I have to dissapoint you, but the original developer of LunaDLL didn't document the latest version of Autocode.
Code: Select all
enum AutocodeType {
AT_Invalid = 0,
AT_FilterToSmall, //1: 2: 3: 4: 5: Active time 6:
AT_FilterToBig, //1: 2: 3: 4: 5: Active time 6:
AT_FilterToFire, //1: 2: 3: 4: 5: Active time 6:
AT_FilterMount, //1: 2: 3: 4: 5: Active time 6:
AT_FilterReservePowerup, //1: 2: 3: 4: 5: Active time 6:
AT_FilterPlayer, //1: 2: Filter ID 3: Filter to 4: 5: Active time 6:
AT_InfiniteFlying, //1: 2: 3: 4: 5: Active time 6:
AT_HeartSystem, //1: X pos 2: Y pos 3: Max hearts 4: 5: Active time 6:
AT_ScreenEdgeBuffer, //1: NPC ID 2: UDLR Bordr 3: Buffer space 4: 5: Active time 6:
AT_ShowText, //1: 2: Xpos 3: Ypos 4: Font # 5: Active time 6: Text
AT_ShowNPCLifeLeft, //1: NpcID 2: Xpos 3: Ypos 4: Section 5: Active time 6: Base health
AT_Trigger, //1: Newsec 2: Event 3: 4: 5: Active time 6:
AT_Timer, //1: Target 2: Effect 3: Display Y/N 4: Repeat? 5: Active time 6:
AT_IfNPC, //1: NpcID 2: Condition 3: Argument 4: Event 5: Active time 6: Option
AT_BlockTrigger, //1: NpcID 2: Block Type 3: Argument 4: Event 5: Active time 6: Option
AT_TriggerRandom, //1: Event 2: Event 3: Event 4: Event 5: Active time 6:
AT_TriggerRandomRange, //1: StartEv2: EndEv 3: 4: 5: Active time 6:
AT_TriggerZone, //1: Event 2: Top 3: Bottom 4: Left 5: Right 6: Option
AT_ScreenBorderTrigger, //1: EventL 2: EventU 3: EventR 4: EventD 5: ActiveTime 6: Inward depth
AT_OnInput, //1: 2: Button 3: First frame? 4: Event 5: Active time 6:
AT_OnCustomCheat, //1: 2: 3: Only once? 4: Event 5: Active time 6: Cheat string
AT_OnPlayerMem, //1: Offset 2: Value 3: Comparison 4: Event 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_OnGlobalMem, //1: Addr 2: Value 3: Comparison 4: Event 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_SetVar, //1: 2: Op 3: Value 4: 5: Active time 6:
AT_LoadPlayerVar, //1: 2: Offset 3: Op 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_LoadNPCVar, //1: Type 2: Offset 3: Op 4: Section 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_LoadGlobalVar, //1: Addr 2: Op 3: 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_IfVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_CompareVar, //$Var 1 1: 2:CompareType 3: 4: Event 5: ActiveTime 6: Var 2
AT_ShowVar, //1: 2: Xpos 3: Ypos 4: Font # 5: Active time 6: Base text
AT_BankVar, //1: 2: 3: 4: 5: Active time 6: Name of luna var
AT_WriteBank, //1: 2: 3: 4: 5: 6:
AT_LunaControl, //1: Action 2: Value 3: 4: 5: Active time 6:
AT_DeleteCommand, //1: 2: 3: 4: 5: Active time 6: Refernece to cmd
AT_ModParam, //1: To mod#2: Value 3: Operation 4: 5: Active time 6: Refernece to cmd
AT_ChangeTime, //1: 2: Value 3: Operation 4: 5: Active time 6: Refernece to cmd
AT_DeleteEventsFrom, //1: Section2: 3: 4: 5: Active time 6:
AT_ClearInputString, //1: 2: 3: 4: 5: Active time 6:
AT_LayerXSpeed, //1: Layer #2: Stop after? 3: 4: 5: Active time 6: Speed
AT_LayerYSpeed, //1: Layer #2: Stop after? 3: 4: 5: Active time 6: Speed
AT_AccelerateLayerX, //1: Layer #2: Max speed 3: 4: 5: Active time 6: Speed
AT_AccelerateLayerY, //1: Layer #2: Max speed 3: 4: 5: Active time 6: Speed
AT_DeccelerateLayerX, //1: Layer #2: Deccel to 3: 4: 5: Active time 6: Speed
AT_DeccelerateLayerY, //1: Layer #2: Deccel to 3: 4: 5: Active time 6: Speed
AT_SetAllBlocksID, //1: Type 2: Set to 3: 4: 5: Active time 6:
AT_SwapAllBlocks, //1: Type 1 2: Type 2 3: 4: 5: Active time 6:
AT_ShowAllBlocks, //1: Type 1 2: 3: 4: 5: Active time 6:
AT_HideAllBlocks, //1: Type 1 2: 3: 4: 5: Active time 6:
AT_PushScreenBoundary, //1: Section2: UDLR 3: 4: 5: Active time 6: Speed
AT_SnapSectionBounds, //1: Section2: Target X 3: Target Y 4: 5: Active time 6:
AT_CyclePlayerRight, //1: 2: 3: 4: 5: Active time 6:
AT_CyclePlayerLeft, //1: 2: 3: 4: 5: Active time 6:
AT_SetHearts, //1: 2: Hearts 3: 4: 5: Active time 6:
AT_SetHits, //1: NpcID 2: Section 3: Hits 4: 5: Active time 6:
AT_ForceFacing, //1: NpcID 2: Section 3: 4: 5: Active time 6:
AT_SFX, //1: 2: Index 3: 4: 5: Delay 6:
AT_SetMusic, //1: Section2: Music # 3: 4: 5: Active time 6: Optional file name
AT_PlayMusic, //1: 2: Section 3: 4: 5: Delay 6:
AT_TriggerSMBXEvent, //1: 2: Arg 3: 4: 5: Active time 6: Name of event
AT_Hurt, //1: Target 2: 3: 4: 5: Active time 6: Option
AT_Kill, //1: Target 2: 3: 4: 5: Active time 6: Option
AT_NPCMemSet, //1: Type 2: Offset 3: Value 4: Op 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_PlayerMemSet, //1: 2: Offset 3: Value 4: Op 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_MemAssign, //1: Addr 2: Value 3: Operation 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_DebugPrint, //1: 2: 3: 4: 5: Active time 6:
AT_DebugWindow, //1: 2: 3: 4: 5: 6: Text
AT_CollisionScan, //1: 2: 3: 4: 5: Active time 6:
/// Sprite stuff ///
AT_LoadImage, //1: Code 2: TransColor 3: 4: 5: 6: File name
AT_SpriteBlueprint, //0: $RefName, others empty
AT_Attach, //0: $Target blueprint, 1: Attach type 2: 3: 4: 5: 6: Source component name
AT_PlaceSprite, //1: Type 2: ImgResource 3: Xpos 4: Ypos 5: Sprite time 6:
// Sprite components //
AT_OnPlayerCollide = 10000, //1: 2: Player small circle hitbox? 3: 4: Comp 5: Active time 6:
AT_OnPlayerDistance, //1: Dist 2: far/close 3: 4: Comp 5: Active time 6:
AT_WaitForPlayer, //1: Offset 2: Value 3: Comparison 4: Comp 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_PlayerHoldingSprite, //1: Type 2: 3: 4: Comp 5: Active time 6:
AT_RandomComponent, //1: choice 2: choice 3: choice 4: choice 5: Active time 6:
AT_RandomComponentRange, //1: start 2: end 3: 4: 5: Active time 6:
AT_SetSpriteVar, //1: 2: Op 3: Value 4: 5: Active time 6:
AT_IfSpriteVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_IfLunaVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_Die, //1: 2: 3: 4: 5: Active time 6:
AT_Deccelerate, //1: X rate 2: Y rate 3: Minimum 4: 5: Active time 6:
//AT_Accelerate //1: X rate 2: Y rate 3: Maximum 4: 5: Active time 6: Option
AT_AccelToPlayer, //1: X rate 2: Y rate 3: Maximum 4: 5: Active time 6:
AT_ApplyVariableGravity, //1: 2: 0=x 1=y 3: 4: 5: Active time 6: Name of lunadll variable
AT_TeleportNearPlayer, //1: Radius 2: 3: 4: 5: Active time 6:
AT_TeleportTo, //1: x 2: y 3: 4: 5: Active time 6:
AT_PhaseMove, //1: 2: 3: 4: 5: Active time 6:
AT_BumpMove, //1: 2: NRGLoss% 3: 4: 5: Active time 6:
AT_CrashMove, //1: 2: 3: 4: 5: Active time 6:
AT_SetXSpeed, //1: Speed 2: 3: 4: 5: Active time 6:
AT_SetYSpeed, //1: Speed 2: 3: 4: 5: Active time 6:
AT_SetAlwaysProcess, //1: Off/On
AT_SetVisible, //1: Off/On
AT_SetHitbox, //1: LeftOff2: Top offset 3: Width 4: Height 5: Active time 6: option
AT_BasicAnimate, //1: Height 2: Speed
AT_Blink, //1: Speed 2: Reverse 3: 4: 5: Active time 6:
AT_AnimateFloat, //1: Speed 2: X magnitude 3: Y magnitude
AT_TriggerLunaEvent, //1: Event 2: 3: 4: 5: Active time 6:
AT_HarmPlayer, //1: 2: 3: 4: 5: Active time 6:
AT_GenerateInRadius, //1: 2: ImgResource 3: Radius 4: SprTime 5: Active time 6: Sprite blueprint name
AT_GenerateAtAngle, //1: 2: ImgResource 3: Speed 4: SprTime 5: Active time 6: Sprite blueprint name
AT_SpriteTimer, //1: 2: 3: Repeat 4: Comp 5: Active time 6:
AT_SpriteDebug, //1: 2: 3: Repeat 4: Comp 5: Active time 6:
AT_StaticDraw,
AT_RelativeDraw
};