GameCont

object ➜ GameCont

Variables:

from GameCont
from GameCont
area: number

Current area (3 for 3-2)

areanum: number

Used as seed for custom areas, incremented once per area

subarea: number

Current subarea (2 for 3-2)

novans: number

Number of areas to not spawn vans in

lastarea: number

Area prior to entering a secret area

lastsubarea: number
hard: number

Current difficulty scale. Affects:

  • Maximum tier for weapon drops
  • Minimum tier for cursed weapon drops
  • Chance of spawning enemies on each floor tile during generation,

    if (random(10 + hard) < hard && ...) area_pop_enemies();
    
  • Minimum number of enemies per area (3 + hard / 1.5)
  • Chance of spawning extra enemies with Crown of Blood,

    if (random(8 + hard) < hard && ...) area_pop_enemies();
    

Increased at rate of 1 per area finished (2 in hardmode)

loops: number
kills: number
wepdrops: number

Number of weapon chests opened this level (for seeding)

deathcause: number|array

What was previously in Player.lasthit

vaults: number

Number of vaults opened

win: number

Whether the run ended in victory

canspirit: array<?>

Array of whether given player can regain strong spirit

proto: number

Is set on area start with 5% chance or if player has <=1 HP.

Plays alternate music tracks on 1-x/3-x/5-x/7-x and shows story tiles in vaults.

wepmuts: number

Number of weapon mutations taken so far

wepmuted: number

Whether Heavy Heart was offered

waypoints: number

Number of waypoints on the map

waypnt: array

Array of area per waypoint

waysub: array

Array of subarea per waypoint

waylps: array

Array of loops per waypoint

timer: number

Time elapsed since run start, in frames

popolevel: number

Shielders spawn at >= 3, inspectors at >= 5

crownvisits: number

Minimum loop before crown vaults can appear

droppedsword: number

Whether the player(s) dropped a Chicken Sword and a Black Sword should appear later.

This is checked on the end of first area entered.

droppedguitar: number

Whether the guitar(s) were already spawned for Fish(es).

horror: number

Whether a hostile Horror was spawned this session

nochest: number

Number of areas that player didn't open weapon chests for

norads: number

Number of areas that player didn't break rad canisters for

seenhq: bool

Whether the player been to HQ this session

crown: number

Current crown

end_got: array<array<?>>
end_map: ds_map

<race_id, array<skill_id, got:bool>>

end_list: ds_list
level: number

Player level (the one you see in UI)

rad: number

Current rads

radmaxextra: number

Extends maximum rad capacity - used by Horror's Ultra C

endgame: number

Whether player is allowed to get level Ultra

endskill: number

Is non-0 once an ultra mutation was taken

endcount: number

Number of ultra mutations taken (for coop)

skillpoints: number

Number of available mutation points

crownpoints: number

Number of available crown points (0 or 1)

endpoints: number

Number of available ultra mutation points

mutindex: number

Increased whenever a mutation is taken

gameovertext: string

Custom game over text (instead of "you didn't reach ...")

killenemies: number
junglevisits: number

Number of visits to the jungle (for seeding)

candestiny: number

Whether the player can get a mutation from crown of destiny

hud_patience

Null: not picked, 0: mark next mutation, other: mutation to mark

skeleloops: number

Number of melting->skeleton transitions this run

demoend: number

Shows "end of demo" in HUD, probably from old expo builds

hqseed
baseseed: number
gameseed: Array<int>
mutseed: Array<int>
atseed: int
levseed: int
wepseed: int
patseed: number

Patience seed

patpick: bool
codseed: number

Crown of destiny seed

codpick: bool

Picking a CoD mutation

junseed

Array of jungle seeds

junpick: bool

Picking a jungle mutation

from scrSkills
from scrCrowns
from scrSetSeed

Alarms:

  • alarm[0]: Makes a crown