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ZoriaRPG

zstrings.txt for ZC 2.55 (@Dimentio, you wanted to do this!)

Nov 25th, 2016
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  1. +-----------------------------+
  2. | STRING CONTROL CODES |
  3. +-----------------------------+
  4.  
  5. Enter these control codes into a message string for special formatting, effects, basic dialog
  6. branching, or modification. (Henceforth, "X" denotes a number from 0
  7. to 9999.)
  8.  
  9. +-----------------------------+
  10. | FORMATTING CODES |
  11. +-----------------------------+
  12.  
  13. \1\X\X - Text Colour. Changes the following text to a certain colour. Argument 1 is the CSet, and argument 2 is the colour within that CSet. The text in the Preview Pane changes to reflect the addition and modification of this Control Code.
  14.  
  15. \2\X - Text Speed. Changes the length of the delay between text characters appearing. If 0, text appears instantaneously. Argument 1 is the speed.
  16.  
  17. \25 - New Line. Equivalent to pressing Enter in a document. Best used when text wrapping is enabled.
  18.  
  19. \32 through \126 - ASCII Character. Prints a character based on its ASCII code. For example, \91 allows you to display a backslash.
  20.  
  21. +-----------------------------+
  22. | SWITCH CODES |
  23. +-----------------------------+
  24.  
  25. (Note: If you switch to a string that hasn't been created yet, then ZC will act as if you switched to a string with no characters in it. )
  26.  
  27. \3\X\X\X - Goto If Screen Variable. If one of the Screen->D[] variables of the current screen is at or above a certain value, then ZC switches to another string. Argument 1 is the index into the screen's D array, argument 2 is the value, and argument 3 is the string to switch to.
  28.  
  29. \4\X\X - Goto If Random. There is a one-in-(argument 1) chance that ZC switches to another string (argument 2).
  30.  
  31. \5\X\X - Goto If Item. If Link has a certain item, then ZC switches to another string. Argument 1 is the item ID, and argument 2 is the string to switch to.
  32.  
  33. \6\X\X\X - Goto If Counter. If a counter is at or above a certain value, then ZC switches to another string. Argument 1 is the counter, argument 2 is the value, and argument 3 is the string to switch to.
  34.  
  35. \7\X\X\X - Goto If Counter %. If a counter is at or above a certain percentage of its maximum, then ZC switches to another string.
  36.  
  37. \8\X\X - Goto If Triforce. If Link has acquired the Triforce from a certain level, then ZC switches to another string. Argument 1 is the level, and argument 2 is the string to switch to.
  38.  
  39. \9\X\X - Goto If Triforce Count. If Link has acquired a certain number of Triforce pieces, then ZC switches to another string. Argument 1 is the quantity, and argument 2 is the string to switch to.
  40.  
  41. +-----------------------------+
  42. | COUNTER UP/DOWN CODES |
  43. +-----------------------------+
  44.  
  45. \10\X\X - Counter Up. Increases a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
  46.  
  47. \11\X\X - Counter Down. Reduces a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
  48.  
  49. \12\X\X - Counter Set. Sets a counter to a certain value. Argument 1 is the counter, and argument 2 is the value.
  50.  
  51. \13\X\X - Counter Up %. Increases a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
  52.  
  53. \14\X\X - Counter Down %. Reduces a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
  54.  
  55. \15\X\X - Counter Set %. Sets a counter to a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
  56.  
  57. \16\X - Give Item. An item is silently added to Link's inventory. Link does not hold up the item, and the item's Pickup Script does not run - though the item's counter modifications will still take effect. Argument 1 is the item ID.
  58.  
  59. \17\X - Take Item. An item is removed from Link's inventory. The item's counter modifications will be undone when this occurs. Argument 1 is the item ID.
  60.  
  61. +-----------------------------+
  62. | AUDIO EFFECT CODES |
  63. +-----------------------------+
  64.  
  65. \20\X - Sound Effect. Argument 1 is the sound effect number.
  66.  
  67. \21\X - Play MIDI. Argument 1 is the quest MIDI number. You cannot play the built-in MIDIs using this.
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