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ZoriaRPG

Beta 52.4 New ZScript

May 30th, 2017
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  1. //////////////
  2. /// GAME ///
  3. //////////////
  4.  
  5.  
  6. void ContinueSound(int sfx); ZASM Instruction:
  7. CONTINUESFX
  8. /**
  9. *
  10. *
  11. */ Example Use:
  12.  
  13. /************************************************************************************************************/
  14.  
  15. void AdjustSound(int sfx, int pan, bool loop); ZASM Instruction:
  16. ADJUSTSFX
  17. /**
  18. * Adjusts properties of a sound effect.
  19. *
  20. */ Example Use:
  21.  
  22. /************************************************************************************************************/
  23.  
  24. void SetScreenFlag(int map, int screen, int flag, bool state); ZASM Instruction:
  25. SCREENFLAG
  26.  
  27. /**
  28. *
  29. *
  30. */ Example Use:
  31.  
  32.  
  33. /************************************************************************************************************/
  34.  
  35. bool ButtonPress[18]; ZASM Instruction:
  36. BUTTONPRESS
  37. /**
  38. * An array of 18 button states that correspond to Link->Press*
  39. *
  40. */ Example Use:
  41.  
  42. /************************************************************************************************************/
  43.  
  44. bool ButtonInput[18]; ZASM Instruction:
  45. BUTTONINPUT
  46. /**
  47. * An array of 18 button states that correspond to Link->Input*
  48. *
  49. */ Example Use:
  50.  
  51. /************************************************************************************************************/
  52.  
  53. bool ButtonHeld[18]; ZASM Instruction:
  54. BUTTONHELD
  55. /**
  56. * An array of 18 button states that returns if a button is being held down.
  57. * MAY only represent a joypad.
  58. *
  59. */ Example Use:
  60.  
  61. /************************************************************************************************************/
  62.  
  63. bool KeyPress[127]; ZASM Instruction:
  64. KEYPRESS
  65. /**
  66. * An array of 127 indices, each representing a keypress on the keyboard.
  67. * See std_keyboard.zh for constants ands functions that relate to reading from, or writing to the keyboard.
  68. *
  69. */ Example Use:
  70.  
  71. /************************************************************************************************************/
  72.  
  73. bool ReadKey[127]; ZASM Instruction:
  74. READKEY
  75. /**
  76. * A read-only array of 127 indices, each representing a keypress on the keyboard.
  77. * Returns true if a key is pressed or held.
  78. * See std_keyboard.zh for constants ands functions that relate to reading from, or writing to the keyboard.
  79. *
  80. */ Example Use:
  81.  
  82. /************************************************************************************************************/
  83.  
  84. bool JoypadPress[18]; ZASM Instruction:
  85. JOYPADPRESS
  86. /**
  87. * An array of 18 button states that corresponds to whether the player is pressing a button on a Joypad \
  88. * controller, but not the keyboard. REQUIRES TESTING.
  89. *
  90. */ Example Use:
  91.  
  92. /************************************************************************************************************/
  93.  
  94. bool Link->DisableItem[256]; ZASM Instruction:
  95. DISABLEDITEM
  96. /**
  97. * An array of 256 values that represents whether items are disabeld on the current DMap.
  98. * A disabled item returns 'true'.
  99. * Writing to this array should disable or enable an item on the current DMap, but the behaviour
  100. * if Link does not have that item MAY not be fully defined.
  101. *
  102. */ Example Use:
  103.  
  104. /************************************************************************************************************/
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