这家伙很懒,什么都没写下...
这家伙很懒,什么都没写下...
变量
WORLD_(-BLOCK-) World.width
layer [Block generation]
WORLD_Pixel.size
_clone [Blocks]
WORLD_(-PIXELS-) Block.size
_(-BLOCK-) screen offset x [Blocks]
_(-BLOCK-) screen offset y [Blocks]
_CONVERTER | (-BLOCK-) x [Blocks]
_CONVERTER | (-BLOCK-) y [Blocks]
_CONVERTER | (-ID-) id [Blocks]
CAM.x
CAM.y
_CONVERTER | (-POS-) x [Blocks]
_CONVERTER | (-POS-) y [Blocks]
_(-BLOCK-) x [Blocks]
_(-BLOCK-) y [Blocks]
PLAYER.(-POS-)x
PLAYER.(-POS-)y
_PLAYER.(-POS-)xv [Player]
_PLAYER.(-POS-)yv [Player]
_CONVERTER | (-BLOCK-) x [Player]
_PLAYER collision [Player]
_PLAYER hitbox height [Player]
_PLAYER hitbox width [Player]
_PLAYER collision (-POS-) x [Player]
_PLAYER collision (-POS-) y [Player]
_CONVERTER | (-BLOCK-) y [Player]
_CONVERTER | (-ID-) id [Player]
Cam.yMoveSpeed [Camera]
Cam.xMoveSpeed [Camera]
WORLD_FrameTime
WORLD_FPS
_PLAYER direction (R/L) [Player]
_PLAYER costume number [Player]
_PLAYER ground [Player]
_CONVERTER | (-ID-) id [Items]
CURSOR_(-ID-) id
CURSOR_-Health%-
_CURSOR mining timer [Pickaxe]
_clone [Items]
_c.item [Items]
_c.x [Items]
_c.y [Items]
_c.xv [Items]
_c.yv [Items]
WORLD_GRAVITATION
_c.timer [Items]
WORLD_Time
_c.taken [Items]
_CURSOR.dx [Items]
_CURSOR.dy [Items]
WORLD_timer
_mousex [Items]
_mousey [Items]
Selected item slot
_empty slot ID [Items]
_has space [Items]
PAUSED
_PLAYER.ground.timer [Player]
ITEMS.Droppeditemclonesamount
ITEMS_oldest item timer
_search for item id [Items]
_PLAYER.liquid [Player]
mouse down
_PLAYER.liguidMEM [Player]
H E A L T H
BurningTimer
D A M A G E
_Burning.pulse timer [Health]
_clone [Health]
_red ting timer [Health]
PLAYER.DEAD
INVENTORY
_clone [Death]
_id [Death]
DEATH SCREEN CLONE AMOUNT
_ghost [Death]
_ghost target [Death]
_start cooldown timer [Health]
_animationtimer [Items]
_animation dir [Items]
_PLAYER.insideblock (-ID-) [Player]
_suffocationtimer [Health]
_CONVERTER | (-BLOCK-) x [Items]
_CONVERTER | (-BLOCK-) y [Items]
_x [bob]
_y [bob]
_i [Block generation]
_Shortest ground height [Block generation]
_Talest ground height [Block generation]
_i2 [Block generation]
Spawn y
_cave x
_cave y
_x [Block generation]
_y [Block generation]
_id [Block generation]
Current Biome
_current biome mem [Block generation]
_i3 [Block generation]
M O N E Y
_digit [money]
_clone [money]
Pause menu
_clone [Pause menu]
_width
GAME ON?
_costume [Loading]
_digit [Loading]
Blocks generating?
LOADING%
New game?????
_Current song [music]
_Loop? [music]
-cs mem [music]
_clone [fire]
_c.amount [Items]
_c.itemAmount.left [Items]
_i [Items]
SpawnTimer
Layers to create
_done [music]
SHOP
Talking with bob
BOB_Current text
_i [Settings]
_settingsSlot [Settings]
_mem [Settings]
SELLING
Selling Items.Scroll.y
_i [Bob talking stuff]
_i2 [Bob talking stuff]
_i4 [Block generation]
_Footstep sound.timer [Player]
_mining sound timer [Items]
Last money
Inventory.held item id
Inventory.item touching id
A R M O R
_n
sn
SHOP.category
_CONVERTER | (-ID-) id [Block generation]
_x2 [Block generation]
_y2 [Block generation]
_light level [Blocks]
_xd [Blocks]
_yd [Blocks]
_d [Blocks]
_d1 [Blocks]
_x3 [Blocks]
_y3 [Blocks]
bruh
WORLD_Light thing
WORLD_darkest parts
i [Camera]
_Camera shake.x [Camera]
_Camera shake.y [Camera]
SHOP.UI.PRICE [商店]
_i [SHOP]
_i2 [SHOP]
_i3 [SHOP]
PLAYER.pickaxe
PLAYER.backpack
PLAYER.armor
PLAYER.sword
_clone [Armor]
_i5 [Blocks]
_mem [Blocks]
_x [Items]
_y [Items]
TOUCHING.spawn button
_timer [music]
Can't jump
Can't mine
PLAYER.bow
Arrow inventory.id
_clone [Helmet]
_clone [Block generation]
_clone [Backpack]
_fade [music]
Last song [music]
_Arrow id [Items]
_torch [Save/Load]
_bombs [Save/Load]
_potions [Save/Load]
_arrows [Save/Load]
_i [Save/Load]
LOADING SAVE FILE
_ERROR [Save/Load]
_i2 [Save/Load]
_nr [Save/Load]
_i3 [Save/Load]
_i4 [Save/Load]
SAVE FILE LOADED
_x [Helmet]
_y [Helmet]
Touching inventory
PARTICLES.oldest id
PARTICLES. new id
Cursor touching Entity?
_n t/n
_n/t i
_t n/t
_i5 [Save/Load]
Entities
:ENTITY.x
:ENTITY.y
_collider type [Player]
TNT.x
TNT.y
_i2 [Items]
PARTICLES
_bought.arrow
_bought.bomb
_bought.potion
_bought.torch
_bought.miner
UI.cash
_clone [bob]
_clone [Camera]
_selected block [Blocks]
_SELECTED ITEM [Items]
DEATHSCREEN button timer
PLAYER.hurt timer
_bought.super potion
_superpotion [Save/Load]
_ENTITY talk timer
_light.level [Blocks]
AFK timer
Loading sprites.done
_done [Blocks]
_timer.fallblock
_timer.lava
_timer.water
_timer.fps
_deepth [Block generation]
_liquid [Block generation]
_c.function [Sprite1]
_i [Sprite1]
_clone [Sprite1]
OS
Achievements.UI
Current touched achievement
Reached bottom
_tingtingting [Achievements]
_timer [SHOP]
_tree distance [Block generation]
_tree.height [Block generation]
_tree i [Block generation]
_X [Block generation]
_Y [Block generation]
_i6 [Block generation]
light times [Blocks]
WARNING
before slot
to "R"
列表
Blocks.type
Blocks.light
Blocks.type.collider
Blocks.type.health
Blocks.type.mineable
Inventory_Item.type
Item.type.stackSize
Item.type.usetype
inventort_item.amount
Blocks.type.ItemDropType
Item.buildblock.type
Item.droppable
Item.name
possible items [Items]
Blocks.type.name
Blocks.type.sourcedistance
Blocks.type.colisionHeight
Blocks.ground height
Blocks.type.fall?
Biomes.deepth
Biomes.ores
Biomes.ore.rarity
CurrentBiome.ores [Block generation]
CurrentBiome.ores.rarity
Falling blocks.id
Falling blocks.falling distance
Biomes.stoneBlock
SETTINGS.values
SETTINGS.type
SETTINGS.name
SETTINGS.base.values
Selling.MyItems.type
Selling.MyItems.amount
Item.price
SHOP.category name
Shorter number unit
lights to set on again [Blocks]
SHOP.Items.name
_
SHOP.Items.price
SHOP.Items.type
SHOP.Items.info
SHOP.category.current item selected
SHOP.Items.base items
SHOP.Items.BoughtItems
Recently changed.ID
Recently changed.Timer
possible songs [music]
ENTITY.Damage
ENTITY.name
Arrow.x
Arrow.y
Arrow.id
UI.Inventory. layer order
复制代码
Save.name [Save/Load]
Save.length [Save/Load]
Save.loadednumbers [Save/Load]
LAYERS.gameon
helmet pos.x
helmet pos.y
backpack pos.x
backpack pos.y
letters
shop category characters [Save/Load]
Entity spawner block.id
Entity spawner block.entity type
ENTITY.x
ENTITY.y
Entity.id
Entity.touching cursor block
Entity.hurt
AUTO Miners.x
AUTO Miners.y
AUTO Miner.timer
AUTO Miner.action
LASER.blocks id
explosion.items.type [Items]
explosion.items.amount [Items]
Blocks.type.lightsource
_entities to spawn.id
_entities to spawn.entity
ENTITY.acceleration [Entity]
ENTITY.Damage.time [Entity]
ENTITY.friction [Entity]
ENTITY.health [Entity]
ENTITY.hitbox.height [Entity]
ENTITY.hitbox.width [Entity]
Biomes.lava
Biomes.cave
Biomes.ruins
Biomes.water
Biomes.liguid deepth
Biomes.ruins.width
clone names [Mobile Controls]
Mobile controls.clones.x
Mobile controls.clones.y
mobile controls.movement button
DEBUG
Achievements.completed
Achievements.x
Achievements.y
STATS.name
STATS.number
STATS.limit
sand.x [Block generation]
sand.y [Block generation]
角色
Stage
造型
背景1
backdrop1
声音
啵
pop
代码
当 绿旗 被点击
将 {WORLD_timer} 设为 0
将 {GAME ON?} 设为 0
将 {PAUSED} 设为 0
执行 reset all ui
等待 ({OS} = -) 不成立
广播 MAIN MENU
重复执行
如果 ((({PLAYER.DEAD} = 1) 与 (1 = {GAME ON?})) 或 (0 = {GAME ON?})) 那么
执行 reset all ui
如果 (1 = {GAME ON?}) 那么
将 {PAUSED} 设为 0
如果 (({AFK timer} > 60) 或 ((((({INVENTORY} = 1) 或 ({Pause menu} = 1)) 或 ({SHOP} = 1)) 或 ({Talking with bob} = 1)) 或 ({SELLING} = 1))) 那么
将 {PAUSED} 设为 1
如果 (按下鼠标? 与 ({mouse down} = 0)) 那么
广播 Click
广播 function focus_window()
如果 ((按下鼠标? 与 ({mouse down} = 0)) 或 (按下鼠标? 不成立 与 ({mouse down} = 1))) 那么
将 {AFK timer} 设为 0
将 {mouse down} 设为 0
如果 按下鼠标? 那么
将 {mouse down} 设为 1
将 {_timer.fps} 增加 ( - {WORLD_FrameTime})
如果 ({_timer.fps} > 0) 不成立 那么
将 {_timer.fps} 设为 0.5
将 {WORLD_FPS} 设为 四舍五入((1 / {WORLD_FrameTime}))
如果 (1 = {GAME ON?}) 那么
将 {_timer.lava} 增加 ( - {WORLD_FrameTime})
如果 ({_timer.lava} > 0) 不成立 那么
将 {_timer.lava} 设为 (1 / 1.15)
广播 lava flow update
将 {_timer.fallblock} 增加 ( - {WORLD_FrameTime})
如果 ({_timer.fallblock} > 0) 不成立 那么
将 {_timer.fallblock} 设为 (1 / 8)
广播 Fall block update
将 {_timer.water} 增加 ( - {WORLD_FrameTime})
如果 ({_timer.water} > 0) 不成立 那么
将 {_timer.water} 设为 (1 / 6)
广播 water flow update
当按下 r 键
如果 (coltroc = 用户名) 那么
广播 REEEEEESET
删除 {Blocks.light} 的全部项目
删除 {Blocks.type} 的全部项目
当按下 p 键
广播 Button.pause
当按下 任意 键
将 {SETTINGS.values} 的第 {SETTINGS.name} 中第一个 mobile controls 的编号 项替换为 off
当按下 t 键
如果 (coltroc = 用户名) 那么
将 {M O N E Y} 增加 9999999999999
当按下 任意 键
将 {AFK timer} 设为 0
当按下 e 键
广播 Button.inventory
当接收到 function focus_window()
当接收到 LOADING
如果 ((1 = {New game?????}) 或 (1 = {SAVE FILE LOADED})) 那么
将 {Blocks generating?} 设为 1
等待 (0 = {Blocks generating?})
将 {New game?????} 设为 0
将 {GAME ON?} 设为 1
将 {PAUSED} 设为 0
执行 reset all ui
广播 START GAME
当接收到 LOADING
广播 Start generation
当接收到 START GAME
将 {GAME ON?} 设为 1
广播 Create Item bar
广播 Create block visuals
广播 Reset player
当接收到 Button.inventory
如果 (1 = {GAME ON?}) 那么
如果 ((({SHOP} = 0) 与 ({SELLING} = 0)) 与 ((({INVENTORY} = 0) 与 ({PLAYER.DEAD} = 0)) 与 ({Pause menu} = 0))) 那么
将 {INVENTORY} 设为 1
广播 Inventory
否则
将 {INVENTORY} 设为 0
当接收到 Button.pause
如果 (1 = {GAME ON?}) 那么
如果 ((({SHOP} = 0) 与 ({SELLING} = 0)) 与 ((({Pause menu} = 0) 与 ({PLAYER.DEAD} = 0)) 与 ({INVENTORY} = 0))) 那么
将 {Pause menu} 设为 1
广播 Pause menu
否则
将 {Pause menu} 设为 0
定义 reset all ui
将 {AFK timer} 设为 0
将 {Pause menu} 设为 0
将 {INVENTORY} 设为 0
将 {Talking with bob} 设为 0
将 {SELLING} 设为 0
将 {SHOP} 设为 0
角色1
水印
空白
生成方块
方块
照相机
玩家
头盔
背包
物品
音乐
声音
库存
日夜
生命
bob
怪物
钱
暂停菜单
加载
盔甲
主菜单
设置
控制
回城按钮
传送按钮
生命值
标题
火焰
商店
bob的话
存档
移动控制
成就
操作侦测