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- /////////////
- /// Game ///
- /////////////
- int DMapPalette[]; ZASM Instruction:
- DMAPLEVELPAL
- /**
- * An array of 512 integers containing each DMap's Level Palette
- */ Example Use: !#!
- /************************************************************************************************************/
- void SetMessage(int message, int buffer[]);
- ZASM Instruction:
- SETMESSAGE
- /**
- * Loads string 'buffer[]' into ZQ Message 'message'.
- */ Example Use: !#!
- /************************************************************************************************************/
- void SetDMapName(int dmap_id, int buffer[]);
- ZASM Instruction:
- SETDMAPNAME
- /**
- * Loads string 'buffer[]' to the DMap Name field for DMap with ID 'dmap_id'.
- * See std_constsnts.zh for appropriate buffer size.
- */ Example Use: !#!
- /************************************************************************************************************/
- void SetDMapTitle(int DMap, int buffer[]);
- ZASM Instruction:
- SETDMAPTITLE
- /**
- * Loads string 'buffer[]' to the DMap Title field for DMap with ID 'dmap_id'.
- * See std_constsnts.zh for appropriate buffer size.
- */ Example Use: !#!
- /************************************************************************************************************/
- void SetDMapIntro(int DMap, int buffer[]);
- ZASM Instruction:
- SETDMAPINTRO
- /**
- * Loads string 'buffer[]' to the DMap Intro field for DMap with ID 'dmap_id'.
- * See std_constsnts.zh for appropriate buffer size.
- */ Example Use: !#!
- /////////////
- /// FFC ///
- /////////////
- int ID; ZASM Instruction
- FFCID
- /**
- * Returns the screen index of the FFC.
- * Can be set, to change the index of a pointer, but this requires testing and may be unstable.
- *
- */
- /************************************************************************************************************/
- //////////////////
- /// Itemdata ///
- //////////////////
- int Attributes[10]; ZASM Instruction:
- IDATAATTRIB
- /**
- * An array of ten integers containing the Attributes values.
- * These correspond to the text entry fields, in the item editor 'Data' tab.
- *
- */
- /************************************************************************************************************/
- int Sprites[10]; ZASM Instruction:
- IDATASPRITES
- /**
- * An array of ten integers containing the Sprites values.
- * These correspond to the pull-down options in the item editor 'Action' tab. .
- *
- */
- /************************************************************************************************************/
- bool Flags[5]; ZASM Instruction:
- IDATAFLAGS
- /**
- * An array of five multipurpose boolean flags. The properties of this flag change based on the item class (family).
- * Flag[0] corresponds to the box directly below 'Equiment Item'. For swords, this is 'B.H. is Percent'.
- * Flag[1] corresponds to the box directly below 'Flag 1'. For swords, this is 'B.D. is Percent'.
- * Flag[2] corresponds to the box directly right of 'Equiment Item'. For swords, this is 'B. Penetrates Enemies'.
- * Flag[3] corresponds to the box directly right of 'Flag 2'. For swords, this is 'Can Slash'.
- * Flag[4] corresponds to the box directly below 'Flag 4'.For swords, this is '<Unused>', and greyed out.
- *
- * Scripted item classes may make use of these as a general-purpose script flags.
- * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
- */
- /////////////
- /// NPC ///
- /////////////
- int InvFrames; ZASM Instruction:
- NPCINVINC
- /**
- * Returns if the enemy is temporarily invincible, from being hit, or otherwise.
- * Returns the number of remaining invincibility frames if the enemy is invincible, otherwise 0.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool HasItem; ZASM Instruction:
- NPCHASITEM
- /**
- * Returns if the enemy is holding the screen item.
- *
- */ Example Use: !#!
- /************************************************************************************************************/
- bool Ringleader; ZASM Instruction:
- NPCRINGLEAD
- /**
- * Returns if the enemy is a 'ringleader'.
- *
- */ Example Use: !#!
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