Coolgamer012345

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May 24th, 2015
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  1. // CONSTANTS
  2. //
  3. // EDIT THESE TO EDIT THE EFFECTS OF THE CODE!
  4.  
  5. const int MAP_NUMBER = 1;
  6. // ^ Number of the map with the screens that will be drawn over the screen
  7.  
  8. const int SCREEN_NUMBER = 2;
  9. // ^ Number of the Screen with the screen with the Darkness
  10.  
  11. const int SOURCE_DARKLAYER = 0;
  12. // ^ Layer that the Darkness layer is on
  13.  
  14. const int DARKLAYER = 6;
  15. // ^ Layer you want the screens drawn to
  16.  
  17. const int SCREEN_NUMBER_2 = 1;
  18. // ^ Screen number of the screen with the transparent circle (or other shape) in the center
  19.  
  20. // DON'T EDIT STUFF
  21. // Don't edit this stuff.
  22.  
  23. int CURRENT_SCREEN;
  24. //int CURRENT_SCREEN = Game->GetCurScreen();
  25. // ^ Don't edit that.
  26.  
  27. int CURRENT_MAP;
  28. //int CURRENT_MAP = Game->GetCurMap();
  29. // ^ Don't edit that.
  30.  
  31.  
  32.  
  33. import "std.zh"
  34.  
  35. //Put constants here.
  36. //Put Global Variables here
  37.  
  38. global script LttPLightRing
  39.  
  40. {
  41. void run()
  42. {
  43.  
  44. // Put Local Variables here.
  45. int ScreenVar_X;
  46. int ScreenVar_Y;
  47. int scrollDir;
  48. int scrollCounter;
  49.  
  50. // Global Var Stuff
  51.  
  52. while(true)
  53. {
  54.  
  55. ScreenVar_X = Link->X - 120;
  56. ScreenVar_Y = Link->Y - 80;
  57. CURRENT_SCREEN = Game->GetCurScreen();
  58. // ^ Don't edit that.
  59.  
  60. CURRENT_MAP = Game->GetCurMap();
  61. // ^ Don't edit that.
  62.  
  63.  
  64. // if((Game->GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC) & 0000100b) != 0)
  65. // if((Game->GetScreenFlags& 0000100b)!= 0) {//stuff}
  66.  
  67. if((Game->GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC) & 0000100b) != 0)
  68. {
  69. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y - 176, 0, OP_OPAQUE);
  70. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y - 176, 0, OP_OPAQUE);
  71. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y - 176, 0, OP_OPAQUE);
  72. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y, 0, OP_OPAQUE);
  73. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y, 0, OP_OPAQUE);
  74. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X - 256, ScreenVar_Y + 176, 0, OP_OPAQUE);
  75. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y + 176, 0, OP_OPAQUE);
  76. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER_2, SOURCE_DARKLAYER, ScreenVar_X + 256, ScreenVar_Y + 176, 0, OP_OPAQUE);
  77.  
  78. Screen->DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER, SOURCE_DARKLAYER, ScreenVar_X, ScreenVar_Y, 0, OP_OPAQUE);
  79.  
  80. // Saffiths code. Offsets the Darkness to Link's actual position.
  81. if(Link->Action==LA_SCROLLING)
  82. {
  83. if(scrollDir==-1)
  84. {
  85. if(Link->Y>160)
  86. {
  87. scrollDir=DIR_UP;
  88. scrollCounter=45;
  89. }
  90. else if(Link->Y<0)
  91. {
  92. scrollDir=DIR_DOWN;
  93. scrollCounter=45;
  94. }
  95. else if(Link->X>240)
  96. {
  97. scrollDir=DIR_LEFT;
  98. scrollCounter=65;
  99. }
  100. else
  101. {
  102. scrollDir=DIR_RIGHT;
  103. scrollCounter=65;
  104. }
  105. }
  106.  
  107. if(scrollDir==DIR_UP && scrollCounter<45 && scrollCounter>4)
  108. ScreenVar_Y+=4;
  109. else if(scrollDir==DIR_DOWN && scrollCounter<45 && scrollCounter>4)
  110. ScreenVar_Y-=4;
  111. else if(scrollDir==DIR_LEFT && scrollCounter<65 && scrollCounter>4)
  112. ScreenVar_X+=4;
  113. else if(scrollDir==DIR_RIGHT && scrollCounter<65 && scrollCounter>4)
  114. ScreenVar_X-=4;
  115.  
  116. scrollCounter--;
  117. }
  118. else
  119. {
  120. ScreenVar_X=Link->X;
  121. ScreenVar_Y=Link->Y;
  122. if(scrollDir!=-1)
  123. scrollDir=-1;
  124. }
  125. // End of Saffiths code.
  126. }
  127. Waitframe();
  128. }
  129. }
  130. }
  131. //DrawLayer(int layer, int source_map, int source_screen, int source_layer, int x, int y, float rotation, int opacity);
  132. //DrawLayer(DARKLAYER, MAP_NUMBER, SCREEN_NUMBER, SOURCE_DARKLAYER, Link->X - 120, Link->Y - 96, 0, OP_OPAQUE);
  133.  
  134. //int GetScreenFlags(int map, int screen, int flagset);
  135. //int GetScreenFlags(CURRENT_MAP, CURRENT_SCREEN, SF_MISC);
  136. //return (Game->DMapFlags[dmap]&flag)!=0;
  137.  
  138. //int GetCurScreen();
  139. //int GetCurMap();
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