
The line 342 in ffi_player.lua looks like this:

And the api is here:
Spoiler: show
local __title = "Level Timer";
local __version = "1.1.1.1";
local __description = "A simple script to provide a level timer, a la Super Mario World and Super Mario Bros. 3.";
local __author = "Mike Santiago, edited by XNBlank";
local __url = "http://mrmiketheripper.x10.mx/leveltimer"
local lf_levelTimerApi = {} --instance
local secondsleft = 300; --The amount of seconds left.
local framecounter = 0; --Counts the amount of frames
local postWinFrameCounter = 0; --Counts frams since after the win
local player1 = Player(); --The player variable
local player2 = Player(2);
local beatLevel = false;
local getSeconds = false;
local takeTime = 0;
local playerkilled = false; --If the player was killed already so we don't kill him 21390840239 times
local passTime = true; --Whether or not to pass time, if false, time will stop.
local timerEnabled = true; --Whether or not the timer itself is actually enabled or not
local warnedPlayer = false; --Whether or not we've warned the player that time is running out
local resPath = getSMBXPath() .. "\\LuaScriptsLib\\leveltimer"; --res path
local uiImage = Graphics.loadImage(resPath .. "\\ui.png"); --ui thing
lf_levelTimerApi.GUIPosition_NoStars = {x = 252, y = 50}
lf_levelTimerApi.GUIPosition_Stars = {x = 252, y = 66}
function lf_levelTimerApi.onInitAPI()
timerEnabled = false; --user must start it
registerEvent(lf_levelTimerApi, "onLoop", "onLoopOverride");
end
function lf_levelTimerApi.onLoopOverride()
if(timerEnabled == true) then
timeelapsed = round(framecounter / 60, 0);
if(tonumber(mem(0x00B251E0, FIELD_DWORD)) > 0) and (beatLevel == false) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_Stars.x, lf_levelTimerApi.GUIPosition_Stars.y, "", 2);
Text.print(tostring(secondsleft - timeelapsed), 3, lf_levelTimerApi.GUIPosition_Stars.x + 44, lf_levelTimerApi.GUIPosition_Stars.y + 1);
elseif (tonumber(mem(0x00B251E0, FIELD_DWORD)) == 0) and (beatLevel == false) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_NoStars.x, lf_levelTimerApi.GUIPosition_NoStars.y, "", 2);
Text.print(tostring(secondsleft - timeelapsed), 3, lf_levelTimerApi.GUIPosition_NoStars.x + 44, lf_levelTimerApi.GUIPosition_NoStars.y + 1);
end
--Text.print("Time to take..." .. tostring(takeTime), 0, 0);
--Text.print("Seconds left..." .. tostring(secondsleft - timeelapsed), 0, 15);
if (passTime == true) then
framecounter = framecounter + 1;
end
if(timeelapsed >= secondsleft) then
passTime = false;
if(beatLevel == false) then
if(playerkilled == false) then
player1:kill();
triggerEvent("Drown")
if(player2 ~= nil) then
if(player2.isValid) then
player2:kill();
end
end
playerkilled = true;
end
end
end
if((secondsleft - timeelapsed) <= 100) then
if(passTime == true) then
if(warnedPlayer == false) then
warnedPlayer = true;
playSFXSDL(resPath .. "\\warning.wav");
--test = "-----WARNING!-----\n\nYou're running out of time!";
--Text.showMessageBox(type(test));
end
end
end
if(Level.winState() > 0) then
beatLevel = true;
passTime = false;
postWinFrameCounter = postWinFrameCounter + 1;
lf_levelTimerApi.doEndingStuffs();
end
end
end
local added = false;
local showTimeLeft = false;
local showPointCalc = false;
local showAddPoints = false;
local countPoints = false;
function lf_levelTimerApi.doEndingStuffs()
local timeLeftDrawPoint = {x = 288, y = 150}
local pointCalculationDrawPoint = {x = 247, y = 170}
local addPointsDrawPoint = {x = 461, y = 70};
local timeleft = secondsleft - timeelapsed;
if(getSeconds == false) then
takeTime = secondsleft - timeelapsed;
getSeconds = true;
end
local newPoints = tonumber(mem(0x00B2C8E4, FIELD_DWORD)) + (timeleft * 50);
Text.print("COURSE CLEAR", 288, 150);
if(tonumber(mem(0x00B251E0, FIELD_DWORD)) > 0) and (beatLevel == true) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_Stars.x, lf_levelTimerApi.GUIPosition_Stars.y, "", 2);
Text.print(tostring(takeTime), 3, lf_levelTimerApi.GUIPosition_Stars.x + 44, lf_levelTimerApi.GUIPosition_Stars.y + 1);
elseif (tonumber(mem(0x00B251E0, FIELD_DWORD)) == 0) and (beatLevel == true) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_NoStars.x, lf_levelTimerApi.GUIPosition_NoStars.y, "", 2);
Text.print(tostring(takeTime), 3, lf_levelTimerApi.GUIPosition_NoStars.x + 44, lf_levelTimerApi.GUIPosition_NoStars.y + 1);
end
timeelapsed = round(postWinFrameCounter / 60, 0);
if(timeelapsed > 0) then
showPointCalc = true;
end
if(timeelapsed > 1) then
if(added ~= true) then
showAddPoints = true;
countPoints = true;
end
end
if(timeelapsed == 4) and (takeTime <= 0) then
if(added ~= true) then
mem(0x00B2C8E4, FIELD_DWORD, newPoints);
added = true;
showAddPoints = false;
end
end
if(countPoints == true) then
if(takeTime > 100) then
takeTime = takeTime - 10;
playSFXSDL(resPath .. "\\drumroll.wav");
elseif(takeTime >= 1) then
takeTime = takeTime - 1;
playSFXSDL(resPath .. "\\drumroll.wav");
elseif(takeTime <= 0) then
takeTime = 0;
countPoints = false;
end
end
if(showPointCalc) then
Text.print(tostring(timeleft) .. " x 50 = " .. tostring(timeleft * 50), pointCalculationDrawPoint.x, pointCalculationDrawPoint.y);
end
if(showAddPoints == true) then
Text.print("+" .. tostring(timeleft * 50), 3, addPointsDrawPoint.x, addPointsDrawPoint.y);
end
end
function lf_levelTimerApi.getSecondsLeft()
return secondsleft;
end
function lf_levelTimerApi.setSecondsLeft(to_set)
if (to_set > 999) then
secondsleft = 999;
framecounter = 0;
timeelapsed = 0;
elseif (to_set < 0) then
secondsleft = 0;
timeelapsed = 0;
framecounter = 0;
else
secondsleft = to_set;
timeelapsed = 0;
framecounter = 0;
end
end
function lf_levelTimerApi.pauseTimer()
passTime = false;
end
function lf_levelTimerApi.setTimerState(b_tf)
timerEnabled = b_tf;
end
local clock = os.clock;
function sleep(n) -- seconds
local t0 = clock();
while clock() - t0 <= n do end
end
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
return lf_levelTimerApi;
local __version = "1.1.1.1";
local __description = "A simple script to provide a level timer, a la Super Mario World and Super Mario Bros. 3.";
local __author = "Mike Santiago, edited by XNBlank";
local __url = "http://mrmiketheripper.x10.mx/leveltimer"
local lf_levelTimerApi = {} --instance
local secondsleft = 300; --The amount of seconds left.
local framecounter = 0; --Counts the amount of frames
local postWinFrameCounter = 0; --Counts frams since after the win
local player1 = Player(); --The player variable
local player2 = Player(2);
local beatLevel = false;
local getSeconds = false;
local takeTime = 0;
local playerkilled = false; --If the player was killed already so we don't kill him 21390840239 times
local passTime = true; --Whether or not to pass time, if false, time will stop.
local timerEnabled = true; --Whether or not the timer itself is actually enabled or not
local warnedPlayer = false; --Whether or not we've warned the player that time is running out
local resPath = getSMBXPath() .. "\\LuaScriptsLib\\leveltimer"; --res path
local uiImage = Graphics.loadImage(resPath .. "\\ui.png"); --ui thing
lf_levelTimerApi.GUIPosition_NoStars = {x = 252, y = 50}
lf_levelTimerApi.GUIPosition_Stars = {x = 252, y = 66}
function lf_levelTimerApi.onInitAPI()
timerEnabled = false; --user must start it
registerEvent(lf_levelTimerApi, "onLoop", "onLoopOverride");
end
function lf_levelTimerApi.onLoopOverride()
if(timerEnabled == true) then
timeelapsed = round(framecounter / 60, 0);
if(tonumber(mem(0x00B251E0, FIELD_DWORD)) > 0) and (beatLevel == false) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_Stars.x, lf_levelTimerApi.GUIPosition_Stars.y, "", 2);
Text.print(tostring(secondsleft - timeelapsed), 3, lf_levelTimerApi.GUIPosition_Stars.x + 44, lf_levelTimerApi.GUIPosition_Stars.y + 1);
elseif (tonumber(mem(0x00B251E0, FIELD_DWORD)) == 0) and (beatLevel == false) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_NoStars.x, lf_levelTimerApi.GUIPosition_NoStars.y, "", 2);
Text.print(tostring(secondsleft - timeelapsed), 3, lf_levelTimerApi.GUIPosition_NoStars.x + 44, lf_levelTimerApi.GUIPosition_NoStars.y + 1);
end
--Text.print("Time to take..." .. tostring(takeTime), 0, 0);
--Text.print("Seconds left..." .. tostring(secondsleft - timeelapsed), 0, 15);
if (passTime == true) then
framecounter = framecounter + 1;
end
if(timeelapsed >= secondsleft) then
passTime = false;
if(beatLevel == false) then
if(playerkilled == false) then
player1:kill();
triggerEvent("Drown")
if(player2 ~= nil) then
if(player2.isValid) then
player2:kill();
end
end
playerkilled = true;
end
end
end
if((secondsleft - timeelapsed) <= 100) then
if(passTime == true) then
if(warnedPlayer == false) then
warnedPlayer = true;
playSFXSDL(resPath .. "\\warning.wav");
--test = "-----WARNING!-----\n\nYou're running out of time!";
--Text.showMessageBox(type(test));
end
end
end
if(Level.winState() > 0) then
beatLevel = true;
passTime = false;
postWinFrameCounter = postWinFrameCounter + 1;
lf_levelTimerApi.doEndingStuffs();
end
end
end
local added = false;
local showTimeLeft = false;
local showPointCalc = false;
local showAddPoints = false;
local countPoints = false;
function lf_levelTimerApi.doEndingStuffs()
local timeLeftDrawPoint = {x = 288, y = 150}
local pointCalculationDrawPoint = {x = 247, y = 170}
local addPointsDrawPoint = {x = 461, y = 70};
local timeleft = secondsleft - timeelapsed;
if(getSeconds == false) then
takeTime = secondsleft - timeelapsed;
getSeconds = true;
end
local newPoints = tonumber(mem(0x00B2C8E4, FIELD_DWORD)) + (timeleft * 50);
Text.print("COURSE CLEAR", 288, 150);
if(tonumber(mem(0x00B251E0, FIELD_DWORD)) > 0) and (beatLevel == true) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_Stars.x, lf_levelTimerApi.GUIPosition_Stars.y, "", 2);
Text.print(tostring(takeTime), 3, lf_levelTimerApi.GUIPosition_Stars.x + 44, lf_levelTimerApi.GUIPosition_Stars.y + 1);
elseif (tonumber(mem(0x00B251E0, FIELD_DWORD)) == 0) and (beatLevel == true) then
Graphics.placeSprite(1, uiImage, lf_levelTimerApi.GUIPosition_NoStars.x, lf_levelTimerApi.GUIPosition_NoStars.y, "", 2);
Text.print(tostring(takeTime), 3, lf_levelTimerApi.GUIPosition_NoStars.x + 44, lf_levelTimerApi.GUIPosition_NoStars.y + 1);
end
timeelapsed = round(postWinFrameCounter / 60, 0);
if(timeelapsed > 0) then
showPointCalc = true;
end
if(timeelapsed > 1) then
if(added ~= true) then
showAddPoints = true;
countPoints = true;
end
end
if(timeelapsed == 4) and (takeTime <= 0) then
if(added ~= true) then
mem(0x00B2C8E4, FIELD_DWORD, newPoints);
added = true;
showAddPoints = false;
end
end
if(countPoints == true) then
if(takeTime > 100) then
takeTime = takeTime - 10;
playSFXSDL(resPath .. "\\drumroll.wav");
elseif(takeTime >= 1) then
takeTime = takeTime - 1;
playSFXSDL(resPath .. "\\drumroll.wav");
elseif(takeTime <= 0) then
takeTime = 0;
countPoints = false;
end
end
if(showPointCalc) then
Text.print(tostring(timeleft) .. " x 50 = " .. tostring(timeleft * 50), pointCalculationDrawPoint.x, pointCalculationDrawPoint.y);
end
if(showAddPoints == true) then
Text.print("+" .. tostring(timeleft * 50), 3, addPointsDrawPoint.x, addPointsDrawPoint.y);
end
end
function lf_levelTimerApi.getSecondsLeft()
return secondsleft;
end
function lf_levelTimerApi.setSecondsLeft(to_set)
if (to_set > 999) then
secondsleft = 999;
framecounter = 0;
timeelapsed = 0;
elseif (to_set < 0) then
secondsleft = 0;
timeelapsed = 0;
framecounter = 0;
else
secondsleft = to_set;
timeelapsed = 0;
framecounter = 0;
end
end
function lf_levelTimerApi.pauseTimer()
passTime = false;
end
function lf_levelTimerApi.setTimerState(b_tf)
timerEnabled = b_tf;
end
local clock = os.clock;
function sleep(n) -- seconds
local t0 = clock();
while clock() - t0 <= n do end
end
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
return lf_levelTimerApi;








