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- // CONSTANTS
- //
- // EDIT THESE TO EDIT THE EFFECTS OF THE CODE!
- const int MAP_NUMBER = 1;
- // ^ Number of the map with the screens that will be drawn over the screen
- const int SCREEN_NUMBER = 2;
- // ^ Number of the Screen with the screen with the Darkness
- const int SOURCE_DARKLAYER = 0;
- // ^ Layer that the Darkness layer is on
- const int DARKLAYER = 6;
- // ^ Layer you want the screens drawn to
- const int SCREEN_NUMBER_2 = 1;
- // ^ Screen number of the screen with the transparent circle (or other shape) in the center
- // DON'T EDIT STUFF
- // Don't edit this stuff.
- int CURRENT_SCREEN;
- //int CURRENT_SCREEN = Game->GetCurScreen();
- // ^ Don't edit that.
- int CURRENT_MAP;
- //int CURRENT_MAP = Game->GetCurMap();
- // ^ Don't edit that.
- import "std.zh"
- //Put constants here.
- //Put Global Variables here
- global script LttPLightRing
- {
- void run()
- {
- // Put Local Variables here.
- int ScreenVar_X;
- int ScreenVar_Y;
- int scrollDir;
- int scrollCounter;
- // Global Var Stuff
- while(true)
- {
- ScreenVar_X = Link->X - 120;
- ScreenVar_Y = Link->Y - 80;
- CURRENT_SCREEN = Game->GetCurScreen();
- // ^ Don't edit that.
- CURRENT_MAP = Game->GetCurMap();
- // ^ Don't edit that.
- // if((Game->GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC) & 0000100b) != 0)
- // if((Game->GetScreenFlags& 0000100b)!= 0) {//stuff}
- if((Game->GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC) & 0000100b) != 0)
- {
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y - 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y - 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y - 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y + 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y + 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y + 176, 0, OP_OPAQUE);
- Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y, 0, OP_OPAQUE);
- // Saffiths code. Offsets the Darkness to Link's actual position.
- if(Link->Action==LA_SCROLLING)
- {
- if(scrollDir==-1)
- {
- if(Link->Y>160)
- {
- scrollDir=DIR_UP;
- scrollCounter=45;
- }
- else if(Link->Y<0)
- {
- scrollDir=DIR_DOWN;
- scrollCounter=45;
- }
- else if(Link->X>240)
- {
- scrollDir=DIR_LEFT;
- scrollCounter=65;
- }
- else
- {
- scrollDir=DIR_RIGHT;
- scrollCounter=65;
- }
- }
- if(scrollDir==DIR_UP && scrollCounter<45 && scrollCounter>4)
- ScreenVar_Y+=4;
- else if(scrollDir==DIR_DOWN && scrollCounter<45 && scrollCounter>4)
- ScreenVar_Y-=4;
- else if(scrollDir==DIR_LEFT && scrollCounter<65 && scrollCounter>4)
- ScreenVar_X+=4;
- else if(scrollDir==DIR_RIGHT && scrollCounter<65 && scrollCounter>4)
- ScreenVar_X-=4;
- scrollCounter--;
- }
- else
- {
- ScreenVar_X=Link->X;
- ScreenVar_Y=Link->Y;
- if(scrollDir!=-1)
- scrollDir=-1;
- }
- // End of Saffiths code.
- }
- Waitframe();
- }
- }
- }
- //DrawLayer(int layer, int source_map, int source_screen, int source_layer, int x, int y, float rotation, int opacity);
- //DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER, SOURCE_DARKLAYER, Link->X - 120, Link->Y - 96, 0, OP_OPAQUE);
- //int GetScreenFlags(int map, int screen, int flagset);
- //int GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC);
- //return (Game->DMapFlags[dmap]&flag)!=0;
- //int GetCurScreen();
- //int GetCurMap();
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