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ZoriaRPG

New in Beta 21

Dec 14th, 2016
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  1. //New for Beta 21
  2.  
  3. //////////////
  4. /// Link ///
  5. //////////////
  6.  
  7. int WarpEffect; ZASM Instruction:
  8. WARPEFFECT
  9.  
  10. /**
  11. * Sets a warp effect type prior to doing Screen->Warp
  12. * These replicate the in-build effects for tile warps.
  13. * see 'std_constants.zh' under WARPFX_* for a list of effects.
  14. *
  15. */ Example Use: !#!
  16.  
  17. /************************************************************************************************************/
  18.  
  19. int WarpSound; ZASM Instruction:
  20. LINKWARPSOUND
  21.  
  22. /**
  23. * Setting this to a value other than '0' will play that sound when Link warps.
  24. *
  25. */ Example Use: !#!
  26.  
  27. /************************************************************************************************************/
  28.  
  29. bool SideWarpSounds; ZASM Instruction:
  30. PLAYWARPSOUND
  31.  
  32. /**
  33. * By default, even if you set a warp sound, it will not play in sidewarps.
  34. * If you enable this setting, the sound will play in side warps.
  35. * At present, this does not disable playing the sound otherwise. Set Link->WarpSound = 0 to do that.
  36. *
  37. */ Example Use: !#!
  38.  
  39. /************************************************************************************************************/
  40.  
  41. bool PitWarpSounds; ZASM Instruction:
  42. PLAYPITWARPSFX
  43.  
  44. /**
  45. * By default, even if you set a warp sound, it will not play in pit warps.
  46. * If you enable this setting, the sound will play in a pit warp, one time.
  47. * This value resets after the pit warp, so it is mandatory to re-set it each time tat you desire a pit warp
  48. * to play a sound. Do this before Waitdraw().
  49. *
  50. */ Example Use: !#!
  51.  
  52. /************************************************************************************************************/
  53.  
  54. int UseWarpReturn; ZASM Instruction:
  55. LINKRETSQUARE
  56.  
  57. /**
  58. * Setting this to a value between 0 and 3 will change the target return square for Link->Warp
  59. * Valid values are: 0 (A), 1 (B), 2 (C), and 3 (D). Other values will be clamed within this range.
  60. *
  61. */ Example Use: !#!
  62.  
  63. /************************************************************************************************************/
  64.  
  65. ////////////////
  66. /// Screen ///
  67. ////////////////
  68.  
  69. void WavyIn(); ZASM Instruction:
  70. WAVYIN
  71.  
  72. /**
  73. * Replicates the warping screen wave effect (inbound) from a tile warp.
  74. *
  75. */ Example Use: !#!
  76.  
  77. /************************************************************************************************************/
  78.  
  79. void WavyOut(); ZASM Instruction:
  80. WAVYOUT
  81.  
  82. /**
  83. * Replicates the warping screen wave effect (outbound) from a tile warp.
  84. *
  85. */ Example Use: !#!
  86.  
  87. /************************************************************************************************************/
  88.  
  89. void ZapIn(); ZASM Instruction:
  90. ZAPIN
  91.  
  92. /**
  93. * Replicates the warping screen zap effect (inbound) from a tile warp.
  94. *
  95. */ Example Use: !#!
  96.  
  97. /************************************************************************************************************/
  98.  
  99. void ZapOut(); ZASM Instruction:
  100. ZAPOUT
  101.  
  102. /**
  103. * Replicates the warping screen zap effect (outbound) from a tile warp.
  104. *
  105. */ Example Use: !#!
  106.  
  107. /************************************************************************************************************/
  108.  
  109. void OpeningWipe(); ZASM Instruction:
  110. OPENWIPE
  111.  
  112. /**
  113. * Replicates the opening wipe screen effect (using the quest rule for its type) from a tile warp.
  114. *
  115. */ Example Use: !#!
  116.  
  117. /************************************************************************************************************/
  118.  
  119.  
  120. +-----------------------------+
  121. | WARP EFFECT CODES |
  122. +-----------------------------+
  123.  
  124. \31\X\X - Warp Link. Argument 1 is the DMap, Argument 2 is te Screen ID.
  125. \32\X\X\X - Warp Link. Argument 1 is the DMap, Argument 2 is te Screen ID, Argument 3 is the Warp Return.
  126. \33\X\X\X\X - Warp Link. Argument 1 is the DMap, Argument 2 is te Screen ID, Argument 3 is the Warp Return.
  127. Argument 4 is a sound to play, using the sound ID from Quest->Qudio->SFX
  128. \33\X\X\X\X\X - Warp Link. Argument 1 is the DMap, Argument 2 is te Screen ID, Argument 3 is the Warp Return.
  129. Argument 4 is a sound to play, using the sound ID from Quest->Qudio->SFX
  130. Argument 5 is a WARP EFFECT (see below).
  131.  
  132. Warp Return Values: 0 = A, 1 = B, 2 = C, 3 = D.
  133. Warp Effect Types:
  134. 0: None
  135. 1: Instant
  136. 2: Instant (Blackout)
  137. 3: Instant (Opening Wipe)
  138. 4: Instant (Zap Effects)
  139. 5: Instant (Wavy Effects)
  140. 6: Reset Room
  141. 7: Scrolling
  142.  
  143.  
  144. +-----------------------------+
  145. | MISC EFFECT CODES |
  146. +-----------------------------+
  147.  
  148. \40\X\X - Set Screen->D[reg] on this screen, where Argument 1 is the [register] and Argument 2 is the value to set.
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