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ZoriaRPG

46 through 49

Jan 4th, 2017
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  1. /////////////
  2. /// Game ///
  3. /////////////
  4.  
  5. int DMapPalette[]; ZASM Instruction:
  6. DMAPLEVELPAL
  7. /**
  8. * An array of 512 integers containing each DMap's Level Palette
  9. */ Example Use: !#!
  10.  
  11. /************************************************************************************************************/
  12.  
  13. void SetMessage(int message, int buffer[]);
  14.  
  15. ZASM Instruction:
  16. SETMESSAGE
  17. /**
  18. * Loads string 'buffer[]' into ZQ Message 'message'.
  19. */ Example Use: !#!
  20.  
  21. /************************************************************************************************************/
  22.  
  23. void SetDMapName(int dmap_id, int buffer[]);
  24.  
  25. ZASM Instruction:
  26. SETDMAPNAME
  27. /**
  28. * Loads string 'buffer[]' to the DMap Name field for DMap with ID 'dmap_id'.
  29. * See std_constsnts.zh for appropriate buffer size.
  30. */ Example Use: !#!
  31.  
  32. /************************************************************************************************************/
  33.  
  34. void SetDMapTitle(int DMap, int buffer[]);
  35.  
  36. ZASM Instruction:
  37. SETDMAPTITLE
  38. /**
  39. * Loads string 'buffer[]' to the DMap Title field for DMap with ID 'dmap_id'.
  40. * See std_constsnts.zh for appropriate buffer size.
  41. */ Example Use: !#!
  42.  
  43. /************************************************************************************************************/
  44.  
  45. void SetDMapIntro(int DMap, int buffer[]);
  46.  
  47. ZASM Instruction:
  48. SETDMAPINTRO
  49. /**
  50. * Loads string 'buffer[]' to the DMap Intro field for DMap with ID 'dmap_id'.
  51. * See std_constsnts.zh for appropriate buffer size.
  52. */ Example Use: !#!
  53.  
  54.  
  55.  
  56. /////////////
  57. /// FFC ///
  58. /////////////
  59.  
  60. int ID; ZASM Instruction
  61. FFCID
  62.  
  63. /**
  64. * Returns the screen index of the FFC.
  65. * Can be set, to change the index of a pointer, but this requires testing and may be unstable.
  66. *
  67. */
  68.  
  69. /************************************************************************************************************/
  70.  
  71.  
  72. //////////////////
  73. /// Itemdata ///
  74. //////////////////
  75.  
  76. int Attributes[10]; ZASM Instruction:
  77. IDATAATTRIB
  78.  
  79. /**
  80. * An array of ten integers containing the Attributes values.
  81. * These correspond to the text entry fields, in the item editor 'Data' tab.
  82. *
  83. */
  84.  
  85. /************************************************************************************************************/
  86.  
  87. int Sprites[10]; ZASM Instruction:
  88. IDATASPRITES
  89.  
  90. /**
  91. * An array of ten integers containing the Sprites values.
  92. * These correspond to the pull-down options in the item editor 'Action' tab. .
  93. *
  94. */
  95.  
  96. /************************************************************************************************************/
  97.  
  98. bool Flags[5]; ZASM Instruction:
  99. IDATAFLAGS
  100.  
  101. /**
  102. * An array of five multipurpose boolean flags. The properties of this flag change based on the item class (family).
  103. * Flag[0] corresponds to the box directly below 'Equiment Item'. For swords, this is 'B.H. is Percent'.
  104. * Flag[1] corresponds to the box directly below 'Flag 1'. For swords, this is 'B.D. is Percent'.
  105. * Flag[2] corresponds to the box directly right of 'Equiment Item'. For swords, this is 'B. Penetrates Enemies'.
  106. * Flag[3] corresponds to the box directly right of 'Flag 2'. For swords, this is 'Can Slash'.
  107. * Flag[4] corresponds to the box directly below 'Flag 4'.For swords, this is '<Unused>', and greyed out.
  108. *
  109. * Scripted item classes may make use of these as a general-purpose script flags.
  110. * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  111. */
  112.  
  113.  
  114.  
  115. /////////////
  116. /// NPC ///
  117. /////////////
  118.  
  119. int InvFrames; ZASM Instruction:
  120. NPCINVINC
  121. /**
  122. * Returns if the enemy is temporarily invincible, from being hit, or otherwise.
  123. * Returns the number of remaining invincibility frames if the enemy is invincible, otherwise 0.
  124. *
  125. */ Example Use: !#!
  126.  
  127. /************************************************************************************************************/
  128.  
  129. bool HasItem; ZASM Instruction:
  130. NPCHASITEM
  131. /**
  132. * Returns if the enemy is holding the screen item.
  133. *
  134. */ Example Use: !#!
  135.  
  136. /************************************************************************************************************/
  137.  
  138. bool Ringleader; ZASM Instruction:
  139. NPCRINGLEAD
  140. /**
  141. * Returns if the enemy is a 'ringleader'.
  142. *
  143. */ Example Use: !#!
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