updateboard x,y,width,height; makes level board modifies visible - If the board has been modified (by a NPC) this will make the modification visible to the player (sort of like "refresh).
if (playertouchsme){ 
  updateboard x,y,2,2; 
}
This will update the board at the NPC's x,y with a width and height of 2.
loadmap string
loads a map - This sets the game terrain to whatever *.gmap is specified in "string".
if (playerenters) {
  loadmap MyWorld;
}
When a player enters this level, the NPC will set the player's level set to "MyWorld".  There needs to be a *.gmap file named "MyWorld" as well as a bunch of levels named MyWorlda1.nw - MyWorld#X.nw
updateterrain
makes terrain modifications visible - This will update .gmaps if the terrain has been changed.
if (actiondig){
  Dig();
  updateterrain;
}
This NPC will update the terrain of the set *.gmap after the action "dig" has been triggered.
putobject objectname,x,y; puts an object onto the board - This will put the object of specified name at the specified x,y cordinates.  Object names can be found in the level editor.
if (exploded){ 
  putobject Bush,x,y; 
}
This will put a Bush at the NPC's x,y.
putbomb power,x,y; puts a bomb on the board - Puts a bomb at x,y the power specifies the type of bome (1=normal, 2=superbomb, 3=jolt bomb).
if (playertouchsme){ 
  putbomb 2,playerx,playery; 
}
If the player touches the NPC, a superbomb will be put at the player's x,y.
putexplosion radius,x,y; puts an explosion on the board - Places and explosions on the board with the specified size and at the specified location.
if (playertouchsme){ 
  putexplosion 3,playerx,playery; 
}
This will put an explosion with a radius of 3 at the player's x,y.
putexplosion2 power,radius,x,y; puts an explosion on the board  - Puts an explosion at x,y with the specified radius using the specified fire type (1 regular, or 3 is jolt fire).
if (washit){ 
  putexplosion2 3,1,x,y
}
When the npc is hit it will put a jolt explosion with a radius of 1 at the the npc's x,y.
putleaps leaptype,x,y; procduces an object 'explosion' (0-bush,1-swamp,2-stone,3-sign,4-ball,5-water) - This will put a "leap" at the specified location.  An example of a leap is when you cut a bush, and those leaves shoot out, or when you jump in water and theres those splashes... both of those are leaps.  And NPC can put these for graphical effect.
if (weaponfired){ 
  putleaps 2,playerx,playery; 
}
When the NPC Weapon is fired, it'll put the stone leaps at the player's x,y.
puthorse imgname,x,y; puts a horse (or boat) on the board - This puts a horse on the level for the player to ride.  If the x,y cordinates are in deep water, then the "horse" is considered a "boat" and can not be taken out of deep water.
if (playerenters){ 
  puthorse ride.gif,x,y; 
}
Puts the horse "ride.gif" at the NPC's x,y.
setletters filename; signs will be displayed using the specified image instead of letters.png - Changes the letters displayed when a player reads a sign to those contained in the file specified.
if (created){ 
  setletters aceletters.gif; 
}
This will set the letters of signs in the level to aceletters.gif.
setmap imgname,levelnamesfile,x,y; changes the map, the player will be placed on (x,y) - Changes the image displayed when the player pushes "M".  Use this when making your own levels.  The text file is a list of the levels included on the map.
if (created){ 
  setmap acemap.gif,acemap.txt,playerx,playery; 
}
Sets the map information to acemap.gif, and acemap.txt.
setminimap imgname,levelnamesfile,x,y; changes the minimap, the player will be placed on (x,y) - This will change the mini-map to whatever you set here.  Also useful when making your own levels.
if (created){ 
  setminimap aceminimap.gif,aceminimap.txt,playerx,playery; 
}
Sets the mini-map info to aceminimap.gif and aceminimap.txt.
seteffect red,green,blue,alpha This changes the overlay color of the game.  By adjusting "alpha" you can make the game darker or lighter (0=dark, 1=light)
if (playerenters){ 
  seteffect 0,0,255,.5
}
Will give the level a dark blue color.
setfocus x,y; sets the focus - This will make the camera "look at" the specified x,y cords instead of the player
if (timeout&&!onwall(imgx,imgy)){
  setfocus imgx,imgy;
  timeout=.05;
  imgx++; imgy++;
}
So long as this NPCs timeout is going, and there is no wall at imgx,imgy then the camera will point at imgx,imgy.
resetfocus resets the focus - Makes the camera follow the player once again
else if (onwall(imgx,imgy)){
  resetfocus;
}
Since there was a wall at imgx,imgy then the focus will be reset to the player.  (This is how "remote missles" work)
showstats bitflag; shows/hides parts of the stats bar (1-ASD, 2-icons, 4-rupees, 8-bombs, 16-arrows, 32-hearts, 64-ap, 128-mp, 256-minimap, 512-inv, 1024-player) - Hides the specified stats if already showing, or shows them if not.  0 will hide everything., where as all the above values added together shows eveything.
if (weaponfired){ 
  showstats 0
}
Hides all the stats when the weapon is fired.
noplayerkilling; disables hurting with sword/npc weapons - Stops anyone from being hurt.
if (created){ 
  noplayerkilling
}
Makes it so no one can be killed on the level.
removebomb index; removes the bomb with the specified index - Destroys the bomb.
for (i=0;i<bombscount;i++){ 
  if (bombs[i].x==playerx){ 
    removebomb i
  } 
}
Of all the bombs on the level, which ever ones share the x cordinate with the player, than it'll be removed.
removearrow index; removes the arrow with the specified index - Destroys the arrow.
for (i=0;i<arrowscount;i++){ 
  if (arrows[i].dir==0){ 
    removearrow i
  } 
}
Of all the arrows on the level, which ever ones are moving up (dir=0) then they will be removed.
removeitem index; removes the item with the specified index - Destroys the item.
for (i=0;i<itemscount;i++){ 
  if (items[i].type==18){ 
    removeitem i
  } 
}
Of all the items on the level, which ever ones are of type 18 (a full heart) they will be removed.
removeexplo index; removes the explosion with the specified index - Destroys the explosion.
for (i=0;i<exploscount;i++){ 
  if (explos[i].time<=1){ 
    removeexplo i
  } 
}
Of all the explosions on the level, which ever ones have less than or equal to 1 second left to disapear, will be removed.
removehorse index; removes the horse with the specified index - Destroys the horse.
for (i=0;i<horsescount;i++){ 
  if (horses[i].type==1){ 
    removehorse i
  } 
}
Of all the horses on the level, which ever ones are of type 1 (a boat) will be removed.
explodebomb index; explodes the bomb with the specified index - Causes the specified bomb to explode.
for (i=0;i<bombscount;i++){ 
  if (bombs[i].power==2){ 
    explodebomb i
  } 
}
If any bombs on screen are super bombs, then they'll be exploded.
reflectarrow index; reflects the arrow with the specified index (like a mirror shield) - Makes the arrow (or ball) go back from where it came.
for (i=0;i<arrowscount;i++){ 
  if (arrows[i].type==1){ 
    reflectarrow i
  } 
}
This will cause any arrows that are type 1 (a fireball) to reflect back.
disableselectweapons disables the weapon select screen - This will prevent the player from being able to select his weapon.
if (playerenters){ 
  disableselectweapons
  message Ha! I bet you wish you had a better weapon!; 
}
This will make the player be stuck with whatever weapon he had selected when he entered the level.
enableselectweapons enables the weapon select screen - This allows the player to select his weapon again.
if (playerdies){ 
  enableselectweapons
}
In this case if the player dies, then he will be allowed to select his own weapons again.
addtiledef image,levelstart,type specifys the tiles images for all levels that start with 'levelstart' (0-standard type,1-new order) - Replaces all the default tiles in the levels that begin with "levelstart" with the image specified.
if (created){ 
  addtiledef mytileset.png,aceslevels,0
}
This will make all levels the have a filename that begins with "aceslevels" have the tileset "mytileset".
addtiledef2 image,levelstart,x,y; replaces parts of the tiles image - Allows you to choose only specific parts of the tileset to replace.
if (playerenters){ 
  addtiledef2 flower.png,thislevel,0,1
}
This will replace the flower tile on pics1.png (the flower tile at 0,1) with the image flower.png.
removetiledefs levelstart removes tile definitions for levels that start with 'levelstart' - This undoes all tile definitions specified by the user for the levels beginning with "levelstart".
if (playerdies){ 
  removetiledefs aceslevels
}
When the player dies, all the original tiles will be restored.
hitobjects power,x,y; hurts all players/npcs/baddies on that position - This will damage anything.  Kind of like hitplayer and hitbaddy rolled into one.
if (timeout){ 
  timeout=.05; 
  hitobjects 2,x,y
  x++; 
}
This is the script for a NPC that every .05 seconds it moves a tile to the right, but as it does so, it will hit any player, baddy, and npc that gets in its way.