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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 [[List of Custom Methods]] for a further list.
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).