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  Command List

CHECK

TIME

  • It is the command to investigate the remaining time.
  • If the remaining time is less than or equal to parameter 2, it is determined that YES, otherwise NO.
  • Since the remaining time is a maximum of 180 seconds , 10% corresponds to 18 seconds.

SELF-E

  • Examine your remaining energy.
  • If your energy is less than or equal to parameter 2, it is determined that YES, otherwise NO.

SELF-D

  • Examine your robot's damage.
  • If your damage is less than or equal to parameter 2, it is determined that YES, otherwise NO.

ENE-E

  • Examine the remaining energy of the enemy.
  • If the energy is less than or equal to parameter 2, it is determined that YES, otherwise NO.

ENE-D

  • Examine the damageof the enemy.
  • If the damage is less than or equal to parameter 2, it is determined that YES, otherwise NO.

WPN-1

  • If the parameter 2 is specified from 0% to 80% , check the remaining number of bullets of your own Weapon1.
  • If the bullets are less than or equal to parameter 2, it is determined that YES, otherwise NO.
  • If you specify a RDY2F - 10F to parameter 2, when the elapsed number of the specified frame , to determine whether your weapon is possible firing.
  • For example, if the RDY4F, if possible firing after four frames is YES, otherwise NO.

WPN-2

  • If the parameter 2 is specified from 0% to 80% , check the remaining number of bullets of your own Weapon2.
  • If the bullets are less than or equal to parameter 2, it is determined that YES, otherwise NO.
  • If you specify a RDY2F - 10F to parameter 2, when the elapsed number of the specified frame , to determine whether your weapon is possible firing.
  • For example, if the RDY4F, if possible firing after four frames is YES, otherwise NO.

COUNT

1~99(Specify the number of counts)

  • Count the number of times that this instruction has been executed , and when it reaches the number of times that you specify YES, otherwise NO.
  • If YES, the count is reset to 0.

RANDOM

  • Specify the probability in percent , in the case of the following specified probability YES, otherwise NO.

DISTANCE

ENEMY

  • Measure the distance to the enemy.
  • In the case of less than or equal to the specified distance in Parameter 2 YES, otherwise NO.
  • Distance that can be specified is usually up to 5HEX, it will be up to 8HEX  if you are equipped with a RADAR.

AT-RB

  • Measure the distance to the obstacle that prevents the movement of the robot in its front.
  • In the case of less than or equal to the specified distance in Parameter 2 YES, otherwise NO.
  • Distance that can be specified is usually up to 5HEX, it will be up to 8HEX  if you are equipped with a RADAR.
  • If the legs of HOVER only , does not determine the pond as an obstacle.

AT-BT

  • Measure the distance to the obstacle that prevents the movement of bullets in its front.
  • In the case of less than or equal to the specified distance in Parameter 2 YES, otherwise NO.
  • Distance that can be specified is usually up to 5HEX, it will be up to 8HEX  if you are equipped with a RADAR.

BULLET

  • Measure the distance to enemy's bullet in front of the robot.
  • In the case of less than or equal to the specified distance in Parameter 2 YES, otherwise NO.
  • Distance that can be specified is usually up to 5HEX, it will be up to 8HEX  if you are equipped with a RADAR.

DIRECTION

ENEMY

  • In the specified direction in Parameter 2, if the enemy robot is present YES, otherwise NO.
  • Distance to be searched is usually up to 5HEX, it will be up to 8HEX if you are equipped with a RADAR.

AT-RB

  • When an obstacle that prevents the movement of the robot in the direction specified by Parameter 2 exists YES, otherwise NO.
  • Distance to be searched is 1HEX, in other words only the adjacent HEX will become the target.

AT-BT

  • When an obstacle that prevents the movement of bullets in the direction specified by Parameter 2 exists YES, otherwise NO.
  • Distance to be searched is 1HEX, in other words only the adjacent HEX will become the target.

BULLET

  • If the bullets (including mine) of the enemy in the specified direction in Parameter 2 is YES, otherwise NO.
  • Distance to be searched is usually up to 5HEX, it will be up to 8HEX if you are equipped with a RADAR.

THING

  • If the bullets (including mine) of the enemy or enemy robot in the specified direction in Parameter 2 is YES, otherwise NO.
  • Distance to be searched is usually up to 5HEX, it will be up to 8HEX if you are equipped with a RADAR.

MOTION

  • If the bullets (including mine) of the enemy or enemy robot in the specified direction in Parameter 2 is YES, otherwise NO.
  • Distance to be searched is usually up to 5HEX, it will be up to 8HEX if you are equipped with a RADAR.

ATTACK

WPN1

  • Use the Weapon 1.
  • Usually you can specify only USE in Parameter 2.
  • If your robot has a SHIELD, it's  possible to specify REMOVE to Parameter 2 to throw away the shield.
  • After discarding it will be similar to the KNUCKLE.

WPN2

  • Use the Weapon 2.
  • Usually you can specify only USE in Parameter 2.
  • If your robot has a RIFLE, it's possible to specify REMOVE to Parameter 2 to throw away the weapon.
  • After discarding it will be similar to the KNUCKLE.
  • In the case of LASER to specify the energy to be used in the 10% to 90% in Parameter 2.
  • Damage of LASER is the same as the consumed energy.
  • For example, when the remaining energy of 70% , if you specify 50% Parameter 2, energy is consumed so 0.7 x 0.5 = 0.35, the damage will be 35%.

Stop time and reload time

In RC, after firing the weapon until the next bullet is possible firing , it did not transition from ATTACK instruction to the next instruction.

In other words, the reload time until the next bullet can be fired, the time in which the robot can not move was the same.

In RCPlus, so that it becomes possible to more variety of tactics , stop time is short set, and immediately after the use of weapons able to perform the following action.

All weapons will have a short stop time than reload time.

After you use the weapon, and stop time has elapsed, processing switches to the next instruction block, still at this time, it does not end reload the weapon that was used.

Also put the same weapon ATTACK instructions to the next block, weapons will not be used immediately.

When an attempt is made to execute the ATTACK instruction, if the reload time have not passed yet, please note that the weapon is fired from waiting for the reload !

When the weapon is fired , the enemy might be no more there.

Whether weapons of reload is over , you can look it up in the CHECK statement .

Using the shortened stop time , please develop new tactics.

For example, by the use of two arms alternately, you can increase the firepower.


MOVE

FWRD

  • Move forward to the specified distance in Parameter 2.

BACK

  • Move backward to the specified distance in Parameter 2.

DASH

  • Only if the legs of 2LEGS or HOVER can be used.
  • Move forward quickly to the specified distance in Parameter 2.
  • Consumption of energy will be more than the normal movement.

FR-R FR-L BK-R BK-L

  • Only if the legs of 6LEGS can be used.
  • You can move in an oblique direction.

TURN

RIGHT

  • The number of times specified in the Param2, turn to the right direction.

LEFT

  • The number of times specified in the Param2, turn to the left direction.

INSPECT

R-ARM

  • If there is a weapon that you specified in the Parameter 2 on the right arm of the enemy, it is determined YES, otherwise NO.
  • Even if there is a weapon, if there is no bullet it will be NO.
  • In the case of SHIELD, it will be NO if SHIELD is destroyed.

R-OPT

  • If there is a weapon that you specified in the Parameter 2 on the right option of the enemy, it is determined YES, otherwise NO.
  • Even if there is a weapon, if there is no bullet it will be NO.
  • However, in the case of MINE only , then it is determined YES in out of ammo .

L-OPT

  • If there is a weapon that you specified in the Parameter 2 on the left option of the enemy, it is determined YES, otherwise NO.
  • Even if there is a weapon, if there is no bullet it will be NO.

L-ARM

  • If there is a weapon that you specified in the Parameter 2 on the left arm of the enemy, it is determined YES, otherwise NO.
  • Even if there is a weapon, if there is no bullet it will be NO.

VALUE

ADD

  • It adds the values ​​specified in the Param2 to variable V.
  • If the value of the V has exceeded the 10 will be 10.

SUB

  • Subtract the value specified in the Param2 from variable V.
  • If the value of V is less than or equal to zero will be zero.

SET

  • It assigns the value specified in the Param2 to variable V.

IF V=

  • If the variable V is equal to the value specified in the Parameter2 YES, otherwise NO.

IF V>

  • If variable V is greater than the value specified in the Parameter 2 is YES, otherwise NO.

IF V<

  • If variable V is less than the value specified in the Parameter 2 is YES, otherwise NO.

SET CHK

  • It assigns the evaluation value of the specified target in the Param2 to variable V.
  • If the target is SELF-E, SELF-D, ENE-E or END-D, the evaluation value is 1/10 of the target.
  • If the target is ENEMY, AT=RB, AT-BT, BULLET, THING or MOTION, the value is the distance to the target. If the target is not exist in the front, the value is 10.

ADD CHK

  • It adds the evaluation value of the ​​specified target in the Param2 to variable V.

SUB CHK

  • Subtract the evaluation value of the ​​specified target in the Param2 from variable V.

?V=CHK

  • If the variable V is equal to the evaluation value of the specified target in the Parameter2, it is YES, otherwise NO.

?V>CHK

  • If the variable V is greater than the evaluation value of the specified target in the Parameter2, it is YES, otherwise NO.

?V<CHK

  • If the variable V is less than the evaluation value of the specified target in the Parameter2, it is YES, otherwise NO.

About VALUE instruction

  • Was not in the RC, it is a new instruction.
  • You can use the variable V that can be assigned a numeric value of 0-10.
  • When Parameter1 is ADD, SUB, of SET, then the process moves to the next instruction.
  • If Parameter 1 is "IF V =", "IF V>", or "IF V <", then transition to YES or NO by the determination result.
  • There is a case if YES / NO is necessary and unnecessary by Parameter 1, please be careful.

FLAG

SET

CLEAR

IF

About FLAG instruction


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