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- C Cheat Sheet
Appendix C — Cheat Sheet
Every Event and Action Chess uses, with what it does in one line, in Myth’s own words.
C.1 Events
- 2D Direction Pressed
- Runs once when the selected Left, Right, Up, or Down direction is pressed.
- Command Pressed
- Runs once when the selected Button Command matches its Single, Double, or Triple Press pattern.
- Create
- Runs once when an instance is created.
- Custom Event
- Runs when another action or script triggers the selected named custom event.
- Draw
- Runs when the instance should draw custom visuals or UI text.
- Game Start
- Runs once when the game starts.
- Game State Changed
- Runs after the singular project Game State changes.
- Mouse Pressed on Object
- Runs once when a mouse button is newly pressed over this instance.
- Recurring Timer
- Runs each time the named recurring timer comes due.
- Scene Start
- Runs when the scene starts.
- UI Activated
- Runs on this UI Object when the player activates its button or confirms one of its menu rows.
C.2 Actions
- Change Component Value
- Changes one mutable Object Component value through its direct path.
- Change Sprite Tint Property
- Changes exactly one persistent sprite-tint property while preserving every unrelated tint setting.
- Change Variable
- Changes one declared variable: a Local Variable of this Logic (private to this Logic Component, or to this call of a Function), a Per Instance Variable of the targeted Object (self.name), a Changeable Shared Variable (@self.name, @Guard.name: one value for every instance of that Object), or a Global.
- Check Data Row Exists
- Checks whether the Data Table has that row.
- Check Game State
- Runs nested actions while the singular project Game State matches the selected value.
- Check Save Exists
- True when the named save slot exists — show a “Continue” button only when there is something to continue.
- Control Data Row
- Adds or updates one Data Table row, or removes it.
- Control Menu
- Opens one navigable UI menu or closes the named or top menu without changing its world-pause state.
- Create Instance
- Creates one instance at world XYZ, Self-relative XYZ, or an exact named Coordinate, and names it (Created As).
- Declare Variable
- Brings a Local Variable into existence.
- Delete Save
- Deletes one named save slot.
- Draw Line
- Draws one line with the current Draw Color.
- Else
- Runs the Else action.
- If
- Runs its Then branch when its Condition is true.
- Load Game
- Validates and loads one named save slot.
- Load Persistent Value
- Reads a device-persisted value, or the Default if none is stored yet, and publishes one typed Action result.
- Repeat
- Runs its vertical child stack Count times.
- Reset Data Table
- Restores a Data Table to exactly what was authored in the editor, discarding every runtime change.
- Restart Game
- Restarts the complete game from its configured start scene.
- Return
- Ends this run here.
- Run Code (JS)
- Runs one inline JavaScript snippet in the current event context.
- Save Game
- Writes the current game state to one named slot.
- Save Persistent Value
- Writes one device-persistent value under one title-scoped key.
- Set Alpha
- Sets alpha for the target or game.
- Set Data Cell
- Writes one cell of a Data Table row (the live game copy, not the authored resource).
- Set Draw Color
- Sets the color used by later draw actions.
- Set Frame
- Sets frame for the target or game.
- Set Game State
- Changes the singular project-wide Game State and runs Game State Changed when the value changes.
- Set Input Context Active
- Activates or deactivates one Input Context without changing any other active contexts.
- Set Logic State
- Enables, disables, or toggles one attached Logic on each target instance, firing lifecycle events only for real state transitions.
- Set Menu Pause State
- Changes only whether the named or top open UI menu pauses the world.
- Set Position
- Moves the target immediately to a world position, an Object-local offset, a named Coordinate, or a Transform bounding-box anchor.
- Set Scale
- Sets the Object instance’s live size multipliers.
- Set Sprite
- Changes the sprite resource.
- Set UI Element Visibility
- Shows or hides one UI Object.
- Set UI Group Visibility
- Shows or hides every UI Object with the same non-empty Group value.
- Set Visible
- Sets visible for the target or game.
- Start Recurring Timer
- Starts or restarts one saveable named recurring timer.
- Stop Recurring Timer
- Stops one named recurring timer.
- Switch Mode
- Sets the Event to One at a time and turns on only the selected Mode.
- Trigger Custom Event
- Broadcasts one named Custom Event to matching Custom Event listeners.
- Trigger Custom Event on Object
- Sends one named Custom Event to the selected Object instance without broadcasting it to unrelated Objects.
- Tween
- Moves one value toward a target over time: any Number, Vec or Color of a Component (self.transform.position, self.transform.opacity, a light’s color, a Data Structure field) or a Variable.
- While
- Runs its vertical child stack while its Condition stays true.
C.3 Reading Values From Tables
data('table', row, 'column')- the value in one cell: the row by its name or number, the column by its name.
dataRow('table', number)- the name of the row at that number, counting from 0.
dataFind('table', 'column', value)- the number of the first row whose column holds this value.
dataCount('table')- how many rows the table has.
