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NewZScript.txt
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NewZScript.txt
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// ZC 2.54, Alpha 1
/////////////////
/// ZScript ///
/////////////////
Added Audio-> pointer, for audio and music functions. Old functions such as PlaySOund are /cloned/ here, so
you may do either game->PlaySound(), or Audio->PlaySOund() with the same effect.
New audio function will be here.
Added Debug-> pointer, for experimental stuff, and things meant purely for debugging.
Added NPCData-> pointer, for editing the enemy editor npc values.
Added Text-> Pointer, for modern text dialgoue.
Added Graphics-> Pointer, for graphical functions. Old isntructions will be cloned, and new instructions, such as
palette editing, will go here.
Added ComboData-> Pointer, for editing the ombo table properties by script.
Added SpriteData->Pointer, for editing the weapons/misc sprite properties by script.
////////////////
/// Global ///
////////////////
int SizeOfArrayBool(bool array[]); ZASM Instruction:
ARRAYSIZEB d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with bool typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayFFC(ffc array[]); ZASM Instruction:
ARRAYSIZEF d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with ffc typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayNPC(npc array[]); ZASM Instruction:
ARRAYSIZEN d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with npc typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayItem(item array[]); ZASM Instruction:
ARRAYSIZEI d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with item typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayItemdata(itemdata array[]);
ZASM Instruction:
ARRAYSIZEID d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with itemdata typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayLWeapon(lweapon array[]);
ZASM Instruction:
ARRAYSIZEL d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with lweapon typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
int SizeOfArrayEWeapon(eweapon array[]);
ZASM Instruction:
ARRAYSIZEE d2
/**
* Returns the index size of the array pointed by 'array'.
* As SizeOfArray(int *ptr), save that it works specifically with eweapon typed arrays.
* Useful in for loops.
*
*/ Example Use:
/************************************************************************************************************/
void OverlayTile(int firsttile, int secondtile); ZASM Instruction:
OVERLAYTILEVV
OVERLAYTILEVR
OVERLAYTILERV
OVERLAYTILERR
/**
* Overlays secondtile onto firsttile, ignoring all pixels of colour 0.
* The valid tile value range is 0 to 65519.
* This change is *TEMPORARY* within the quest file
* and will not be retained when saving the game.
*
*/ Example Use:
//////////////
/// GAME ///
//////////////
int Game->GetItemScript(int ptr[]); ZASM Instruction:
GETITEMSCRIPT
/**
* Returns the number of the item script with the given name or -1 if there is
* no such script. The script name should be passed as a string.
* (!) This was added at 2.54 beta 52.5, 1st June 2017
*
*/ Example Use:
/************************************************************************************************************/
int GetBoolPointer(bool *ptr[]); ZASM Instruction:
BOOLARRPTR
/**
* Returns the pointer of a bool array as a float.
*/ Example Use:
bool arr[16];
int size = SizeOfArray( GetPointer(arr) );
//Size == 16
/************************************************************************************************************/
bool SetBoolPointer(bool *ptr[]); ZASM Instruction:
BOOLARRPTR2
/**
* Converts an int pointer to the bool type, for assigning.
*/ Example Use:
bool arr[16];
int size = SizeOfArray( GetPointer(arr) );
//Size == 16
/************************************************************************************************************/
void GreyscaleOn() ZASM Instruction
GREYSCALEON
/**
* Renders the entire display in greyscale.
*/ Example Use: !#!
/************************************************************************************************************/
void GreyscaleOff() ZASM Instruction
GREYSCALEOFF
/**
* Returns the display rendering to colour.
*/ Example Use: !#!
/************************************************************************************************************/
int DMapPalette[]; ZASM Instruction:
DMAPLEVELPAL
/**
* An array of 512 integers containing each DMap's Level Palette
*/ Example Use: !#!
/************************************************************************************************************/
void SetMessage(int message, int buffer[]);
ZASM Instruction:
SETMESSAGE
/**
* Loads string 'buffer[]' into ZQ Message 'message'.
*/ Example Use: !#!
/************************************************************************************************************/
void SetDMapName(int dmap_id, int buffer[]);
ZASM Instruction:
SETDMAPNAME
/**
* Loads string 'buffer[]' to the DMap Name field for DMap with ID 'dmap_id'.
* See std_constsnts.zh for appropriate buffer size.
*/ Example Use: !#!
/************************************************************************************************************/
void SetDMapTitle(int DMap, int buffer[]);
ZASM Instruction:
SETDMAPTITLE
/**
* Loads string 'buffer[]' to the DMap Title field for DMap with ID 'dmap_id'.
* See std_constsnts.zh for appropriate buffer size.
*/ Example Use: !#!
/************************************************************************************************************/
void SetDMapIntro(int DMap, int buffer[]);
ZASM Instruction:
SETDMAPINTRO
/**
* Loads string 'buffer[]' to the DMap Intro field for DMap with ID 'dmap_id'.
* See std_constsnts.zh for appropriate buffer size.
*/ Example Use: !#!
/************************************************************************************************************/
int Version; ZASM Instruction:
ZELDAVERSION
/**
* Returns the version of ZC being used.
*
*/ Example Use: !#!
/************************************************************************************************************/
int Build; ZASM Instruction:
ZELDABUILD
/**
* Returns the Build ID of the version of ZC being used.
*
*/ Example Use: !#!
/************************************************************************************************************/
int Beta; ZASM Instruction:
ZELDABETA
/**
* Returns the Beta ID of the version of ZC being used. If the build is not a beta, this returns 0.
*
*/ Example Use: !#!
/************************************************************************************************************/
bool DisableActiveSubscreen; ZASM Instruction:
NOACTIVESUBSC
/**
* If set true, the active subscreen will not fall into view ehen the player presses Start.
*
*/ Example Use: !#!
/************************************************************************************************************/
void SetScreenFlag(int map, int screen, int flag, bool state); ZASM Instruction:
SCREENFLAG
/**
*
*
*/ Example Use:
/************************************************************************************************************/
bool ButtonPress[18]; ZASM Instruction:
BUTTONPRESS
/**
* An array of 18 button states that correspond to Link->Press*
*
*/ Example Use:
/************************************************************************************************************/
bool ButtonInput[18]; ZASM Instruction:
BUTTONINPUT
/**
* An array of 18 button states that correspond to Link->Input*
*
*/ Example Use:
/************************************************************************************************************/
bool ButtonHeld[18]; ZASM Instruction:
BUTTONHELD
/**
* An array of 18 button states that returns if a button is being held down.
* MAY only represent a joypad.
*
*/ Example Use:
/************************************************************************************************************/
bool KeyPress[127]; ZASM Instruction:
KEYPRESS
/**
* An array of 127 indices, each representing a keypress on the keyboard.
* See std_keyboard.zh for constants ands functions that relate to reading from, or writing to the keyboard.
*
*/ Example Use:
/************************************************************************************************************/
bool ReadKey[127]; ZASM Instruction:
READKEY
/**
* A read-only array of 127 indices, each representing a keypress on the keyboard.
* Returns true if a key is pressed or held.
* See std_keyboard.zh for constants ands functions that relate to reading from, or writing to the keyboard.
*
*/ Example Use:
/************************************************************************************************************/
bool JoypadPress[18]; ZASM Instruction:
JOYPADPRESS
/**
* An array of 18 button states that corresponds to whether the player is pressing a button on a Joypad \
* controller, but not the keyboard. REQUIRES TESTING.
*
*/ Example Use:
/************************************************************************************************************/
int NumMessages; ZASM Instruction
int HighestStringID GAMENUMMESSAGES
/**
*
* Returns the number of message strings used in a quest.
*
*
* /
/************************************************************************************************************/
SetScreenEnemy(int map, int screen, int enemy_index, int enem_type);
GetScreenEnemy(int map, int screen, int enemy_index);
/************************************************************************************************************/
SetScreenDoor(int map, int screen, int door_index, int door_type);
GetScreenDoor(int map, int screen, int door_index);
/************************************************************************************************************/
SetScreenWidth(int map, int screen, int value);
GetScreenWidth(int map, int screen);
/************************************************************************************************************/
SetScreenHeight(int map, int screen, int value);
GetScreenHeight(int map, int screen);
/************************************************************************************************************/
SetScreenViewX(int map, int screen, int value);
GetScreenViewX(int map, int screen);
/************************************************************************************************************/
SetScreenViewY(int map, int screen, int value);
GetScreenViewY(int map, int screen);
/************************************************************************************************************/
SetScreenGuy(int map, int screen, int value);
GetScreenGuy(int map, int screen);
/************************************************************************************************************/
SetScreenString(int map, int screen, int value);
GetScreenString(int map, int screen);
/************************************************************************************************************/
SetScreenRoomType(int map, int screen, int value);
GetScreenRoomType(int map, int screen);
/************************************************************************************************************/
SetScreenEntryX(int map, int screen, int value);
GetScreenEntryX(int map, int screen);
/************************************************************************************************************/
SetScreenEntryY(int map, int screen, int value);
GetScreenEntryY(int map, int screen);
/************************************************************************************************************/
SetScreenItem(int map, int screen, int value);
GetScreenItem(int map, int screen);
/************************************************************************************************************/
SetScreenUndercombo(int map, int screen, int value);
GetScreenUndercombo(int map, int screen);
/************************************************************************************************************/
SetScreenUnderCSet(int map, int screen, int value);
GetScreenUnderCSet(int map, int screen);
/************************************************************************************************************/
SetScreenCatchall(int map, int screen, int value);
GetScreenCatchall(int map, int screen);
/************************************************************************************************************/
SetScreenLayerOpacity(int map, int screen, int layer, int opacity);
GetScreenLayerOpacity(int map, int screen, int layer);
/************************************************************************************************************/
SetScreenSecretCombo(int map, int screen, int index, int value);
GetScreenSecretCombo(int map, int screen, int index);
/************************************************************************************************************/
SetScreenSecretCSet(int map, int screen, int index, int value);
GetScreenSecretCSet(int map, int screen, int index);
/************************************************************************************************************/
SetScreenSecretFlag(int map, int screen, int index, int value);
GetScreenSecretFlag(int map, int screen, int index);
/************************************************************************************************************/
SetScreenLayerMap(int map, int screen, int layer, int map);
GetScreenLayerMap(int map, int screen, int layer);
/************************************************************************************************************/
SetScreenLayerScreen(int map, int screen, int layer, int screen);
GetScreenLayerScreen(int map, int screen, int layer);
/************************************************************************************************************/
SetScreenPath(int map, int screen, int path, int dest);
GetScreenPath(int map, int screen, int path);
/************************************************************************************************************/
SetScreenWarpReturnX(int map, int screen, int warp, int posX);
GetScreenWarpReturnX(int map, int screen, int warp);
/************************************************************************************************************/
SetScreenWarpReturnY(int map, int screen, int warp, int posY);
GetScreenWarpReturnY(int map, int screen, int warp);
/************************************************************************************************************/
int GetMaxMaps()
int MapCount() ZASM Instruction
GETMAXMAPS
/**
*
* Returns the number of maps used by a quest.
*
*
* /
/************************************************************************************************************/
int GetScreenEnemy(int map, int screen, int enemy_index)
ZASM Instruction
GETSCREENENEMY
/**
* Reads values from enemy lists anywhere in the game.
* Returns the Nth enemy of a given map, and screen where 'enemy_index' is the Nth index
* 'map' is the desired map, and 'screen' is the desired screen.
* Returns 0 if there is no enemy in the desired index.
*
* Use DMaptoMap() from std_functions to simplify in-game use with DMaps.
* /
/************************************************************************************************************/
int SetScreenEnemy(int map, int screen, int enemy_index, int enemy_id)
ZASM Instruction
SETSCREENENEMY
/**
* Sets values to enemy lists anywhere in the game.
* Sets the Nth enemy of a given map, and screen to a specified NPC, where 'enemy_index' is
* the Nth index 'map' is the desired map, and 'screen' is the desired screen, and 'enemy_id'.
* is the ID of the enemy that you wish to use.
*
* If changing the enemies on the current screen and map, enemies will change upon reloading the screen.
*
* Use DMaptoMap() from std_functions to simplify in-game use with DMaps.
* /
/************************************************************************************************************/
int GetScreenDoor(int map, int screen, int index)
ZASM Instruction
GETSCREENDOOR
/**
* Reads value of a door on any screen in the game environment.
* Returns Screen->Door[index] of a given map, and screen where 'index' is the Door[] index,
* 'map' is the desired map, and 'screen' is the desired screen.
* Returns 0 if there is no door present (open).
*
* Use DMaptoMap() from std_functions to simplify in-game use with DMaps.
* /
/************************************************************************************************************/
int SetScreenDoor(int map, int screen, int index, int type)
ZASM Instruction
SETSCREENDOOR
/**
* Sets the value of a door on any screen in the game environment.
* Sets Screen->Door[index] of a given map, and screen where 'index' is the Door[] index,
* 'map' is the desired map, and 'screen' is the desired screen, and 'type'.
* is the door type.
*
* If changing the doors on the current screen and map, doors will change upon reloading the screen.
*
* Use DMaptoMap() from std_functions to simplify in-game use with DMaps.
* /
/************************************************************************************************************/
///////////////
/// Audio ///
///////////////
void PauseSound(int soundid); ZASM Instruction:
PAUSESOUNDR
PAUSESOUNDV
/**
* Pauses one of the quest's playing sound effects. Use the SFX_ constants in
* std.zh as values of soundid.
*/ Example Use: !#!
/************************************************************************************************************/
void ResumeSound(int soundid); ZASM Instruction:
RESUMESOUNDR
RESUMESOUNDV
/**
* Resumes one of the quest's paused sound effects. Use the SFX_ constants in
* std.zh as values of soundid.
*/ Example Use: !#!
/************************************************************************************************************/
void EndSound(int soundid); ZASM Instruction:
ENDSOUNDR
ENDSOUNDV
/**
* Kills one of the quest's playing sound effects. Use the SFX_ constants in
* std.zh as values of soundid.
*/ Example Use: !#!
/************************************************************************************************************/
void PauseMusic(); ZASM Instruction:
PAUSEMUSIC
PAUSEMUSIC
/**
* Pauses the present, playing MIDI or Enhanced Music file.
*/ Example Use: !#!
/************************************************************************************************************/
void ResumeMusic(); ZASM Instruction:
RESUMEMUSIC
RESUMEMUSIC
/**
* Resumes the present, playing MIDI or Enhanced Music file.
*/ Example Use: !#!
/************************************************************************************************************/
void PlaySound(int sfx);
/************************************************************************************************************/
/////////////
/// FFC ///
/////////////
int ID; ZASM Instruction
FFCID
/**
* Returns the screen index of the FFC.
* Can be set, to change the index of a pointer, but this requires testing and may be unstable.
*
*/
/************************************************************************************************************/
//////////////////
/// Itemdata ///
//////////////////
int Attributes[10]; ZASM Instruction:
IDATAATTRIB
/**
* An array of ten integers containing the Attributes values.
* These correspond to the text entry fields, in the item editor 'Data' tab.
*
*/
/************************************************************************************************************/
int Sprites[10]; ZASM Instruction:
IDATASPRITES
/**
* An array of ten integers containing the Sprites values.
* These correspond to the pull-down options in the item editor 'Action' tab. .
*
*/
/************************************************************************************************************/
bool Flags[5]; ZASM Instruction:
IDATAFLAGS
/**
* An array of five multipurpose boolean flags. The properties of this flag change based on the item class (family).
* Flag[0] corresponds to the box directly below 'Equiment Item'. For swords, this is 'B.H. is Percent'.
* Flag[1] corresponds to the box directly below 'Flag 1'. For swords, this is 'B.D. is Percent'.
* Flag[2] corresponds to the box directly right of 'Equiment Item'. For swords, this is 'B. Penetrates Enemies'.
* Flag[3] corresponds to the box directly right of 'Flag 2'. For swords, this is 'Can Slash'.
* Flag[4] corresponds to the box directly below 'Flag 4'.For swords, this is '<Unused>', and greyed out.
*
* Scripted item classes may make use of these as a general-purpose script flags.
* See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
*/
/************************************************************************************************************/
//////////////
/// Item ///
/////////////
int ACLock; ZASM Instruction:
ITEMACLC
/**
* Returns the present tick of the animation clock.
*
*/
/************************************************************************************************************/
/////////////
/// NPC ///
/////////////
int InvFrames; ZASM Instruction:
NPCINVINC
/**
* Returns if the enemy is temporarily invincible, from being hit, or otherwise.
* Returns the number of remaining invincibility frames if the enemy is invincible, otherwise 0.
*
*/ Example Use: !#!
/************************************************************************************************************/
int Invincible; ZASM Instruction:
NPCSUPERMAN
/**
* Returns if the enemy is invincible, because of ( superman variable ).
*
*/ Example Use: !#!
/************************************************************************************************************/
bool HasItem; ZASM Instruction:
NPCHASITEM
/**
* Returns if the enemy is holding the screen item.
*
*/ Example Use: !#!
/************************************************************************************************************/
bool Ringleader; ZASM Instruction:
NPCRINGLEAD
/**
* Returns if the enemy is a 'ringleader'.
*
*/ Example Use: !#!
/************************************************************************************************************/
int ScriptDefense[]; ZASM Instruction:
NPCSCRDEFENSED
/**
* The npc's Script Weapon Defense values, as an array of 10 integers. Use the NPCSD_ and NPCDT_ constants
* in std.zh to set or compare these values.
*
* This corresponds to the 'Defenses 3' tab in the Enemy Editor.
*/
/************************************************************************************************************/
/////////////////
/// LWeapon ///
/////////////////
int Range; ZASM Instruction:
LWPNRANGE
/**
* The range of the weapon in pixels.
* The range in pixels for boomerang and hookshot lweapons; and the duration in frames for arrow lweapons.
*
*/ Example Use: !#!
/************************************************************************************************************/
////////////////
/// Screen ///
////////////////
void TriggerSecret(int flag); ZASM Instruction:
TRIGGERSECRETR
TRIGGERSECRETV
Triggers all secrets of the type 'flag' on the current screen
/************************************************************************************************************/
lweapon CreateLWeaponDx(int type, int baseitem)
ZASM Instruction
CREATELWEAPONDX
/**
*
* Create an lweapon with the type 'type', using data as if the weapon was created
* by using the item 'item_id', thus forwarding sprites, sounds, and other values.
*
*
* /
/************************************************************************************************************/
void Polygon();
/************************************************************************************************************/
//////////////
/// Link ///
//////////////
bool Link->DisableItem[256]; ZASM Instruction:
DISABLEDITEM
/**
* An array of 256 values that represents whether items are disabeld on the current DMap.
* A disabled item returns 'true'.
* Writing to this array should disable or enable an item on the current DMap, but the behaviour
* if Link does not have that item MAY not be fully defined.
*
*/ Example Use:
/************************************************************************************************************/
int UsingItem; ZASM Instruction:
LINKUSINITEM
/**
* Returns the ID of an item used when Link uses an item.
* Setting this does nothing.
*
*/ Example Use: !#!
/************************************************************************************************************/
int Attack; ZASM Instruction:
LINKUSINITEMA
/**
* Returns LinkClass::attack (?)
*
*/ Example Use: !#!
/************************************************************************************************************/
int Animation; ZASM Instruction:
LINKANIMTYPE
/**
* Link;s Animation style, as set in Quest->Graphics->Sprites->Link
* Valid types are 0, 1, 2, and 3.
*
*/ Example Use: !#!
/************************************************************************************************************/
int WalkASpeed; ZASM Instruction:
LINKWALKANMSPD
/**
* Link's Walking Animation speed as set in Quest->Graphics->Sprites->Link
* valid types are:
*
*/ Example Use: !#!
/************************************************************************************************************/
int SwimASpeed; ZASM Instruction:
LINKSWIMSPD
/**
* Link's Swiming Animation speed as set in Quest->Graphics->Sprites->Link
* valid types are:
*
*/ Example Use: !#!
/************************************************************************************************************/
int InvFrames; ZASM Instruction:
LINKINVFRAME
/**
* The number of frames for which Link is invincible, when hit by an enemy or weapon.
* This returns how long Link will remain invincible, or you may set it to a value between 0 and 214747.
* Returns 0 if Link is not invincible.
*
*/ Example Use: !#!
/************************************************************************************************************/
bool InvFlicker; ZASM Instruction:
LINKCANFLICKER
/**
* Set true by default. If this is true, Link will either flicker, or flash when invincible, depending
* on your Quest rules settings. If set false, Link will neither flash, nor flicker when invincible.
*/ Example Use: !#!
/************************************************************************************************************/
int HurtSound; ZASM Instruction:
LINKHURTSFX
/**
* The sound that plays when Link is injured. By default this is '16', but you may change it at any time.
*
*/ Example Use: !#!
/************************************************************************************************************/
int HitHeight; ZASM Instruction:
LINKHYSZ
/**
* link's Hitbox height in pixels starting from his 0x,0y (upper-left) corner, going down.
* Note that this works on a per-sprite, per-direction basis.
* If you wish to extend Link's hitbox upwards on the Y-Axis, set this value, and adjust his HitYOffset.
* You can read a value that you assign to this (e.g. for custom collision functions).
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
int HitWidth; ZASM Instruction:
LINKHXSZ
/**
* Link's Hitbox width in pixels starting from his x0,y0 (upper-left) corner, going right.
* Note that this works on a per-sprite, per-direction basis.
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
//Not implemented. Use Extend and Sprites.
int TileWidth; ZASM Instruction:
LINKTYSZ
/**
* Link's width, in tiles.
* This is not usable, as Link->Extend cannot be set.
* While setting it is not syntactically incorrect, it does nothing.
* You can read a value that you assign to this (e.g. for custom/proxy sprite drawing).
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
//Not implemented. Use Extend and Sprites.
int TileHeight; ZASM Instruction:
LINKTXSZ
/**
* Link's height, in tiles.
* This is not usable, as Link->Extend cannot be set.
* While setting it is not syntactically incorrect, it does nothing.
* You can read a value that you assign to this (e.g. for custom/proxy sprite drawing).
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
//Not implemented.
int HitZHeight; ZASM Instruction:
LINKHZSZ
/**
* The Z-axis height of Link's hitbox, or collision rectangle.
* The lower it is, the lower a flying or jumping enemy must fly in order to hit Link.
* To jump over a sprite, you must be higher than its Z + HitZHeight.
* The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
* Writing to this is ignored unless Extend is set to values >=3.
* This is not usable, as Link->Extend cannot be set.
* While setting it is not syntactically incorrect, it does nothing.
* You can read a value that you assign to this (e.g. for custom collision functions).
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
int HitXOffset; ZASM Instruction:
LINKHXOFS
/**
* The X offset of Link's hitbox, or collision rectangle.
* Setting it to positive or negative values will move Link's hitbox left or right.
* Writing to this is ignored unless Extend is set to values >=3.
* Note that this works on a per-sprite, per-direction basis.
* You can read a value that you assign to this (e.g. for custom collision functions).
* This value is not preserved through sessions: Loading a saved game will reset it to the default.
*
*/ Example Use: !#!
/************************************************************************************************************/
int HitYOffset; ZASM Instruction:
LINKHYOFS