ZoriaRPG

New Zscript Features, 2.54b1 Build 30.1

Dec 4th, 2016
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  1. //Game->
  2.  
  3. //Returns Screen->Door[index] for a given DMap and Screen
  4. int GetDMapScreenDoor( int dmap, int screen, int index )
  5.  
  6.  
  7. //Sets Screen->Door[index] for a given DMap and Screen to 'value'
  8. void SetDMapScreenDoor( int dmap, int screen, int index, int value)
  9.  
  10.  
  11. //Returns Screen->State[index] for a given DMap and Screen
  12. bool GetDMapScreenState( int dmap, int screen, int index )
  13.  
  14.  
  15. //Sets Screen->State[index] for a given DMap and Screen to 'value'
  16. void SetDMapScreenState( int dmap, int screen, int index, bool value)
  17.  
  18. //Returns if the 'Cap FPS' setting is enabled.
  19. //! At present you may only check, but not set this value.
  20.        
  21. bool CappedFPS      ZASM: THROTTLEFPS
  22.  
  23.  
  24. //Global
  25.  
  26. /************************************************************************************************************/
  27.  
  28. void OverlayTile(int firsttile, int secondtile);        ZASM Instruction:
  29.                                 OVERLAYTILEVV
  30.                                 OVERLAYTILEVR
  31.                                 OVERLAYTILERV
  32.                                 OVERLAYTILERR
  33. /**
  34. * Overlays secondtile onto firsttile, ignoring all pixels of colour 0.  
  35. * The valid tile value range is 0 to 65519.
  36. * This change is *TEMPORARY* within the quest file
  37. * and will not be retained when saving the game.
  38. *
  39. */ Example Use:
  40.  
  41.  
  42. //Screen
  43.  
  44. void Quad   ( int layer,
  45.             int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4,
  46.             int w, int h, int cset, int flip, int texture, int render_mode);
  47.    
  48.                     ZASM Instruction:
  49.                     QUADR
  50.    
  51.     /**
  52.     * Draws a quad on the specified layer with the corners x1,y1 through x4,y4.
  53.     * Corners are drawn in a counterclockwise order starting from x1,y1. ( So
  54.     * if you draw a "square" for example starting from the bottom-right corner
  55.     * instead of the usual top-left, the the image will be textured onto the
  56.     * quad so it appears upside-down. -yes, these are rotatable. )
  57.     *
  58.     * From there a single or block of tiles, combos **or a bitmap** is then texture mapped
  59.     * onto the quad using the arguments w, h, cset, flip, and render_mode.
  60.     * A positive vale in texture will draw the image from the tilesheet pages,
  61.     * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0.
  62.     * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of
  63.     * two. ie: 1, 2 are acceptable, but 2, 15 are not.
  64.     *
  65.     * To specify a bitmap as a texture, sum 65520 with the bitmap ID, or use the constant TEX_BITMAP + Bitmap
  66.     * Example: Screen->Quad(6, 0, 0, 40, 25, 18, 50, 60, 110, 0, 0, 0, 0, TEX_BITMAP+RT_BITMAP0, PT_TEXTURE);
  67.     *
  68.     *
  69.     * Flip specifies how the tiles/combos should be flipped when drawn:
  70.     * 0: No flip
  71.     * 1: Horizontal flip
  72.     * 2: Vertical flip
  73.     * 3: Both (180 degree rotation)
  74.     *   (!)  See std.zh for a list of all available render_mode arguments.
  75.     */ Example Use: !#!
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