itemdata#
Metadata for a specific item type (not an instance of one). Load with Game->LoadItemData().
Variables#
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Functions#
void |
GetName(char32[] buf) |
void |
GetDisplayName(int buf) |
void |
SetDisplayName(int buf) |
void |
GetShownName(int buf) |
void |
RunScript(int mode = |
Enumerations#
Item class ids, used by itemdata::Family.
ItemClass IC_SWORD = 0
ItemClass IC_BRANG = 1
ItemClass IC_ARROW = 2
ItemClass IC_CANDLE = 3
ItemClass IC_WHISTLE = 4
ItemClass IC_BAIT = 5
ItemClass IC_LETTER = 6
ItemClass IC_POTION = 7
ItemClass IC_WAND = 8
ItemClass IC_RING = 9
ItemClass IC_WALLET = 10
ItemClass IC_AMULET = 11
ItemClass IC_SHIELD = 12
ItemClass IC_BOW = 13
ItemClass IC_RAFT = 14
ItemClass IC_LADDER = 15
ItemClass IC_BOOK = 16
ItemClass IC_MAGICKEY = 17
ItemClass IC_BRACELET = 18
ItemClass IC_FLIPPERS = 19
ItemClass IC_BOOTS = 20
ItemClass IC_HOOKSHOT = 21
ItemClass IC_LENS = 22
ItemClass IC_HAMMER = 23
ItemClass IC_DINSFIRE = 24
ItemClass IC_FARORESWIND = 25
ItemClass IC_NAYRUSLOVE = 26
ItemClass IC_BOMB = 27
ItemClass IC_SBOMB = 28
ItemClass IC_CLOCK = 29
ItemClass IC_KEY = 30
ItemClass IC_MAGICCONTAINER = 31
ItemClass IC_TRIFORCE = 32
ItemClass IC_MAP = 33
ItemClass IC_COMPASS = 34
ItemClass IC_BOSSKEY = 35
ItemClass IC_QUIVER = 36
ItemClass IC_LEVELKEY = 37
ItemClass IC_CBYRNA = 38
ItemClass IC_RUPEE = 39
ItemClass IC_ARROWAMMO = 40
ItemClass IC_FAIRY = 41
ItemClass IC_MAGIC = 42
ItemClass IC_HEART = 43
ItemClass IC_HEARTCONTAINER = 44
ItemClass IC_HEARTPIECE = 45
ItemClass IC_KILLALL = 46
ItemClass IC_BOMBAMMO = 47
ItemClass IC_BOMBBAG = 48
ItemClass IC_ROCS = 49
ItemClass IC_HOVERBOOTS = 50
ItemClass IC_SPINSCROLL = 51
ItemClass IC_CROSSSCROLL = 52
ItemClass IC_QUAKESCROLL = 53
ItemClass IC_WHISPRING = 54
ItemClass IC_CHARGERING = 55
ItemClass IC_PERILSCROLL = 56
ItemClass IC_WEALTHMEDAL = 57
ItemClass IC_HEARTRING = 58
ItemClass IC_MAGICRING = 59
ItemClass IC_HURRICANESCROLL = 60
ItemClass IC_SQUAKESCROLL = 61
ItemClass IC_STONEAGONY = 62
ItemClass IC_STOMPBOOTS = 63
ItemClass IC_WHIMSICALRING = 64
ItemClass IC_PERILRING = 65
ItemClass IC_MISC = 66
ItemClass IC_CUSTOM1 = 67
ItemClass IC_CUSTOM2 = 68
ItemClass IC_CUSTOM3 = 69
ItemClass IC_CUSTOM4 = 70
ItemClass IC_CUSTOM5 = 71
ItemClass IC_CUSTOM6 = 72
ItemClass IC_CUSTOM7 = 73
ItemClass IC_CUSTOM8 = 74
ItemClass IC_CUSTOM9 = 75
ItemClass IC_CUSTOM10 = 76
ItemClass IC_CUSTOM11 = 77
ItemClass IC_CUSTOM12 = 78
ItemClass IC_CUSTOM13 = 79
ItemClass IC_CUSTOM14 = 80
ItemClass IC_CUSTOM15 = 81
ItemClass IC_CUSTOM16 = 82
ItemClass IC_CUSTOM17 = 83
ItemClass IC_CUSTOM18 = 84
ItemClass IC_CUSTOM19 = 85
ItemClass IC_CUSTOM20 = 86
ItemClass IC_BOWANDARROW = 87
ItemClass IC_LETTERPOTION = 88
ItemClass IC_WPN_CUSTOM_01 = 256
89-255 free use These item classes create a projectile of the type LW_CUSTOM/LW_SCRIPT, 01 to 10
ItemClass IC_WPN_SCRIPT_01 = 256
ItemClass IC_WPN_CUSTOM_02 = 257
ItemClass IC_WPN_SCRIPT_02 = 257
ItemClass IC_WPN_CUSTOM_03 = 258
ItemClass IC_WPN_SCRIPT_03 = 258
ItemClass IC_WPN_CUSTOM_04 = 259
ItemClass IC_WPN_SCRIPT_04 = 259
ItemClass IC_WPN_CUSTOM_05 = 260
ItemClass IC_WPN_SCRIPT_05 = 260
ItemClass IC_WPN_CUSTOM_06 = 261
ItemClass IC_WPN_SCRIPT_06 = 261
ItemClass IC_WPN_CUSTOM_07 = 262
ItemClass IC_WPN_SCRIPT_07 = 262
ItemClass IC_WPN_CUSTOM_08 = 263
ItemClass IC_WPN_SCRIPT_08 = 263
ItemClass IC_WPN_CUSTOM_09 = 264
ItemClass IC_WPN_SCRIPT_09 = 264
ItemClass IC_WPN_CUSTOM_10 = 265
ItemClass IC_WPN_SCRIPT_10 = 265
ItemClass IC_ICEROD = 266
Not Implemented
ItemClass IC_ATKRING = 267
ItemClass IC_LANTERN = 268
ItemClass IC_PEARL = 269
ItemClass IC_BOTTLE = 270
ItemClass IC_BOTTLE_FILL = 271
ItemClass IC_BUG_NET = 272
ItemClass IC_MIRRORS = 273
ItemClass IC_SWITCHHOOK = 274
ItemClass IC_ITEM_BUNDLE = 275
ItemClass IC_PROGRESSIVE = 276
ItemClass IC_NOTE = 277
ItemClass IC_REFILL = 278
ItemClass IC_LIFTGLOVE = 279
ItemClass IC_MAXUSABLE = 280
Itemclasses not less than this are reserved for future engine itemclasses
ItemClass IC_MAX = 512
Last of enum. All itemclassesare < this.
Variable descriptions#
The type itemdata of the item. Uses the IC_
constants.
The type itemdata of the item. Uses the IC_
constants.
The level of the item.
The amount of the Counter to increase when this item is picked up.
Range -9999 to 16383
.
The ββ¦But not aboveβ field- the amount the max of Counter will not be increased above.
How much to increase the max of the Counter by
bool EquipmentItem π Source
If the item is an equipment item or not. Items which are not equipment items cannot be βownedβ by the Hero or put on buttons.
The counter to increase when this item is picked up.
Valid values: CounterIndex (CR_
).
The sound to play when the item is picked up.
The itemβs usage sound. If/how this is used depends on itemclass.
The itemβs second usage sound. If/how this is used depends on itemclass.
the item ID this itemdata is associated with.
The item power. Usage depends on itemclass.
The item power. Usage depends on itemclass.
The 8 InitD values shared by the itemβs Action, Pickup, and Sprite scripts.
The Hero Tile Modifier associated with this item.
The itemβs Action Script
The itemβs Pickup Script
The itemβs ItemSprite Script
The message string to display upon picking up the item.
The message string to display upon picking up the item.
int PickupStringFlags π Source
The flags associated with the pickup string, as bitwise flags. Use the
IPSTR_
constants to access this.
The Use Cost
/Use Cost 2
of the item.
The Use Cost
/Use Cost 2
of the item.
The counter for the Use Cost
/Use Cost 2
of the item.
The counter for the Use Cost
/Use Cost 2
of the item.
The number of max hearts required to pick up the item.
The starting tile of the itemβs animation
Misc flags for the item graphics, bitwise flagset. Use the IMISC_
constants to access.
The CSet the item sprite uses
The number of frames in the animation
The speed of the animation, in frames per frame.
The number of delay frames at the start of the animation.
The Upgrade When Collected Twice
flag
The Remove Item When Used
flag.
The Keep Lower Level Items
flag
The Gradual
flag.
The Can Be Eaten By Enemies
flag.
The Gain All Lower Level Items
flag
untyped[] Attributes π Source
The 10 item attributes.
long[] LAttributes π Source
The itemβs Attributes, as long
values.
An editor value of 1
will read as 1L
, or 0.0001
. This allows all
values to βfitβ.
The 16 item flags. Flags[0]
through Flags[14]
change depending on the
item type; Flags[15]
is the Constant Script
flag.
The 10 sprites used by the item. How they are used depends on the item type.
The overrided weapon type that the weapon will act like.
The default defense of the weapon.
untyped[] WeaponInitD π Source
The 8 InitD values for the weapon script.
The itemβs lweapon script
int WeaponHitXOffset π Source
The hitbox offset of the sprite, in pixels.
int WeaponHitYOffset π Source
The hitbox offset of the sprite, in pixels.
int WeaponHitWidth π Source
The hitbox size of the sprite, in pixels.
int WeaponHitHeight π Source
The hitbox size of the sprite, in pixels.
int WeaponHitZHeight π Source
The Z-Height of the hitbox, in pixels.
int WeaponDrawXOffset π Source
The visual offset of the sprite, in pixels.
int WeaponDrawYOffset π Source
The visual offset of the sprite, in pixels.
int WeaponDrawZOffset π Source
The default DrawZOffset used by this weapon when the item generates it.
The timer for the βUse Costβ/βUse Cost 2β of the item.
The timer for the βUse Costβ/βUse Cost 2β of the item.
The hitbox offset of the sprite, in pixels.
The hitbox offset of the sprite, in pixels.
The visual offset of the sprite, in pixels.
The visual offset of the sprite, in pixels.
The hitbox size of the sprite, in pixels.
The hitbox size of the sprite, in pixels.
The Z-Height of the hitbox, in pixels.
The visual size of the sprite, in tiles.
The visual size of the sprite, in tiles.
The item pickup flags, as a bitwise flagset. Use the IP_
constants to
access. Take care when using any INTERNAL
flags.
A bitwise flagset representing all the checkboxes for which sizes to
apply from the itemdata. Use the SZFLAG_
constants to access.
int WeaponTileWidth π Source
The visual size of the sprite, in tiles.
int WeaponTileHeight π Source
The visual size of the sprite, in tiles.
int WeaponSizeFlags π Source
A bitwise flagset representing all the checkboxes for which sizes to
apply from the itemdata. Use the SZFLAG_
constants to access.
The Only Validate Cost
/Only Validate Cost 2
checkboxes
The Only Validate Cost
/Only Validate Cost 2
checkboxes
bool ConstantScript π Source
The Constant Script
flag.
bool SideSwimDisabled π Source
The Disabled In Sideview Water
flag.
The Usable as a Bunny
flag.
The Immune to jinxes
flag.
The Uses Other Jinx
flag.
bool UseBurnSprites π Source
If true, the weapon created by this item will update its sprite when lit on fire using BurnSprites[].
The sprites used for making the weapon change appearance when lit on fire.
int[] BurnLightRadius π Source
The burning light radii from Graphics->Sprites->Burning
. Use the
ITM_BURNSPR_
constants.
The cost of the item, in units. Whenever the item is used, this value is decremented from the counter supplied to CostCounter.
If the item runs for more than one frame, this amount will be decremented every CostTimer frames.
int MagicCostTimer π Source
The number of frames between counter decrements, when using an item with a perpetual upkeep cost, such as Boots and Cane items.
The Flash value for the CSet
A flagset that determines which Item Editor Size
tab attribute values
are applied to the item, overriding engine defaults.
int WeaponOverrideFlags π Source
A flagset that determines which Item Editor Size
tab attribute values
are applied to the weapon generated by this item, overriding engine
defaults.
The default defence resolution (e.g. OHKO) that the weapon uses when it strikes an enemy.
If > -1
, and the enemy had a defence resolution of None
, the default
defense resolution is used in place of None
.
The distance that the weapon is allowed to travel.
Not implemented at this time.
The duration of the weapon.
See weapon->Duration.
Not implemented at this time.
The number of extra weapons that this weapon creates.
Not implemented at this time.
The layer used to draw the weapon to the screen.
Not implemented at this time.
The items (in CSV format, using a SCV list ID) that the weapon created by this item, collects on contact.
Not implemented at this time.
untyped[] WeaponMisc π Source
An array the 32 Misc[] values used by the weapon.
This may be only partially implemented.
Function descriptions#
void GetName(char32[] buf) π Source
Fills the buffer with the itemβs Name.
void GetDisplayName(int buf) π Source
Fills the buffer with the itemβs Display Name.
void SetDisplayName(int buf) π Source
Sets the itemβs Display Name to the contents of the buffer.
void GetShownName(int buf) π Source
Fills the buffer with the name of the item as shown on the subscreen. This automatically handles display names, including special instances such as the contents of Bottles.
void RunScript(int mode = 1
) π Source
Runs or ends the item script, depending on the mode ISCR_
constants.