x The x position of the NPC. 
y The y position of the NPC. 
timeout The amount of time left until the NPC reaches 0, in seconds.
rupees The amount of rupees the NPC has.
bombs The amount of bombs the NPC has.
darts The amount of darts (a.k.a. arrows) the NPC has.
hearts The amount of hearts the NPC has.
glovepower The glove power of the NPC, ranges from 1 to 3.
swordpower The sword power of the NPC, ranges from -20 to 20.
shieldpower The shield power of the NPC, ranges from 0 to 3.
dir If the NPC is a showcharacter, this is the current direction it is facing.
sprite If the NPC is a showcharacter, this is the current sprite being shown.
ap The amount of AP the NPC has.
hurtdx The x location for the NPC to be hurt at when hit.
hurtdy The y location for the NPC to be hurt at when hit.
playerhurtpower The amount of life the player lost last time it received damage.
save[0],..,save[9] Temporary variables that are stored online for use by the NPC, which can be read by all clients on the level.  The values stored can be from 0 to 220.
screenwidth This variable is equal to the number of pixels wide the screen resolution is (read only).
screenheight This variable is equal to the number of pixels high the screen resolution is (read only).
allstats Use this to enable all of the default stats with the "showstats" command
 
npcscount The amount of NPCs currently on the level.
npcs[index].id The id number of the NPC.
npcs[index].x The x cordinate of the NPC.
npcs[index].y The y cordinate of the NPC.
npcs[index].width The width (in tiles) of the image used by the NPC.
npcs[index].height The height (in tiles) of the image used by the NPC.
npcs[index].timeout The time remaining on the NPC's timeout.
npcs[index].rupees The number of rupees the NPC has.
npcs[index].bombs The number of bombs the NPC has.
npcs[index].darts The number of darts (arrows) the NPC has.
npcs[index].hearts The number of hearts the NPC has.
npcs[index].glovepower The glove power of the NPC. 1=no glove 2=red 3=yellow
npcs[index].shieldpower The shield power of the NPC. 0=no shield 1=regular 2=mirror 3=lizard
npcs[index].swordpower The sword power of the NPC. From -20 to 20
npcs[index].dir The direction the NPC is facing. 0=up 1=left 2=down 3=right  (showcharacter NPCs only)
npcs[index].sprite The sprite currently set to the NPC.  (showcharacter NPCs only)
npcs[index].ap The ap of the NPC.  (showcharacter NPCs only)
npcs[index].hurtdx The x push-away difference when the player hurts the NPC (when hitplayer/hitnpc is used).
npcs[index].hurtdy The y push-away difference when the player hurts the NPC (when hitplayer/hitnpc is used).
npcs[index].save[0]...save[9] The values of the save variables of the NPC.
actionplayer Returns the index of the player that called the action.
anistep The current frame of animation in the current gani of the NPC.
 
playerscount  The amount of players currently on the level.
players[index].x The x cordinate of the player.
players[index].y The y cordinate of the player.
players[index].rupees The amount of rupees the player has.
players[index].bombs The amount of bombs the player has.
players[index].darts The amount of darts (a.k.a. arrows) the player has.
players[index].mp The amount of MP the player has. From 0 to 100.
players[index].ap The amount of AP the player has. From 0 to 100.
players[index].hearts The current amount of life the player has.
players[index].fullhearts The max amount of life the player can have.
players[index].dir The direction the player is currently facing, where 0 = up, 1 = left, 2 = down, and 3 = right.
players[index].glovepower The strength of the player's glove.(2-glove1,3-glove2)
players[index].swordpower The strength of the player's sword. From -20 to 20.
players[index].shieldpower Strength of the player's shield. (1-normal sword,2-mirror shield,3-lizard shield)
players[index].headset This variable is equal to the number of the image the player is using as a head.
players[index].sprite The current sprite of the player.
players[index].id The id number of the player.  All showcharacter NPC's have an id of -1.
players[index].saysnumber The numerical value of the number said by the player.
players[index].anistep The current frame of the player's animation.
players[index].hurtpower The amount of life lost by the player.
players[index].freezetime The amount of time remaining for the player to be frozen.
players[index].attachtype This is the type of object the player is attached to.
players[index].attachid This is the id of the NPC the player is attached to.
 
compuscount The amount of baddies currently on the level.
compus[index].x The compu's x position.
compus[index].y The compu's y position.
compus[index].type The type of baddy that the compu is.  The baddy list shows the types in order from 0 to 9.
compus[index].dir The direction the baddy's body is facing.
compus[index].headdir The direction the baddy's the head is facing.
compus[index].power The power (a.k.a. life ) of the baddy.
compus[index].mode The current mode of the baddy.  Refer to the section on compu modes for the values.
 
bombscount The current number of bombs on the level.
bombs[index].x The bomb's x position.
bombs[index].y The bomb's y position.
bombs[index].power The power of the bomb. (1=bomb, 2=super bomb, 3=jolt bomb)
bombs[index].time Time until the bomb explodes. (Starts at 3, counts down to 0)
 
arrowscount The current number of arrows on the level.  This also includes balls (shot from octos or NPCs).
arrows[index].x The x position of the arrow.
arrows[index].y The y position of the arrow.
arrows[index].dx The x displacement of the arrow (the x distance the arrow travles every .05 seconds)
arrows[index].dy The y displacement of the arrow (the y distance the arrow travles every .05 seconds)
arrows[index].type The type of the arrow.  (-1=ball, 0=arrow, 1=fireball, 2=fireblast, 3=nuke)
arrows[index].from The value of who shot the arrow, either compu or player. (0=compu, 1=current player)
 
itemscount The current number of items on the level.
items[index].x The item's x position.
items[index].y The item's y position.
items[index].type The items type (0-24, use the item list to figure out what numbers for what type).
items[index].time The amount of time left until the item disapears.
 
exploscount The amount of explosions currently on the level.
explos[index].x The x position of the explosion.
explos[index].y The y position of the explosion.
explos[index].power The power of the explosion. (1=fire, 2=jolt).
explos[index].time The time left until the explosion is gone.
explos[index].dir The direction from which the explosion is produced.
 
horsescount The current number of horses on the level.
horses[index].x The x position of the horse.
horses[index].y The y position of the horse.
horses[index].dir The direction the horse is facing.
horses[index].bushes The number of bushes the horse has eaten.
horses[index].bombs The number of bombs the horse has eaten (after eating 1 bomb, this is 3, since the horse has 3 blasts left).
horses[index].bombpower The power of the bomb the horse ate (1=bomb, 2=superbomb, 3=jolt).
horses[index].type The type of of horse (0=riding, 1=boat).
 
signscount The current number of signs on the level.
signs[index].x The x position of the specified sign.
signs[index].y The y position of the specified sign.
 
mousex The x position of the mouse in the level. (Returns in tiles)
mousey The y position of the mouse in the level. (Returns in tiles)
mousebuttons Is equal to the sum of the number of buttons being press (1=left button 2=middle 4=right)
mousescreenx The x position of the mouse on the game screen. (Returns in pixels)
mousescreeny The y position of the mouse on the game screen. (Returns in pixels)
mousewheeldelta The movement of the mouse wheel in the last .05 seconds.
 
board[index] The value of the board at the x,y location.  Such as: board[x+64*y]==1+1*16; Is true if the board at the NPC's x,y is equal to 1,1.
tiles[x,y] This returns the index of the tile at x,y (can be used to determine the type of tile).
arraylen( arrayname ) The size of an array.
sarraylen(str) The length of a string-array.
aindexof(value,array)  calculates the positon of the first occurance of value in the given array
vecx(dir) Returns the x value to move based on (dir).
vecy(dir) Returns the y value to move based on (dir).
onmapx(levelname) Returns the x value of the specified level on the current map.
onmapy(levelname) Returns the y value of the specified level on the current map.
ascii (character) The ascii value of a character.
getangle(dx,dy) The angle of vector (dx,dy) to the x coordinate (0...2*3.14)
getz (x,y) Gets the z value of the specified x,y cord.
getdir(dx,dy) Gets the directions necessary to face dx,dy
gravity
Alters how projectiles falls
downloadsize
The size a file being downloaded
downloadpos
Location of file being downloaded
graalversion Returns the version of the game being used.
lindexof (str,list) Position of where the string appears in the string list.
selectedweapon Returns the index of the weapon currently selected by the player.
weaponscount The current number of weapons the player has.
 
strtofloat( str )  Returns the numerical value of the string.  For example, if you have the string mystring (which you set on your own) and its value is 52.  Then strtofloat(#s(mystring)) would be equal to 52.
strlen(str) Returns the length of the string.
startswith(part,str) Checks to see if the value "str" begins with "part".
indexof(part,str) Returns the index of the location of "part" within "str".  -1 = isn't contained within the string, 0 = the string starts with it.
tokenscount Returns the number of tokens produced by tokenize.
 
testbomb( x, y ) This variable is equal to the index of the bomb specified at ( x, y ).  Or, -1 if there is no bomb at  ( x, y ).
testitem( x, y ) This variable is equal to the index of the item specified at ( x, y ).  Or, -1 if there is no item at  ( x, y ).
testexplo( x, y ) This variable is equal to the index of the explosion specified at ( x, y ).  Or, -1 if there is no explosion at    ( x, y ).
testhorse( x, y ) This variable is equal to the index of the horse specified at ( x, y ).  Or, -1 if there is no horse at ( x, y ).
testnpc( x, y ) This variable is equal to the index of the NPC specified at ( x, y ).  Or, -1 if there is no NPC at ( x, y ).
testplayer( x, y ) This variable is equal to the index of the player specified at ( x, y ).  {If it is a showcharacter npc, then this will be -1}  Or, -2 if there is no player/character at ( x, y ).
testcompu( x, y ) This variable is equal to the index of the baddy specified at ( x, y ).  Or, -1 if there is no baddy at ( x, y ).
testsign( x, y ) This variable is equal to the index of the sign specified at ( x, y).  Or, -1 if there is no sign at    ( x, y).
tiletype( x, y ) The type of tile at the specified x and y values
groundsheight( x, y )
Calculates the height of the ground at the given x, y cords if the level is part of a *.gmap
waterheight( x, y )
Calculates the height of the water at the given x, y cords if the level is part of a *.gmap
screenx( x, y ) convert level coordinates to positions on the screen
screeny( x, y ) convert level coordinates to positions on the screen
worldx( x, y ) convert screen coordinates to positions on the level
worldy( x, y ) convert screen coordinates to positions on the level
imgwidth( filename ) This variable is equal to the width (in pixels) of the file "filename" {file must already be in game memory}
imgheight( filename ) This variable is equal to the height (in pixels) of the file "filename" {file must already be in game memory}
textwidth(zoom,font,style,text)
Calculates the width of the given text with the specified zoom, font, and style.
textheight(zoom,font,style)
Calculates the height of text if it had the specified zoom, font, and style.
musicpos The position of the currently playing music track
musiclen The length of the currently playing music track
actionplayer Returns the index of the player that triggered the "triggeraction" command.
levelorgx The x origin of the current level.
levelorgy The y origin of the current level.
focusx The x cord the camera is focusing at.
focusy The y cord the camera is focusing at.
isfocused True (is equal to 1) when setfocus has been used
timevar Returns the current Graal-time.