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ZoriaRPG

DifficultyMenu_for_MegaX.zh

Feb 18th, 2017
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  1. //Demo Graphics:
  2. //Menu tiles page 150
  3. //backdrop tile 39000
  4. //cursor tile 39005
  5. //cursor combo 888
  6.  
  7.  
  8. import "std.zh"
  9. import "string.zh"
  10. import "ghost.zh"
  11. import "LinksAwakening.z"
  12. import "CustomTango.zh"
  13. import "ffcscript.zh"
  14.  
  15.  
  16.  
  17. //Global RAM Array to save global registers.
  18. int ____GlobRAM[256];
  19. //Indices of the array.
  20. const int DIFFICULTY_SETTING = 0; //Do not change.
  21. const int BLINK_TEXT = 1; //Do not change.
  22.  
  23. //Arbitrary difficulty setting values. Do not change.
  24. const int DIFF_EASY = 1;
  25. const int DIFF_NORMAL = 2;
  26. const int DIFF_MED = 2;
  27. const int DIFF_HARD = 3;
  28. const int DIFF_INSANE = 4;
  29.  
  30. //! Boolean Settings : Config Options
  31. const int DRAW_DIFFICULTY = 1; //Set to 1 to display the present difficulty rating for testing purposes.
  32.     //! If enabled, the difficulty rating will be drawn to the upper-left corner of the display.
  33.    
  34. const int DIFF_AUTOSTART = 1; //Set to 1 to auto-start after selecting a difficulty.
  35.  
  36. const int PRESS_START_TEXT_DISPLAY = 1; //Set to 1 to display 'Press Start' as a drawn string.
  37.  
  38. //! Script Variable Settings
  39. const int NPC_MISC_DIFF = 15; //The Misc[index] to use for npc buffs.
  40.  
  41. const int START_SCREEN_DMAP = 0; //The DMap for the 'Title Screen'
  42. const int START_SCREEN_SCREEN = 0; //The Screen ID for the 'Title Screen'
  43. const int START_SCREEN_SFX = 35; //The sound to play after the player presses Start on the title screen/
  44. const int START_SCREEN_DELAY = 100; //Delay time in frames, for playing sound.
  45. //! The following two settings are the DMap and Screen to send the player, when starting a
  46. //! new game, after pressing 'Start' on the title screen.
  47. const int START_SCREEN_WARP_TO_DMAP = 2; //The initial DMap of the game.
  48. const int START_SCREEN_WARP_TO_SCREEN = 0; //The initial screen of the game.
  49.  
  50. const int DIFF_MENU_TILE = 39000; //Upper-left corner of menu frame, tile ID.
  51. const int DIFF_MENU_WIDTH = 4; //Width of menu, in tiles.
  52. const int DIFF_MENU_HEIGHT = 4; //Height of menu, in tiles.
  53. const int DIFF_MENU_CURSOR_COMBO = 888; //Combo of the menu cursor.
  54. const int DIFF_MENU_X_POS = 100; //Menu positions (X)
  55. const int DIFF_MENU_Y_POS = 100; //Menu positions (Y)
  56. const int DIFF_MENU_CURSOR_CSET = 0; //CSet for the cursor
  57. const int DIFF_MENU_CURSOR_WIDTH = 2; //Width of the cursor, in pixels.
  58. const int DIFF_MENU_CURSOR_MOVE_SFX = 5; //Sound effect for moving the cursor.
  59. const int DIFF_MENU_CURSOR_SELECT_SFX = 44; //Sound effect for selecting a difficulty.
  60.  
  61. const int MENU_SELECT_SFX_DURATION = 22; //Delay after making a selection, to permit the
  62.                      //sound to fully play.
  63.                      
  64. //Settings for 'Press Start' blinking text.
  65. const int PRESS_START_TEXT_LAYER = 2;
  66. const int PRESS_START_TEXT_X = 102;
  67. const int PRESS_START_TEXT_Y = 50;
  68. const int PRESS_START_TEXT_FONT = 1; //Z3
  69. const int PRESS_START_TEXT_COLOUR = 0x01;
  70. const int PRESS_START_TEXT_BGCOLOUR = 0;
  71. const int PRESS_START_TEXT_FORMAT = 0;
  72. const int PRESS_START_TEXT_OPACITY = 128;
  73. const int PRESS_START_TEXT_BLINK = 20; //Timer duration
  74. const int BLINK_INTERVAL1 = 8; //Visible during this frame interval:
  75. const int BLINK_INTERVAL2 = 18; //Invisible after this frame interval.
  76.                      
  77. //Tango Settings: These are arbitrary values to permit style settings.
  78. //Do not change.
  79. const int WINDOW_SLOT_1 = 0;
  80. const int WINDOW_SLOT_2 = 1;
  81. const int WINDOW_SLOT_3 = 2;
  82. const int WINDOW_SLOT_4 = 3;
  83. const int WINDOW_SLOT_5 = 4;
  84.  
  85. const int WINDOW_STYLE_1 = 0;
  86. const int WINDOW_STYLE_2 = 1;
  87. const int WINDOW_STYLE_3 = 2;
  88.  
  89. const int SIZE_SMALL = 0;
  90. const int SIZE_LARGE = 1;
  91. const int SIZE_WIDE = 2;
  92. const int SIZE_DIFFMENU = 3;
  93.  
  94.  
  95. //This script auto-loads into slot ~Init when compiling.
  96. //It is used to set up the basic tango styles.
  97. global script Init {
  98.     void run() {
  99.         SetCommonStyleData(WINDOW_STYLE_1); //Sets 'Style 1' Tango settings.
  100.         SetCommonStyleData(WINDOW_STYLE_2); //Sets 'Style 2' Tango settings.
  101.         SetCommonStyleData(WINDOW_STYLE_3); //Sets 'Style 1' Tango settings.
  102.     }
  103. }
  104.  
  105. //! This FFC Script is called by the global active script.
  106. //! It WILL NOT WORK if manually placed.
  107.  
  108. //////////////////////////
  109. /// Title Screen FFC   ///
  110. ///  with Tango Menu   ///
  111. ///   By: ZoriaRPG     ///
  112. //////////////////////////////////////////////////////////////////////////////
  113. ///                            ...............                             ///
  114. ///                             FFC ARGUMENTS                              ///
  115. ///                            ...............                             ///
  116. ///---------------------------{ D0: Start SFX }----------------------------///
  117. /// D0: SFX to play when the player presses 'START'.                       ///
  118. /// Set from Quest->Audio->SFX Data.                                       ///
  119. ///---------------------------{ D1: Delay Time }---------------------------///
  120. /// D1: Length of time, between pressing start, and the game starting.     ///
  121. /// Time this to match your SFX, where 60 = 1-second.                      ///
  122. /// (240, would therefore be four-seconds, and is my default value.)       ///
  123. ///----------------------{ D2/D3: Warp Destinations }----------------------///
  124. /// D2: If using a direct warp, set this to the DMAP number for the warp   ///
  125. /// (not the 'Map' number, but the 'DMAP' number), stating at 0.           ///
  126. /// D3: If using direct warps, set this to the screen number for the       ///
  127. /// warp destination. This will use WARP RETURN 'A'.                       ///
  128. ///------------------------{ D4: Secret Warp Mode }------------------------///
  129. /// D4: If you are going to use a SENSITIVE WARP tile, placed under the    ///
  130. /// player, to control the warp (and thus, control fade effects), then     ///
  131. /// set this to a value of '1' (or greater). Set warp destinations from    ///
  132. /// Screen->Tilewarp, and set your tile warp combo in Screen->Secrets, as  ///
  133. /// SECRET TILE 0, then place Flag-16 over where the player is caged on    ///
  134. /// your title screen.                                                     ///
  135. //////////////////////////////////////////////////////////////////////////////
  136.  
  137.  
  138. ffc script titleScreen {
  139.     void run(int SFX, int timeValue, int W_DMAP_NUMBER, int W_SREEN_NUMBER, int secrets) {
  140.         Link->InputStart = false; //present subscreen from falling.
  141.         bool waiting = true; //Establish main while loop.
  142.         bool pressed = false; //Establish timer requirements.
  143.         int timer = 0; //Set timer to exist.
  144.        
  145.         if ( GetDifficulty() < 1 ) SetDifficulty(difficultyMenu());
  146.        
  147.         while(true){  //The main while loop
  148.        
  149.            
  150.            
  151.            
  152.             //This was our old start screen code. We will be integrating the
  153.             //value of the menu choice into it.
  154.             if (Link->InputStart || ( DIFF_AUTOSTART && GetDifficulty() > 0 ) && !pressed ) {  //Is the player presses START
  155.                 Waitframes(5); //Sound delay.
  156.                 Link->InputStart = false; //Keep subscreen from falling.
  157.                 pressed = true; //Initiate countdown timer.
  158.                 if ( SFX ) Game->PlaySound(SFX); //Play SFX set in D0.
  159.             }
  160.             if(pressed){   //Run Timer
  161.                 timer++;   //Timer counts up, until it reaches amount set in D1.
  162.             }
  163.  
  164.             if(timer >= timeValue){  //if timer is equal to, or greater than value of D1.
  165.                 if ( secrets > 0 ) {  //If D4 is set to 1 or higher...
  166.                     Screen->TriggerSecrets();  //Trigger secret combos. Use this if using a warp combo.
  167.                 }
  168.                 else {  //If D4 is set to 0, and we are using direct warps...
  169.                     Link->Warp(W_DMAP_NUMBER, W_SREEN_NUMBER);  //Warp Link to the DMAP set in D2, and the screen set in D3, using Warp Return A.
  170.                 }
  171.             }
  172.             Waitframe(); //Pause, to cycle the loop.
  173.         }
  174.     }
  175.     //Called by the ffc. Opens the difficulty select menu if no difficulty has been set.
  176.     int difficultyMenu(){
  177.  
  178.         //These are the strings that we will be using. Each is given a
  179.         //'choice' value. These values will be returned to the interface,
  180.         //when selected.
  181.         int line1[]="@choice(1)@tab(6)Easy@26@26";
  182.         int line2[]="@choice(2)@tab(6)Normal@26@26";
  183.         int line3[]="@choice(3)@tab(6)Hard@26@26";
  184.         int line4[]="@choice(4)@tab(6)Insane@domenu(1)@suspend()";
  185.        
  186.         //This set of calls generates the Tango bitmap, parsing the strings
  187.         //and drawing them.
  188.         SetUpWindow(WINDOW_SLOT_1, WINDOW_STYLE_1, 16, 16, SIZE_DIFFMENU);
  189.         Tango_SetSlotPosition(WINDOW_SLOT_1, DIFF_MENU_X_POS, DIFF_MENU_Y_POS);
  190.         Tango_LoadString(WINDOW_SLOT_1, line1);
  191.         Tango_AppendString(WINDOW_SLOT_1, line2);
  192.         Tango_AppendString(WINDOW_SLOT_1, line3);
  193.         Tango_AppendString(WINDOW_SLOT_1, line4);
  194.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_BACKDROP_TILE, DIFF_MENU_TILE);
  195.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_BACKDROP_WIDTH, DIFF_MENU_WIDTH);
  196.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_BACKDROP_HEIGHT, DIFF_MENU_HEIGHT);
  197.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_TEXT_FONT, TANGO_FONT_LTTP_SMALL);
  198.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_CURSOR_COMBO, DIFF_MENU_CURSOR_COMBO);
  199.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_CURSOR_CSET, DIFF_MENU_CURSOR_CSET);
  200.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_CURSOR_WIDTH, DIFF_MENU_CURSOR_WIDTH);
  201.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_CURSOR_MOVE_SFX, DIFF_MENU_CURSOR_MOVE_SFX);
  202.         Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_SELECT_SFX, DIFF_MENU_CURSOR_SELECT_SFX);
  203.         //Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_TILE_X, 40);
  204.         //Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_TILE_Y, 10);
  205.         //Tango_SetStyleAttribute(WINDOW_STYLE_1, TANGO_STYLE_MENU_CANCEL_SFX, 46);
  206.        
  207.         //This activates the slot, drawing it to the screen.
  208.         Tango_ActivateSlot(WINDOW_SLOT_1);
  209.        
  210.         while(!Tango_MenuIsActive()){
  211.            
  212.             Waitframe();
  213.         }
  214.         int slotState[278];
  215.         int menuState[960];
  216.         int cursorPos;
  217.         Tango_SaveSlotState(WINDOW_SLOT_1, slotState);
  218.         Tango_SaveMenuState(menuState);
  219.        
  220.         bool done = false; //Handles determinaton on closing the menu.
  221.         int choice; //Handles the choice input for the menu/
  222.         //This handles cursor movement, and selection.
  223.        
  224.        
  225.         while(true){
  226.             while(Tango_MenuIsActive()){
  227.                 cursorPos=Tango_GetMenuCursorPosition();
  228.                 Waitframe();
  229.             }
  230.            
  231.             choice=Tango_GetLastMenuChoice();
  232.              
  233.             //SetDifficulty(choice); //Set the difficulty mode based on the choice.
  234.             if ( choice > 0 ) { done = true; }
  235.            
  236.             if ( done ) {
  237.                 Waitframes(MENU_SELECT_SFX_DURATION);
  238.                 break;
  239.             }
  240.             else {
  241.                 //Refreshes the bitmap.
  242.                 Tango_RestoreSlotState(WINDOW_SLOT_1, slotState);
  243.                 Tango_RestoreMenuState(menuState);
  244.                 Tango_SetMenuCursorPosition(cursorPos);
  245.             }  
  246.             Waitframe();
  247.         }
  248.        
  249.         Tango_ClearSlot(WINDOW_SLOT_1); //clear the menu.
  250.         return choice;
  251.     }
  252. }
  253.  
  254. //The global active script.
  255. global script activeslot
  256. {
  257.     void run()
  258.     {      
  259.         StartGhostZH();
  260.        
  261.         while (true)
  262.         {
  263.             UpdateGhostZH1();
  264.             if ( Game->GetCurDMap() == START_SCREEN_DMAP ) {
  265.                 if ( Game->GetCurScreen() == START_SCREEN_SCREEN ) {
  266.                     if ( PRESS_START_TEXT_DISPLAY &&
  267.                         ( ( DIFF_AUTOSTART && !GetDifficulty() ) || !DIFF_AUTOSTART )
  268.                     )
  269.                     { BlinkText(); }
  270.                     if( ( Link->PressA || Link->PressStart )  && !Tango_SlotIsActive(WINDOW_SLOT_1))
  271.                     StartMenu();
  272.                 }
  273.             }
  274.            
  275.             Tango_Update1(); //Do initial Tango bitn=map updating.
  276.             TestDifficulty(); //Press Ex1/Ex2 to modify the present setting, to test them.
  277.             ReduceBuffTimers();
  278.             LinksAwakeningItems();
  279.             DifficultyAdjust(); //Handles adjusting npc values for difficulty settings.
  280.             Waitdraw();
  281.             UpdateGhostZH2();
  282.             Tango_Update2(); //Post Waitdraw refreshing.
  283.             Waitframe();
  284.         }
  285.     }
  286. }
  287.  
  288. //Called by the global active script, if the game is on the title screen.
  289. void StartMenu(){
  290.     int args[8]={START_SCREEN_SFX,START_SCREEN_DELAY,START_SCREEN_WARP_TO_DMAP,START_SCREEN_WARP_TO_SCREEN,0,0,0,0};
  291.     int ff[]="titleScreen";
  292.     int f = Game->GetFFCScript(ff);
  293.     RunFFCScript(f, args); // Menu script
  294. }
  295.  
  296. //A test function to determine if npc values are changing.
  297. void TestDifficulty(){
  298.     if ( Link->PressEx1 && GetDifficulty() > DIFF_EASY ) {
  299.         SetDifficulty( GetDifficulty() - 1 );
  300.     }
  301.     if ( Link->PressEx2 && GetDifficulty() < DIFF_HARD+1 ){
  302.         SetDifficulty( GetDifficulty() + 1 );
  303.     }
  304.     if ( DRAW_DIFFICULTY ) Screen->DrawInteger(7,0,0,2,0x01, 0, -1, -1, GetDifficulty(), 0,128);
  305. }
  306.  
  307. //Adjusts the npc difficulty based on the global setting.
  308. void DifficultyAdjust(){
  309.     //Difficulty adjustment
  310.     if ( GetDifficulty() != DIFF_MED ){ //If not medium (default)
  311.                 //Check each enemy
  312.                 for ( int i = Screen->NumNPCs(); i > 0; i-- ){
  313.             npc enem = Screen->LoadNPC(i);
  314.             //If difficulty not adjusted
  315.             if ( enem->Misc[NPC_MISC_DIFF] == 0 ){
  316.                 if ( GetDifficulty() == DIFF_EASY ){    //Easy
  317.                     //Can't set health or damage lower than 1
  318.                     enem->HP = Max(enem->HP * .5, 1); //HP = 50%
  319.                     enem->Damage = Max(enem->Damage * .5, 1); //Damage = 50%
  320.                     enem->WeaponDamage = Max(enem->WeaponDamage * .5, 1); //WeaponDamage = 50%
  321.                     enem->Step *= .85; //Step speed = 85%
  322.                 }
  323.                 else if ( GetDifficulty() == DIFF_HARD){ //Hard
  324.                     enem->HP *= 1.5; //HP = 150%
  325.                     enem->Damage *= 2; //Damage = 200%
  326.                     enem->WeaponDamage *= 2;
  327.                     enem->Step *= 1.2; //Step speed = 120%
  328.                 }
  329.                 else if ( GetDifficulty() == DIFF_INSANE ) { //Insane (!!!!!)
  330.                     enem->HP *= 1.5; //HP = 150%
  331.                     enem->Damage *= 3; //Damage = 400%
  332.                     enem->WeaponDamage *= 4; //WeaponDamage = 400%
  333.                     enem->Step *= 1.5; //Step speed = 150%
  334.                     enem->Haltrate += 2; //Halt/fire rate increased by 2
  335.                 }
  336.                 enem->Misc[NPC_MISC_DIFF] = 1; //Mark as adjusted
  337.             }
  338.         }
  339.     }
  340. }
  341.  
  342. //Generates Blinking 'Press Start' text on the title screen.
  343. void BlinkText(){
  344.     int ps[]="Press Start";
  345.     //____GlobRAM[BLINK_TEXT]--;
  346.     if ( ____GlobRAM[BLINK_TEXT] <= 0 )
  347.         ____GlobRAM[BLINK_TEXT] = PRESS_START_TEXT_BLINK;
  348.     if ( ____GlobRAM[BLINK_TEXT]-- > BLINK_INTERVAL1 && ____GlobRAM[BLINK_TEXT] < BLINK_INTERVAL2 ) {
  349.        
  350.         Screen->DrawString(PRESS_START_TEXT_LAYER,
  351.             PRESS_START_TEXT_X, PRESS_START_TEXT_Y,
  352.             PRESS_START_TEXT_FONT, PRESS_START_TEXT_COLOUR,
  353.             PRESS_START_TEXT_BGCOLOUR, PRESS_START_TEXT_FORMAT,
  354.             ps, PRESS_START_TEXT_OPACITY);
  355.     }
  356. }
  357.  
  358. //Accessors
  359. void SetDifficulty(int diff){
  360.     ____GlobRAM[DIFFICULTY_SETTING] = diff;
  361. }
  362.  
  363. int GetDifficulty(){ return ____GlobRAM[DIFFICULTY_SETTING]; }
  364.  
  365. //Tango Functions
  366. void SetUpWindow(int slot, int style, int x, int y, int size)
  367. {
  368.     SetStyleSize(style, size);
  369.     Tango_ClearSlot(slot);
  370.     Tango_SetSlotStyle(slot, style);
  371.     Tango_SetSlotPosition(slot, x, y);
  372. }
  373.  
  374. void ShowString(int string, int slot, int style, int x, int y)
  375. {
  376.     SetUpWindow(slot, style, x, y, SIZE_LARGE);
  377.     Tango_LoadString(slot, string);
  378.     Tango_ActivateSlot(slot);
  379.     while(Tango_SlotIsActive(slot))
  380.         Waitframe();
  381. }
  382.  
  383. void SetCommonStyleData(int style)
  384. {
  385.     Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_TYPE, TANGO_BACKDROP_TILE);
  386.     Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_CSET, 0);
  387.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_FONT, TANGO_FONT_MATRIX);
  388.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_CSET, 0);
  389.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_COLOR, 1);
  390.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_X, 8);
  391.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_Y, 8);
  392.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_SPEED, 2);
  393.     Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_SFX, 105);
  394.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CURSOR_COMBO, 888);
  395.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CURSOR_CSET, 0);
  396.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CURSOR_WIDTH, 8);
  397.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CURSOR_MOVE_SFX, 5);
  398.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_SELECT_SFX, 44);
  399.     Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CANCEL_SFX, 46);    
  400. }
  401.  
  402. void SetStyleSize(int style, int size)
  403. {
  404.     if(size==SIZE_DIFFMENU)
  405.     {
  406.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_TILE, 39000);
  407.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_WIDTH, 3);
  408.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_HEIGHT, 4);
  409.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_WIDTH, 60);
  410.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_HEIGHT, 24);
  411.     }
  412.     if(size==SIZE_SMALL)
  413.     {
  414.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_TILE, 29380);
  415.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_WIDTH, 8);
  416.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_HEIGHT, 3);
  417.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_WIDTH, 112);
  418.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_HEIGHT, 24);
  419.     }
  420.     else if (size==SIZE_WIDE)
  421.     {
  422.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_TILE, 29440);
  423.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_WIDTH, 14);
  424.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_HEIGHT, 3);
  425.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_WIDTH, 112);
  426.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_HEIGHT, 24);
  427.     }
  428.     else
  429.     {
  430.         Tango_SetStyleAttribute(style, TANGO_STYLE_MENU_CURSOR_MOVE_SFX, 104);
  431.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_TILE, 29768);
  432.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_WIDTH, 8);
  433.         Tango_SetStyleAttribute(style, TANGO_STYLE_BACKDROP_HEIGHT, 5);
  434.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_WIDTH, 112);
  435.         Tango_SetStyleAttribute(style, TANGO_STYLE_TEXT_HEIGHT, 64);
  436.     }
  437. }
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