playerenters This flag is returned as true when a player enters the level.
playertouchsme This is returned as true when the NPC is touched by a player.
playertouchsother  This is true when the player touches some other NPC.
playerlaysitem  True when an item is laid on the level.
playerchats Used to see if the player has said anything.
playerdies Is true when the player has lost all of his/her life.
playerhurt Called when the player has taken damage.
playerendsreading Returned as true when the player finishes reading a sign (any sign, does not have to be one that the NPC said).
playerreading True when the player is currently reading a sign.
carrying If the player is carrying an object.
carriesbush If the object carried is a bush this is true.
carriessign True is the player is carrying a sign.
carriesvase Returned as true when the player carries a vase.
carriesstone If the player is carrying a stone, this is true.
carriesblackstone If the player is carrying a blackstone this is true.
playeronhorse Retuurned true if the player is currently on a horse or boat.
playerswimming True if the player is in deep water, so he/she is swimming.
playerismale True if the player is male (this is set when they choose their character).
playerisfemale True if the player is female (this is set when they choose their character).
playeronline Returns true if the game is in online mode.
playerattached True if the player is attached to this NPC.
playerpaused This is true if the player is currently paused.
playermap True if the player is currently at the map screen.
 
strequals( str1, str2 ) This checks to see if two strings are equal to one another.  For example: strequals(#w,Bow) That would be true if the currently selected weapon (denoted by #w) has the name of "Bow". 
strcontains( str1, str2 ) True if the first string contains the second string.  For example: strcontains(#w,Fire) would be true if the currently selected weapon (denoted as #w) has "Fire" in its name.  So it'd be true for "Fireball", "Fireblast" and any other NPC weapons using the word "Fire" in it's name.
startswith(partstr,str) This is true if the value of the string "str" begins with "partstr". 
keydown(0...10) 'keydown' is keyboard key currently being pressed.  Values are as follows. 
  0 - up arrow 
  1 - left arrow 
  2 - down arrow 
  3 - right arrow 
  4 - A 
  5 - S 
  6 - D 
  7 - map 
  8 - tab 
  9 - Q 
  10 - P 
So if keydown is 1, then that means the left arrow is being pushed.
 
lighteffectsenabled Is true if the player can see lighting effects set by "seteffect" etc...
isleader If there is more than one player in the level, this is returned true only for the player that entered the level first.
isonmap This flag is returned true if the player is on a level that is on the map (so it's contained within the map.txt file).
hasweapon(name) This is true if the player has the weapon specified in their weapon inventory.
canspin If the player has collected the spin move, and can do the spin attack, this flag is true.
compsdead This is true after all the compus have been killed.  Differes from compusdied in that compus died is returned as true when all the compus have died; this implies they have been dead.
compusdied True if all the baddies on the level have been killed.
onwall(x,y) An onwall occurs when the tile at location x,y is a "wall".  Walls are anything that the players and baddies can not walk through.  Unless the "dontblock" command was used, all NPC's are also considered onwall.
onwall2(x,y,w,h)
onwall2 works exactly like onwall (above) except you can specify a width and a height for the NPC to check.
onwater(x,y) This flag is true if the tile specified at ( x, y ) is a water deep water tile.
weaponsenabled Returned as true when the player's weapons are enabled.
 
timeout When the "timeout" variable has finished counting down to 0, this is true.
followsplayer True when "followplayer" has been set earlier.
visible If the NPC is not hidden, this is true.
isweapon If the NPC is a weapon (in the player's list) than this is true.
weaponfired If the "D" button was pressed and the NPC is in the weapon list.  Also, the NPC has to be the currently selected weapon.
firedonhorse If the "D" button was pressed and the NPC is a weapon, and the player is on a horse.  Also, the NPC has to be the currently selected weapon by the player.
actionprojectile
True when a projectile shot using the "shoot" command strikes either a player or a NPC.
actionprojectile2
This one is true when a projectile shot using the "shoot" command strikes the ground (ie didn't hit anything)
wasthrown If the NPC was thrown by the player (canbecarried would have to have been set before hand).
exploded True when te NPC has been touched by a bomb blast.
washit True if the NPC has been hit by the player's sword.  Can also be returned true if the variables "hurtdx" and "hurtdy" were used on a NPC using the variables "hearts" a long with the "hitplayer" command.
wasshot Returned true if the NPC was hit by an arrow.
shotbyplayer True if the NPC was hot by an arrow that the player shot.
shotbybaddy This is true if a baddy shot the NPC (one of the archers, or dragon).
waspelt A pelt occurs when the NPC was hit by an object thrown at it.
peltwithbush If the pelting that occured was done with a bush, this is true.
peltwithsigh True when the NPC was pelt with a sign.
peltwithvase True if the NPC was pelt with a vase.
peltwithstone If the pelting that occcured was done with a stone, this is true.
peltwithblackstone Same as above, but a black stone instead.
peltwithnpc If the NPC was pelt by another NPC that was thrown at it, this is true.
 
leftmousedown This is true when the left mouse button has been pushed.
middlemousedown This returns true when the middle mouse button is pushed down.
rightmousedown True when the right mouse button has been pushed.
mousedown This is only true while a mouse button is still pushed down.
mouseup This is true immediately after the mouse button has been released.
mousewheel This returns true when the mouse wheel has been used.
actionleftmouse This is set to true when the player has clicked on the NPC with the left mouse button.
actionmiddlemouse True when the NPC is clicked on with the middle mouse button.
actionrightmouse Returns as true when the right mouse button was used to click on the NPC.
actiondoublemouse This is true when the NPC has been "double-clicked".
keypressed
True when any standard key has been pushed
keydown(key)
True when one of these keys have been pushed:  (0..10: up,left,down,right,S,A,D,M,tab,Q,P)
keydown2 (character,ignorecase)
Checks for the character to be pushed.