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- //=========================================
- //--- Itemdata Functions and Variables ---
- //=========================================
- //! You may reference itemdata variables via item scripts, using the 'this' pointer.
- class itemdata
- int ID; ZASM Instruction:
- IDATAID
- /**
- * Returns the item number of the item in question.
- * Can be called with this->ID in item scripts.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Modifier; ZASM Instruction:
- IDATALTM
- /**
- * The Link Tile Modifier
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int Tile; ZASM Instruction:
- IDATATILE
- /**
- * The tile used by the item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int CSet; ZASM Instruction:
- IDATAID
- /**
- * The CSet of the tile used by the item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int Flash; ZASM Instruction:
- IDATAFLASH
- /**
- * The Flash value for the CSet
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int AFrames; ZASM Instruction:
- IDATAFRAMES
- /**
- * The number of animation frames in the item's tile animation.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int ASpeed; ZASM Instruction:
- IDATAASPEED
- /**
- * The speed of the item's animation.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int Delay; ZASM Instruction:
- IDATADELAY
- /**
- * The Delay value, before the animation begins.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int Script; ZASM Instruction:
- IDATAID
- /**
- * The Action Script for the item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int PScript; ZASM Instruction:
- IDATAID
- /**
- * The Pickup Script for the item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int MagicCost; ZASM Instruction:
- IDATAID
- /**
- * The item's maic (or rupees, if this is set) cost.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int MinHearts; ZASM Instruction:
- IDATAID
- /**
- * The minimum number of hearts required to pick up the item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Combine; ZASM Instruction:
- IDATACOMBINE
- /**
- * Corresponds to 'Upgrade when collected twice'.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Downgrade; ZASM Instruction:
- IDATADOWNGRADE
- /**
- * Corresponds to the 'Remove When Used' option on the Action tab of the item editor.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool KeepOld; ZASM Instruction:
- IDATAKEEPOLD
- /**
- * Corresponds to 'Keep lower level items on the Pickup tab of the item editor.
- * NOTE: Not to be confused with 'Keep', which corresponds to the 'Equipment Item' box.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool RupeeCost; ZASM Instruction:
- IDATARUPEECOST
- /**
- * Corresponds to the 'Use Rupees Instead of Magic' option on the item editor 'Action' tab.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Edible; ZASM Instruction:
- IDATAEDIBLE
- /**
- * Corresponds to the 'Can be Eaten by Enemies' box on the Pickup tab of the item editor.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool GainLower; ZASM Instruction:
- IDATAGAINLOWER
- /**
- * Corresponds to the 'Gain All Lower Level Items' box on the Pickup tab of the item editor.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Flag1; ZASM Instruction:
- IDATAFLAG1
- /**
- * Multipurpose Flag 1
- *
- * The properties of this flag change based on the item class (family).
- * This corresponds to the box directly below 'Equiment Item'.
- * For swords, this is 'B.H. is Percent'.
- * Scripted item classes may make use of this as a general-purpose 'Script 1' flag.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Flag2; ZASM Instruction:
- IDATAFLAG2
- /**
- * Multipurpose Flag 2
- *
- * The properties of this flag change based on the item class (family).
- * This corresponds to the box directly below 'Flag 1, or two boxes down from 'Equiment Item'.
- * For swords, this is 'B.D. is Percent'.
- * Scripted item classes may make use of this as a general-purpose 'Script 2' flag.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Flag3; ZASM Instruction:
- IDATAFLAG3
- /**
- * Multipurpose Flag 3
- *
- * The properties of this flag change based on the item class (family).
- * This corresponds to the box directly right of 'Equiment Item'.
- * For swords, this is 'B. Penetrates Enemies'.
- * Scripted item classes may make use of this as a general-purpose 'Script 3' flag.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Flag4; ZASM Instruction:
- IDATAFLAG4
- /**
- * Multipurpose Flag 4
- *
- * The properties of this flag change based on the item class (family).
- * This corresponds to the box directly right of 'Flag 2'.
- * For swords, this is 'Can Slash'.
- * Scripted item classes may make use of this as a general-purpose 'Script 4' flag.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Flag5; ZASM Instruction:
- IDATAFLAG5
- /**
- * Multipurpose Flag 5
- *
- * The properties of this flag change based on the item class (family).
- * This corresponds to the box directly below 'Flag 4'.
- * For swords, this is '<Unused>', and greyed out.
- * Scripted item classes may make use of this as a general-purpose 'Script 5' flag.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Unused; ZASM Instruction:
- IDATAFLAGUNUSED
- /**
- * ? - An extra script-only flag. It's a mystery to everyone.
- * Likely best left unused in the event that we need to reserve it.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- float InitD[]; ZASM Instruction:
- IDATAINITDD
- /**
- * The original values of the item's 8 'D#' input values are they are stored in the
- * .qst file, regardles of whether they have been modified by ZScript.
- */ Example Use: !#!
- /************************************************************************************************************/
- void GetName(int buffer[]); ZASM Instruction:
- !
- /**
- * Loads the item this itemdata is attributed to's name into 'buffer'
- */ Example Use: !#!
- /************************************************************************************************************/
- int Family; ZASM Instruction:
- IDATAFAMILY
- /**
- * The kind of item to which this class belongs (swords, boomerangs,
- * potions, etc.) Use the IC_ constants in std.zh to set or compare this
- * value.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Level; ZASM Instruction:
- IDATALEVEL
- /**
- * The level of this item. Higher-level items replace lower-level items
- * when they are picked up.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Power; ZASM Instruction:
- IDATAPOWER
- /**
- * The item's power, for most items this is amount of damage dealt but is
- * used for other values in some items (ie. Roc's Feather)
- */ Example Use: !#!
- /************************************************************************************************************/
- int Amount; ZASM Instruction:
- IDATAAMOUNT
- /**
- * Corresponds to the "Increase Amount" entry in the Item Editor.
- * The value of this data member can have two meanings:
- * If Amount & 0x8000 is 1, the drain counter for this item is set
- * to Amount & 0x3FFF. The game then slowly fills the counter of this item
- * (see Counter below) out of the drain counter. Gaining rupees uses the
- * drain counter, for example.
- * is set to Amount when the item is picked up.
- * If Amount & 0x8000 is 0, the counter of this item is increased, if
- * Amount & 0x4000 is 1, or decreased, if Amount & 0x4000 is 0, by
- * Amount & 0x3FFF when the item is picked up.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Max; ZASM Instruction:
- IDATAMAX
- /**
- * Corresponds to the "Full Max" entry in the Item Editor.
- * In conjunction with MaxIncrement (see below) this value controls how
- * the maximum value of the counter of this item (see Counter below) is
- * modified when the item is picked up. If MaxIncrement is nonzero at that
- * time, the counter's new maximum value is at that time set to the
- * minimum of its current value plus MaxIncrement, Max.
- * If Max is less than the current maximum of the counter, Max is ignored
- * and that maximum is used instead.
- * Notice that as a special case, if Max = MaxIncrement, the counter's
- * maximum value will be forced equal to Max.
- */ Example Use: !#!
- /************************************************************************************************************/
- int MaxIncrement; ZASM Instruction:
- IDATASETMAX
- /**
- * Corresponds to the "+Max" entry in the Item Editor.
- * In conjunction with Max (see above) this value controls how the
- * maximum value of the counter of this item (see Counter below) is
- * modified when the item is picked up. If MaxIncrement is nonzero at that
- * time, the counter's new maximum value is at that time set to the
- * minimum of its current value plus MaxIncrement, and Max.
- * If Max is less than the current maximum of the counter, Max is ignored
- * and that maximum is used instead.
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Keep; ZASM Instruction:
- IDATAKEEP
- /**
- * Corresponds to the "Equipment Item" checkbox in the Item Editor.
- * If true, Link will keep the item, and it will show up as an item or
- * equipment in the subscreen. If false, it may modify the current value
- * or maximum value of its counter (see Counter below), then disappear.
- * The White Sword and Raft, for instance, have Keep true, and keys and
- * rupees have Keep false.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Counter; ZASM Instruction:
- IDATACOUNTER
- /**
- * Corresponds to the "Counter Reference" entry in the Item Editor.
- * The game counter whose current and modified values might be modified
- * when the item is picked up (see Amount, Max, and MaxIncrement above.)
- * Use the CT_ constants in std.zh to set or compare this value.
- */ Example Use: !#!
- /************************************************************************************************************/
- int UseSound; ZASM Instruction:
- IDATAUSESOUND
- /**
- * Corresponds to the "Sound" entry on the action tab in the Item Editor.
- */ Example Use: !#!
- /************************************************************************************************************/
- int Misc1, Misc2, Misc3, Misc4, Misc5, Misc6, Misc7, Misc8, Misc9, Misc10;
- ZASM Instructions:
- IDATAMISC1, IDATAMISC2, IDATAMISC3, IDATAMISC4, IDATAMISC5
- IDATAMISC6, IDATAMISC7, IDATAMISC8, IDATAMISC9, IDATAMISC10
- /**
- * These correspond to the pull-down options in the item editor 'Data' tab.
- *
- * Example: For a Sword Misc1 is 'Beam hearts', and Misc2 is 'Beam .
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- int Attribute1, Attribute2, Attribute3, Attribute4, Attribute5, Attribute6,
- Attribute7, Attribute8, Attribute9, Attribute10;
- ZASM Instructions:
- IDATAWPN, IDATAWPN2, IDATAWPN3, IDATAWPN4, IDATAWPN5
- IDATAWPN6, IDATAWPN7, IDATAWPN8, IDATAWPN9, IDATAWPN10
- /**
- * These correspond to the pull-down options in the item editor 'Action' tab.
- *
- * Example: For a Sword Attribute1 is 'Sprite', Attribute 2 is 'Slash sprite'
- * and Attribute 3 is 'Beam sprite'.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- /************************************************************************************************************/
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