Functions - Omegafredo/worst-time-simulator GitHub Wiki
Attacks
If there is a * at the end of a function's name, then it can't be used in Bad Time Simulator
Generalities
BlackScreen
Show or remove black screen. Also removes projectiles from the screen
- BooleanEnabled
ScreenFlip*
Flips the screen in a direction (Left, Right and Up). "None" for normal. "Custom" for a direction thats in an angle.
- Direction
- Custom direction if Custom was selected
Sound
Play any of the sounds (e.g. "Flash")
- SoundName
Music
Play music
- MusicName
HeartMode
Changes the behavior of the heart. 0 is for red, 1 is for blue.
- Mode
HeartTeleport
Instantly moves the heart to a given position
- X
- Y
HeartMaxFallSpeed
Sets the max fall speed. Useful for varying speeds of the slam attack
- MaxSpeed
TLPause
Pause the timeline
- NO ARGUMENTS
TLResume
Resume the timeline. Useful when "scheduled" by some other action (like CombatZoneResize)
- NO ARGUMENTS
EndAttack
Ends the attack allowing the game to continue This must be called, or the attack will never end
- NO ARGUMENTS
GetHeartPos
Stores the soul position in two variables
- XHeartVariableName
- YHeartVariableName
GetHPCount*
Stores the health in two variables
- HPVariableName
- KRVariableName
HPChange*
Sets the HP and KR values
- Health
- Karma
MaxHP*
Sets the MaxHP to a specified value
- MaxHP
Warning*
Creates a warning for a set amount of time
- XPosition
- YPosition
- Scale
- Duration
- Color
Attack Functions
BoneH
Creates a horizontal bone
- XPosition
- YPosition
- Width
- Direction
- Speed
- Color
- NameID*
BoneV
Creates a vertical bone
- XPosition
- YPosition
- Height
- Direction
- Speed
- Color
- NameID*
VisibleBoneH*
Creates a horizontal bone that is visible outside of the combat zone
- XPosition
- YPosition
- Width
- Direction
- Speed
- Color
VisibleBoneV*
Creates a vertical bone that is visible outside of the combat zone
- XPosition
- YPosition
- Height
- Direction
- Speed
- Color
BoneA*
Creates a bone that can be shot in any direction
- XPosition
- YPosition
- Angle
- Delay (wait time before it fires) set this to -1 to fire instantly.
- Speed
- Color
- NameID
BoneHRepeat
Creates many horizontal bones
- StartX
- StartY
- Width
- Direction
- Speed
- Count
- Spacing
- Color*
BoneVRepeat
Creates many vertical bones
- StartX
- StartY
- Height
- Direction
- Speed
- Count
- Spacing
- Color*
VisibleBoneHRepeat
Creates many horizontal bones that are visible outside of the combat zone
- StartX
- StartY
- Width
- Direction
- Speed
- Count
- Spacing
- Color*
VisibleBoneVRepeat
Creates many vertical bones that are visible outside of the combat zone
- StartX
- StartY
- Height
- Direction
- Speed
- Count
- Spacing
- Color*
SineBones
Created out of laziness, probably shouldn't use.
Creates a series of bones that leaves a sine-wave gap in between them.
- Count
- Spacing
- Speed
- Height
BoneStab
Wall of bones pops out of the side of the combat zone
- Direction
- Distance
- WarnTime
- StayTime
- Color*
GasterBlaster
Creates a Gaster Blaster, moves it into position, and fires
- Size
- StartX
- StartY
- EndX
- EndY
- EndAngle
- SpinTime
- BlastTime
- Color*
- NameID*
Platform
Creates a platform. BooleanReverse make it change direction
- X
- Y
- Width
- Direction
- Speed
- BooleanReverse
- Color*
- NameID*
PlatformRepeat
Creates many platforms
- StartX
- StartY
- Width
- Direction
- Speed
- Count
- Spacing
- Color*
SansSlam
Slams the heart againist the combat zone
- Direction
SansSlamDamage
Enables/disables slam damage
- BooleanEnabled
ModifyAttack*
Modifies an attack to behave differently
-
BoneV/BoneH/BoneA:
- NameID
- Direction
- Speed
- Color
- NewNameID
-
Platform:
- NameID
- Direction
- Speed
- Color
- BooleanReverse
- NewNameID
Example: 0,ModifyAttack,BoneA,Test,90,5,1,Test2
GetAttack*
Sets variables to the values of a specific attack
-
BoneA/BoneH/BoneV:
- NameID
- X Coordinate
- Y Coordinate
- Direction
- Speed
- Color
-
Gaster Blaster:
- NameID
- X Coordinate
- Y Coordinate
- Angle
- Color
-
Platform:
- NameID
- X Coordinate
- Y Coordinate
- Direction
- Color
- ReverseBoolean
Example: 0,GetAttack,BoneA,Test,BoneX,BoneY,Direction,Speed,Color
Sans behaviors
SansAnimation
Perform one of the multi-sprite animations (Idle, HeadBob, Tired)
- AnimationName
SansBody
Show one of the full body animations (HandUp, HandDown, HandLeft, HandRight)
- AnimationName
SansTorso
Show one of the torso animations (Default, Shrug, HandRight, GoneMad*)
- AnimationName
Sans Head
Show one of the head animations (Default, LookLeft, Wink, ClosedEyes, NoEyes, BlueEye, Tired1, Tired2, GoneMad*, GoneMadOrangeEye*, NoCare*, Shock*)
- AnimationName
SansSweat
How much sweat Sans should show (0 - 3)
- SweatLevel
SansX
Move Sans to a horizontal position
- XPosition
SansRepeat
Make Sans scroll across the screen
- NO ARGUMENTS
SansEndRepeat
Stop Sans from scrolling
- NO ARGUMENTS
SansText
Sans speech bubble. RECOMMENDATION: Only show short text
- Text
Dodge*
Make sans dodge in a direction
- XPosition to dodge to
- Speed
Combat zone behaviors
CombatZoneSpeed
Sets speed of combat zone resize
- Speed
CombatZoneResize
Resizes the combat zone to the new bounds, and executes FinishAction, when it is done Generally¸ FinishAction is TLResume by default
- LeftPosition
- TopPosition
- RightPosition
- BottomPosition
- FinishAction
CombatZoneResizeInstant
Instantly resize the combat zone
- LeftPosition
- TopPosition
- RightPosition
- BottomPosition