level.<color name>= (r, g, b);
Ex:
level.white = (1, 1, 1);
...
self.myShader.color = level.white;
setColor(type, elem, color);
Ex:
setColor("menu", "background", black);
or
setColor("menu", "background", (0, 0, 0));
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();
ToggleGod()
{
if(self.God==false)
{
self iPrintln("God Mode : ^2Activated");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("GodMod : ^1Deactivated");
self disableInvulnerability();
self.God=false;
}
}
ToggleGod()
{
if(self.God==false)
{
self iPrintln("God Mode : ^2Activated");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("GodMod : ^1Deactivated");
self disableInvulnerability();
self.God=false;
}
}
self disablevuneralbility();
either add a check so it doesn't do it if you enabled god mode through the menu or just remove it entirely; everyone will have god mode when they close the menu though so I would pick the first one.
self disablevuneralbility();
either add a check so it doesn't do it if you enabled god mode through the menu or just remove it entirely; everyone will have god mode when they close the menu though so I would pick the first one.
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