110
111
112
113
114
115
116
117
118
119
120
121
122
123
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and the Misc values (1 to 3), not the class and image; to edit the class
and image, use the class selection menu.)
'^u' <location>
Add an object with the current MRU values to that location, even if
there is already another object of the same class at that location.
'mR' <number>
Select a relative MRU. Negative numbers move up the list, and positive
numbers move down the list.
'mr' <number>
Select a MRU, given the MRU number (0 to 31; the top is zero).
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>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
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110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
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and the Misc values (1 to 3), not the class and image; to edit the class
and image, use the class selection menu.)
'^u' <location>
Add an object with the current MRU values to that location, even if
there is already another object of the same class at that location.
'lc' <number>
Set the level code number. This is a 16-bit number which can be used in
the class codes of your puzzle set for whatever purpose you wish; the
game engine does not use this value itself.
'lv' <number>
Set the level version number. This number is used to detect the validity
of stored solutions. Normally, you do not need to set this; it will do
so automatically once the level is saved, if any changes have been made
which might invalidate the solution (although it doesn't know for sure,
so there are false positives). However, you can set this deliberately by
yourself, in case you know that the solution remains valid; if you do
set it by yourself just before saving, it will use your value rather
than setting it automatically.
'mR' <number>
Select a relative MRU. Negative numbers move up the list, and positive
numbers move down the list.
'mr' <number>
Select a MRU, given the MRU number (0 to 31; the top is zero).
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