putcomp baddyname,x,y; | puts a new baddy on the board - Puts a baddy on the level of the specified type (denoted by it's name which can be found in the baddy's name list). |
if (compusdied){
putcomp redsoldier,x,y; } |
When the baddies are killed, this will put a redsoldier at the NPC's x,y. |
putnewcomp baddyname,x,y,imgname,power; | puts a baddy on the board (with the specified image and power) - Same as above, but this allows you to specify a image, and the power for the baddy. When you use the name in this case, that denotes how the baddy will act. |
if (wasshot){
putnewcomp dragon,x,y,blackdragon.gif,4; } |
This will put a baddy using the gif blackdragon.gif, with a power of 4, and behaving like a dragon at the NPC's x,y when it is shot. |
hitcompu index,decrpower,fromx,fromy; | hurts a baddy - Similiar to hitplayer, but for compus instead. |
for (i=0;i<compuscount;i++){
if (abs(compus[i].x-x)<=1&&abs(compus[i].y-y)<=1){ hitcompu i,2,x,y; } } |
This will hit any compu (baddy) that is less than or equal to one space away from the NPC's x,y, and take off 2, and hit it from the NPC's x,y. |
removecompus; | removes all baddies - Gets rid of all the compus. |
if (weaponfired){
removecompus; } |
This weapon, when fired, will remove all the baddies currently on the board. |