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- 2.55 Script Timing
- 8th December, 2019 for Alpha 45
- 1. (If firstplay) Global Init; allocate global arrays and variables.
- 2. (If firstplay) Link Init
- 3. (If loading from a saved file) Global OnLoadSave
- 4. Global onLaunch (if not F6 continue)
- 5. Global Continue Game (if F6 Continue)
- 6. FFCs by Screen Index (1 to 32)
- 7. Global Active (prior to Waitdraw)
- 8. Link Active (prior to Waitdraw)
- 9. DMap Active (prior to Waitdraw)
- 10. DMap Passive Subscreen
- 11. Itemsprite Scripts (by screen index)
- 12. NPC Active (by screen index)
- 13. EWeapon Active (by screen index)
- 14. Clear script one-frame conditions: Clears HitBy[]
- 15. Link.animate() : During this function, global, Link, and DMap scripts are run during screen scrolling)
- 15a. Global active during scrolling
- 15b. Link active, during scrolling, waitdraw may apply
- 15c. DMap Active, during scrolling, waitdraw may apply
- 15d. DMap Subscreen Passive, during scrolling, waitdraw may apply.
- 15e. DMap Subscreen Active, is the player pressed the Start button or the script was already running.
- Running this script executes is its own isolated event loop.
- If the DMap Subscreen Active script is running:
- (a) DMap Active (if the QR to run it is enabled)
- (b) DMap Subscreen Passive (if the QR to run it is enabled)
- (c) DMap Subscreen Active
- (d) Waitdraw
- (e) DMap Active (after waitdraw, if the QR to run it is enabled)
- (f) DMap Subscreen Passive (after waitdraw, if the QR to run it is enabled)
- (g) DMap Subscreen Active (after waitdraw)
- 16. Item Collect Scripts
- 17. Item Action scripts
- 18. Continual item scripts, after first frame (ordered by item ID)
- 19. LWeapon scripts (by screen index)
- 20. WAITDRAW
- 21. Global Active (after Waitdraw pause)
- 22. Link Active (after Waitdraw pause)
- 23. DMap Active (after Waitdraw pause)
- 24. DMap Subscreen passive (after Waitdraw pause)
- 25.0. Global Exit (if applicable)
- 25.1. Link Death (if applicable)
- 25.2. Link Win (if Applicable)
- 26. Global F6 Script (if the player pressed F6)
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