy or UserSignal variable set, then the
player input is blocked, and the turn may continue. Use this to control
the timing of effects in LASTIMAGE blocks.
Class : class [ro]
The class of this object.
Climb : int16/int32 [c]
In order for this object to move, this object's Climb must equal or
exceed the Height of all objects at the target location, otherwise it
is prevented from moving.
CollisionLayers : int8 [c] [ro]
Any set bit means no other object with that same bit set in this field
may exist at the same location. (There is no effect in bizarro world.)
Compatible : bool [c] [ro]
The compatibility flag. Class definitions imported from EKS Hero Mesh
always set this flag; in new puzzle sets it is normally not set.
Density : int16/int32 [c]
Determines the order that objects are stacked within each cell. When an
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Destroy the given object without sending any messages.
band ( in1 in2 -- out )
Bitwise AND.
(bit <numbers>) ( -- number )
Make a number with only the specified bits set, given numbers 0 to 31.
bnot ( in -- out )
Bitwise NOT.
bor ( in1 in2 -- out )
Bitwise OR.
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Destroy the given object without sending any messages.
band ( in1 in2 -- out )
Bitwise AND.
(bit <numbers>) ( -- number )
Make a number with only the specified bits set, given numbers 0 to 31.
BizarroSwap ( x y | obj1 obj2 -- number ) **
Attempt to exchange either two objects (one in the bizarro world, one
not) at the same location or all objects at the specified location into
or out of the bizarro world. If it is successful, then the result is 0.
If unsuccessful due to CollisionLayers, then the result is the bits in
the CollisionLayers which are conflicting; if unsuccessful due to any
other reason then the result will be 256.
bnot ( in -- out )
Bitwise NOT.
bor ( in1 in2 -- out )
Bitwise OR.
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the code of the class it is inheriting.
,Super ( ? -- ? )
Same as Super but return to this code after it is finished.
swap ( x y -- y x )
Synchronize ( slot startimage -- ) **
Start a synchronized animation. Give the slot number of the animation,
and the starting image number. The length and speed are defined in a
global definition, and the animation is always a non-oscillating loop.
Target ( -- bool )
Check if Arg1 and Arg2 are the coordinates of this object. It is an
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the code of the class it is inheriting.
,Super ( ? -- ? )
Same as Super but return to this code after it is finished.
swap ( x y -- y x )
SwapWorld ( -- ) **
Exchange the entire game with the bizarro world. Sometimes, this might
fail due to CollisionLayers bits; in this case, it is an error.
Synchronize ( slot startimage -- ) **
Start a synchronized animation. Give the slot number of the animation,
and the starting image number. The length and speed are defined in a
global definition, and the animation is always a non-oscillating loop.
Target ( -- bool )
Check if Arg1 and Arg2 are the coordinates of this object. It is an
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