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Note that, when converting between data types (e.g. <code>i0 = f0</code>, <code>b0 = i0</code>), floats will be '''rounded''' (0.5 rounding is inconsistent, can be upwards or downwards), and integers to booleans will return '''false''' if its equal to 0, otherwise '''true'''. | Note that, when converting between data types (e.g. <code>i0 = f0</code>, <code>b0 = i0</code>), floats will be '''rounded''' (0.5 rounding is inconsistent, can be upwards or downwards), and integers to booleans will return '''false''' if its equal to 0, otherwise '''true'''. | ||
There are '''non-readable but writeable''' variables that affect gameplay and visuals, and they're only able to be used in '''[[Call Custom Method]]''' events. E.g. <code>wobblyLines</code> (bool), <code>noHitFlashBorder</code> (bool), and <code>room[]</code> (this is a special '''array''' variable that can accept custom methods that affect individual rooms). See [ | There are '''non-readable but writeable''' variables that affect gameplay and visuals, and they're only able to be used in '''[[Call Custom Method]]''' events. E.g. <code>wobblyLines</code> (bool), <code>noHitFlashBorder</code> (bool), and <code>room[]</code> (this is a special '''array''' variable that can accept custom methods that affect individual rooms). See [https://docs.google.com/spreadsheets/d/1JAz6iRLqcn08ZeTeBHeeDrpdX6M5K0b1qRVQomua21s/edit List of Custom Methods] for a further list. | ||
Finally, there are '''non-writeable''' variables that can still be read and used only in '''conditionals''', such as <code>autoplay</code> (bool), <code>levelSpeed</code> (float), and <code>numMistakes</code> (float). | Finally, there are '''non-writeable''' variables that can still be read and used only in '''conditionals''', such as <code>autoplay</code> (bool), <code>levelSpeed</code> (float), and <code>numMistakes</code> (float). |
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