std_constants.zh#
Variables#
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Enumerations#
enum WeaponDeadState: 🔗 Source
Use with lweapon::DeadState and eweapon::DeadState.
WeaponDeadState WDS_NOHIT = -10
This value switches collision detection off. Deprecated by lweapon::CollDetection.
WeaponDeadState WDS_ALIVE = -1
Weapon is currently ‘alive’.
WeaponDeadState WDS_DEAD = 0
Use to dispose of most weapons.
WeaponDeadState WDS_BEAMSHARDS = 23
Use with LW_BEAM to shatter it into shards.
WeaponDeadState WDS_ARROW = 4
Use with LW_ARROW to make them ‘wink out’ using tile 54.
WeaponDeadState WDS_BOUNCE = 1
Use with LW_BRANG or LW_HOOKSHOT to make it ‘bounce off’ and begin returning to Link.
roomtypes rtNONE = 0
roomtypes rtSPECIALITEM = 1
roomtypes rtPAYINFO = 2
roomtypes rtSECRETMONEY = 3
roomtypes rtGAMBLE = 4
roomtypes rtDOORREPAIR = 5
roomtypes rtPOTIONORHEART = 6
roomtypes rtGORIYA = 7
roomtypes rtLEVEL9 = 8
roomtypes rtPOTION = 9
roomtypes rtSHOP = 10
roomtypes rtBOMBS = 11
roomtypes rtMOYL = 12
roomtypes rtTENRUPY = 13
roomtypes rtSTAIRWARP = 14
roomtypes rtGAN = 15
roomtypes rtWINGAME = 16
roomtypes rtITEMPOND = 17
not implemented
roomtypes rtMAGIC = 18
roomtypes rtSLASH = 19
roomtypes rtARROWS = 20
roomtypes rtONEITEM = 21
roomtypes rtLAST = 22
catchalltypes caNONE = 0
catchalltypes caITEM = 1
catchalltypes caPRICE = 2
catchalltypes caAMOUNT = 3
catchalltypes caGAMBLE = 4
catchalltypes caSHOPID = 5
catchalltypes caINFOSHOPID = 6
catchalltypes caWARPRING = 7
catchalltypes caPONDID = 8
catchalltypes caLAST = 9
Screen states. Use these with Screen->State[], etc.
ScreenState ST_DOORUP = 0
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORDOWN = 1
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORLEFT = 2
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORRIGHT = 3
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_ITEM = 4
If set, the item is gone
ScreenState ST_SPECIALITEM = 5
If set, the Cave/Item Cellar/Dive For Item/Armos item is gone
ScreenState ST_ENEMYNORETURN = 6
If set, enemies won’t return
ScreenState ST_TEMPNORETURN = 7
If set, enemies won’t return. This is automatically unset when you leave the DMap
ScreenState ST_LOCKBLOCK = 8
The lock block on the screen has been triggered
ScreenState ST_BOSSLOCKBLOCK = 9
The boss lock block on the screen has been triggered
ScreenState ST_CHEST = 10
The unlocked chest on this screen has been opened
ScreenState ST_LOCKEDCHEST = 11
The locked chest on this screen has been opened
ScreenState ST_BOSSCHEST = 12
The boss chest on this screen has been opened
ScreenState ST_SECRET = 13
Screen Secrets have been made permanent
ScreenState ST_VISITED = 14
If set, this screen will appear on the Overworld Map
ScreenState ST_LIGHTBEAM = 15
If set, the light triggers on the screen have been triggered
HeroAction LA_NONE = 0
HeroAction LA_WALKING = 1
HeroAction LA_ATTACKING = 2
HeroAction LA_FROZEN = 3
HeroAction LA_HOLD1LAND = 4
One hand.
HeroAction LA_HOLD2LAND = 5
Both hands.
HeroAction LA_RAFTING = 6
HeroAction LA_GOTHURTLAND = 7
HeroAction LA_INWIND = 8
HeroAction LA_SCROLLING = 9
HeroAction LA_WINNING = 10
HeroAction LA_SWIMMING = 11
HeroAction LA_HOPPING = 12
Leaving water; read-only.
HeroAction LA_GOTHURTWATER = 13
HeroAction LA_HOLD1WATER = 14
HeroAction LA_HOLD2WATER = 15
HeroAction LA_CASTING = 16
Casting a spell; read-only.
HeroAction LA_CAVEWALKUP = 17
HeroAction LA_CAVEWALKDOWN = 18
HeroAction LA_DYING = 19
HeroAction LA_DROWNING = 20
HeroAction LA_CLIMBING_RES = 21
unused, RESERVED
HeroAction LA_CHARGING = 22
Charging the sword.
HeroAction LA_SPINNING = 23
Spin attack.
HeroAction LA_DIVING = 24
24
HeroAction LA_STUNNED = 27
25,26 unused, RESERVED
HeroAction LA_FALLING = 29
28 unused, RESERVED
HeroAction LA_LAVADROWN = 30
HeroAction LA_SIDESWIM = 31
HeroAction LA_SIDESWIMHIT = 32
HeroAction LA_SIDESWIMATTACKING = 33
HeroAction LA_HOLD1SIDESWIM = 34
HeroAction LA_HOLD2SIDESWIM = 35
HeroAction LA_SIDESWIMCASTING = 36
HeroAction LA_SIDESWIMFROZEN = 37
HeroAction LA_SIDEDROWN = 38
HeroAction LA_SIDESWIMSPINNING = 39
HeroAction LA_SIDESWIMCHARGING = 40
HeroAction LA_LIFTING = 41
HeroAction LA_MAX = 42
Slots for SetItemSlot
itemslots ITM_SLOT_B = 0
itemslots ITM_SLOT_A = 1
itemslots ITM_SLOT_X = 2
itemslots ITM_SLOT_Y = 3
DMap Types for use with dmapdata::Type
DmapType DMAP_DUNGEON = 0
DmapType DMAP_OVERWORLD = 1
DmapType DMAP_CAVE = 2
DmapType DMAP_BSOVERWORLD = 3
enum dmapgridpositions: 🔗 Source
dmapgridpositions dmMAPGRID_ROW_0 = 0
/ The grid values are OR’d together, with MSB at left, and LSB at right, so, / if the top-rightmost screen is marked visible, then Grid[0] will == 1, / if the bottom-leftmost screen is marked visible, then Grid[7] will == 128 / if both the top-leftmost and top-rightmost screens are marked visible, then / Grid[0] will == 129
dmapgridpositions dmMAPGRID_ROW_1 = 1
dmapgridpositions dmMAPGRID_ROW_2 = 2
dmapgridpositions dmMAPGRID_ROW_3 = 3
dmapgridpositions dmMAPGRID_ROW_4 = 4
dmapgridpositions dmMAPGRID_ROW_5 = 5
dmapgridpositions dmMAPGRID_ROW_6 = 6
dmapgridpositions dmMAPGRID_ROW_7 = 7
dmapgridpositions dmMAPGRID_COL_7 = 1
dmapgridpositions dmMAPGRID_COL_6 = 2
dmapgridpositions dmMAPGRID_COL_5 = 4
dmapgridpositions dmMAPGRID_COL_4 = 8
dmapgridpositions dmMAPGRID_COL_3 = 16
dmapgridpositions dmMAPGRID_COL_2 = 32
dmapgridpositions dmMAPGRID_COL_1 = 64
dmapgridpositions dmMAPGRID_COL_0 = 128
linkspritetype LSprwalkspr = 0
linkspritetype LSprstabspr = 1
linkspritetype LSprslashspr = 2
linkspritetype LSprfloatspr = 3
linkspritetype LSprswimspr = 4
linkspritetype LSprdivespr = 5
linkspritetype LSprpoundspr = 6
linkspritetype LSprjumpspr = 7
linkspritetype LSprchargespr = 8
linkspritetype LSprcastingspr = 9
linkspritetype LSprholdspr1 = 10
linkspritetype LSprholdspr2 = 11
linkspritetype LSprholdsprw1 = 12
linkspritetype LSprholdsprw2 = 13
linkspritetype LSprdrownspr = 14
linkspritetype LSprlast = 15
Flags for GetMapscreenFlag, SetMapscreenFlag
mapscreenflags MSF_INTERIOR = 0
Room Types
mapscreenflags MSF_DUNGEON = 1
mapscreenflags MSF_SIDEVIEW = 2
mapscreenflags MSF_INVISLINK = 3
View
mapscreenflags MSF_NOLINKMARKER = 4
mapscreenflags MSF_NOSUBSCREEN = 5
mapscreenflags MSF_NOOFFSET = 6
mapscreenflags MSF_LAYER3BG = 7
mapscreenflags MSF_LAYER2BG = 8
mapscreenflags MSF_DARKROOM = 9
mapscreenflags MSF_BLOCKSHUT = 10
Secrets
mapscreenflags MSF_TEMPSECRETS = 11
mapscreenflags MSF_TRIGPERM = 12
mapscreenflags MSF_ALLTRIGFLAGS = 13
mapscreenflags MSF_AUTODIRECT = 14
Warp
mapscreenflags MSF_SENDSIRECT = 15
mapscreenflags MSF_MAZEPATHS = 16
mapscreenflags MSF_MAZEOVERRIDE = 17
mapscreenflags MSF_SPRITECARRY = 18
mapscreenflags MSF_DIRECTTIMEDWARPS = 19
mapscreenflags MSF_SECRETSISABLETIMEWRP = 20
mapscreenflags MSF_RANDOMTIMEDWARP = 21
mapscreenflags MSF_HOLDUP = 22
Item
mapscreenflags MSF_FALLS = 23
mapscreenflags MSF_MIDAIR = 24
Combo
mapscreenflags MSF_CYCLEINIT = 25
mapscreenflags MSF_IGNOREBOOTS = 26
mapscreenflags MSF_TOGGLERINGS = 27
mapscreenflags MSF_SAVECONTHERE = 28
Save
mapscreenflags MSF_SAVEONENTRY = 29
mapscreenflags MSF_CONTHERE = 30
mapscreenflags MSF_NOCONTINUEWARP = 31
mapscreenflags MSF_WRAPFFC = 32
FFC
mapscreenflags MSF_NOCARRYOVERFFC = 33
mapscreenflags MSF_STAIRS = 34
Whistle
mapscreenflags MSF_PALCHANGE = 35
mapscreenflags MSF_DRYLAKE = 36
mapscreenflags MSF_INVISIBLEENEMIES = 37
Enemies
mapscreenflags MSF_TRAPS_IGNORE_SOLID = 38
mapscreenflags MSF_EMELIESALWAYSRETURN = 39
mapscreenflags MSF_ENEMIES_ITEM = 40
mapscreenflags MSF_ENEMEIS_SECRET = 41
mapscreenflags MSF_ENEMIES_SECRET_PERM = 42
mapscreenflags MSF_ALLOW_LADDER = 43
Misc
mapscreenflags MSF_NO_DIVING = 44
mapscreenflags MSF_SFXONENTRY = 45
mapscreenflags MSF_LENSEFFECT = 46
mapscreenflags MSF_SCRIPT1 = 47
Custom / Script
mapscreenflags MSF_CUSTOM1 = 47
mapscreenflags MSF_SCRIPT2 = 48
mapscreenflags MSF_CUSTOM2 = 48
mapscreenflags MSF_SCRIPT3 = 49
mapscreenflags MSF_CUSTOM3 = 49
mapscreenflags MSF_SCRIPT4 = 50
mapscreenflags MSF_CUSTOM4 = 50
mapscreenflags MSF_SCRIPT5 = 51
mapscreenflags MSF_CUSTOM5 = 51
mapscreenflags MSF_LAST = 52
Warning
Deprecated! Use MoveFlag instead.
HeroMoveFlag HEROMV_OBEYS_GRAVITY = 0
HeroMoveFlag HEROMV_CAN_PITFALL = 1
HeroMoveFlag HEROMV_NO_FAKE_Z = 8
HeroMoveFlag HEROMV_NO_REAL_Z = 9
enum ItemspriteMoveFlag: 🔗 Source
Warning
Deprecated! Use MoveFlag instead.
ItemspriteMoveFlag ITEMMV_OBEYS_GRAVITY = 0
ItemspriteMoveFlag ITEMMV_CAN_PITFALL = 1
ItemspriteMoveFlag ITEMMV_NO_FAKE_Z = 8
ItemspriteMoveFlag ITEMMV_NO_REAL_Z = 9
Warning
Deprecated! Use MoveFlag instead.
WeaponMoveFlag WPNMV_OBEYS_GRAVITY = 0
WeaponMoveFlag WPNMV_CAN_PITFALL = 1
WeaponMoveFlag WPNMV_NO_FAKE_Z = 8
WeaponMoveFlag WPNMV_NO_REAL_Z = 9
MoveFlag MV_OBEYS_GRAVITY = 0
MoveFlag MV_CAN_PITFALL = 1
MoveFlag MV_NO_FAKE_Z = 8
MoveFlag MV_NO_REAL_Z = 9
“special” walk flags
NPCWalkType SPW_NONE = 0
NPCWalkType SPW_DOOR = 1
NPCWalkType SPW_CLIPRIGHT = 2
NPCWalkType SPW_FLOATER = 3
NPCWalkType SPW_TRAP = 4
NPCWalkType SPW_HALFSTEP = 5
NPCWalkType SPW_WATER = 6
NPCWalkType SPW_WIZZROBE = 7
NPCWalkType SPW_CLIPBOTTOMRIGHT = 8
NPCMoveStatus NPCMS_PAUSED = 0
NPCMoveStatus NPCMS_SPEEDUP = 1
NPCMoveStatus NPCMS_NORMAL = 2
NPCMoveStatus NPCMS_SLOWDOWN = 3
ditherType DITH_CHECKER = 0
ditherType DITH_CHECKER_INV = 1
ditherType DITH_CRISS_CROSS = 2
ditherType DITH_CRISS_CROSS_INV = 3
ditherType DITH_DIAG_ULDR = 4
ditherType DITH_DIAG_ULDR_INV = 5
ditherType DITH_DIAG_URDL = 6
ditherType DITH_DIAG_URDL_INV = 7
ditherType DITH_ROW = 8
ditherType DITH_ROW_INV = 9
ditherType DITH_COL = 10
ditherType DITH_COL_INV = 11
ditherType DITH_DOTS = 12
ditherType DITH_DOTS_INV = 13
ditherType DITH_GRID = 14
ditherType DITH_GRID_INV = 15
ditherType DITH_STATIC = 16
ditherType DITH_STATIC_INV = 17
ditherType DITH_STATIC2 = 18
ditherType DITH_STATIC2_INV = 19
ditherType DITH_STATIC3 = 20
ditherType DITH_STATIC3_INV = 21
ditherType DITH_DOTS2 = 22
ditherType DITH_DOTS2_INV = 23
ditherType DITH_DOTS3 = 24
ditherType DITH_DOTS3_INV = 25
ditherType DITH_DOTS4 = 26
ditherType DITH_DOTS4_INV = 27
ditherType DITH_MAX = 28
BottleFlag BTF_REVIVE = 0
BottleFlag BTF_USEWHENFULL = 1
BottleFlag BTF_CURESWORDJINX = 2
BottleFlag BTF_CUREITEMJINX = 3
BottleFlag BTF_CURESHIELDJINX = 4
BottleFlag BTF_MAX = 5
ComboGenFlag GENFLAG_HOOKSHOTTABLE = 0
ComboGenFlag GENFLAG_SWITCHHOOKABLE = 1
ComboGenFlag GENFLAG_MAX = 2
InteractButton INTBTN_A = 0
InteractButton INTBTN_B = 1
InteractButton INTBTN_L = 2
InteractButton INTBTN_R = 3
InteractButton INTBTN_EX1 = 4
InteractButton INTBTN_EX2 = 5
InteractButton INTBTN_EX3 = 6
InteractButton INTBTN_EX4 = 7
ItemButton ITMBTN_A = 0
ItemButton ITMBTN_B = 1
ItemButton ITMBTN_X = 2
ItemButton ITMBTN_Y = 3
ItemButton NUM_ITMBTN = 4
ComboTrigFlag TRIGFLAG_SWORD = 0
Weapons->LWeapons->Sword - Triggered by Sword LWeapons
ComboTrigFlag TRIGFLAG_SWORDBEAM = 1
Weapons->LWeapons->Sword Beam - Triggered by Sword Beam LWeapons
ComboTrigFlag TRIGFLAG_BRANG = 2
Weapons->LWeapons->Boomerang - Triggered by Boomerang LWeapons
ComboTrigFlag TRIGFLAG_BOMB = 3
Weapons->LWeapons->Bomb Boom - Triggered by Bomb (explosion) LWeapons
ComboTrigFlag TRIGFLAG_SBOMB = 4
Weapons->LWeapons->Super Bomb Boom - Triggered by Super Bomb (explosion) LWeapons
ComboTrigFlag TRIGFLAG_LITBOMB = 5
Weapons->LWeapons->Placed Bomb - Triggered by Bomb (placed) LWeapons
ComboTrigFlag TRIGFLAG_LITSBOMB = 6
Weapons->LWeapons->Placed Super Bomb - Triggered by Super Bomb (placed) LWeapons
ComboTrigFlag TRIGFLAG_ARROW = 7
Weapons->LWeapons->Arrow - Triggered by Arrow LWeapons
ComboTrigFlag TRIGFLAG_FIRE = 8
Weapons->LWeapons->Fire - Triggered by Fire LWeapons
ComboTrigFlag TRIGFLAG_WHISTLE = 9
Weapons->LWeapons->Whistle - Triggered by Whistle LWeapons (whistle played)
ComboTrigFlag TRIGFLAG_BAIT = 10
Weapons->LWeapons->Bait - Triggered by Bait LWeapons
ComboTrigFlag TRIGFLAG_WAND = 11
Weapons->LWeapons->Wand - Triggered by Wand Handle LWeapon
ComboTrigFlag TRIGFLAG_MAGIC = 12
Weapons->LWeapons->Magic - Triggered by Magic LWeapons
ComboTrigFlag TRIGFLAG_WIND = 13
Weapons->LWeapons->Wind - Triggered by Wind LWeapons
ComboTrigFlag TRIGFLAG_REFMAGIC = 14
Weapons->LWeapons->Refl. Magic - Triggered by Reflected Magic LWeapons
ComboTrigFlag TRIGFLAG_REFFIREBALL = 15
Weapons->LWeapons->Refl. Fireball - Triggered by Reflected Fireball LWeapons
ComboTrigFlag TRIGFLAG_REFROCK = 16
Weapons->LWeapons->Refl. Rock - Triggered by Reflected Rock LWeapons
ComboTrigFlag TRIGFLAG_HAMMER = 17
Weapons->LWeapons->Hammer - Triggered by Hammer LWeapon
ComboTrigFlag TRIGFLAG_RESET_ANIM = 18
Effects->Reset Anim - On trigger, reset the animation of the combo.
ComboTrigFlag TRIGFLAG_INVERT_PROXIMITY = 19
Other->Invert Proximity Req. - Proximity requirement is reversed
ComboTrigFlag TRIGFLAG_BTN_TOP = 20
Other->Btn: Top - Triggered by button press from above
ComboTrigFlag TRIGFLAG_BTN_BOTTOM = 21
Other->Btn: Bottom - Trigger by button press from below
ComboTrigFlag TRIGFLAG_BTN_LEFT = 22
Other->Btn: Left - Trigger by button press from left
ComboTrigFlag TRIGFLAG_BTN_RIGHT = 23
Other->Btn: Right - Trigger by button press from right
ComboTrigFlag TRIGFLAG_INVERT_MIN_MAX = 24
Weapons->LWeapons->Max Level Instead - Treat the ‘TriggerLevel’ as a max instead of a min
ComboTrigFlag TRIGFLAG_STEP = 25
Other->’Step->’ - Triggered by ‘Step->’
ComboTrigFlag TRIGFLAG_STEP_SENS = 26
Other->’Step-> (Sensitive)’ - Triggered by ‘Step->Sensitive’
ComboTrigFlag TRIGFLAG_SHUTTER = 27
Other->’Shutter->’ - Triggered by ‘Shutter->’
ComboTrigFlag TRIGFLAG_CTYPE_EFFECTS = 28
Effects->’->ComboType Effects’ - On trigger, cause the combo’s type-related effects to occur. (ex: opening a chest)
ComboTrigFlag TRIGFLAG_ONLY_GENTRIG = 29
Other->’Only Gen Triggers’ - Don’t allow the combo to trigger via it’s normal trigger methods (ex: bush via slashing)
ComboTrigFlag TRIGFLAG_KILL_WEAPON = 30
Weapons->Effects->’Kill Triggering Weapon’ - If triggered by a weapon, kill the weapon.
ComboTrigFlag TRIGFLAG_EW_FIREBALL = 31
Weapons->EWeapons->Fireball - Triggered by Fireball EWeapons
ComboTrigFlag TRIGFLAG_HOOKSHOT = 32
Weapons->LWeapons->Hookshot - Triggered by Hookshot LWeapons
ComboTrigFlag TRIGFLAG_SPARKLE = 33
Weapons->LWeapons->Sparkle - Triggered by Sparkle LWeapons
ComboTrigFlag TRIGFLAG_BYRNA = 34
Weapons->LWeapons->Byrna - Triggered by Byrna LWeapons
ComboTrigFlag TRIGFLAG_REFBEAM = 35
Weapons->LWeapons->Refl. Beam - Triggered by Reflected Beam LWeapons
ComboTrigFlag TRIGFLAG_STOMP = 36
Weapons->LWeapons->Stomp - Triggered by Stomp Boot LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT1 = 37
Weapons->LWeapons->Custom Weapon 1 - Triggered by ‘Custom Weapon 01’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT2 = 38
Weapons->LWeapons->Custom Weapon 2 - Triggered by ‘Custom Weapon 02’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT3 = 39
Weapons->LWeapons->Custom Weapon 3 - Triggered by ‘Custom Weapon 03’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT4 = 40
Weapons->LWeapons->Custom Weapon 4 - Triggered by ‘Custom Weapon 04’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT5 = 41
Weapons->LWeapons->Custom Weapon 5 - Triggered by ‘Custom Weapon 05’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT6 = 42
Weapons->LWeapons->Custom Weapon 6 - Triggered by ‘Custom Weapon 06’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT7 = 43
Weapons->LWeapons->Custom Weapon 7 - Triggered by ‘Custom Weapon 07’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT8 = 44
Weapons->LWeapons->Custom Weapon 8 - Triggered by ‘Custom Weapon 08’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT9 = 45
Weapons->LWeapons->Custom Weapon 9 - Triggered by ‘Custom Weapon 09’ LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT10 = 46
Weapons->LWeapons->Custom Weapon 10 - Triggered by ‘Custom Weapon 10’ LWeapons
ComboTrigFlag TRIGFLAG_AUTO = 47
Other->Always Triggered - Triggered automatically, every frame.
ComboTrigFlag TRIGFLAG_TRIG_SECRETS = 48
Effects->Triggers Secrets - Triggered by ‘Secrets->’
ComboTrigFlag TRIGFLAG_INVERT_ITEMREQ = 49
Counters/Items->Invert Item Req - Invert the item requirement (require NOT having the item)
ComboTrigFlag TRIGFLAG_CONSUME_ITEMREQ = 50
Counters/Items->Consume Item Req - On trigger, consume the required item.
ComboTrigFlag TRIGFLAG_COUNTER_GE = 51
Counters/Items->’Require >=’ - Only trigger if the counter has >= the specified amount
ComboTrigFlag TRIGFLAG_COUNTER_LT = 52
Counters/Items->’Require <’ - Only trigger if the counter has < the specified amount
ComboTrigFlag TRIGFLAG_COUNTER_EAT = 53
Counters/Items->Consume Amount - Consume the specified amount from the counter. Negative amounts add.
ComboTrigFlag TRIGFLAG_COUNTER_NOT_ONLY_TRIG_EAT = 54
Counters/Items->Consume w/o trig - Consume the specified amount from the counter even if the combo failed to trigger.
ComboTrigFlag TRIGFLAG_LIGHTON = 55
Other->’Light On->’ - Triggered by a lightbeam.
ComboTrigFlag TRIGFLAG_LIGHTOFF = 56
Other->’Light Off->’ - Triggered by lack of a lightbeam.
ComboTrigFlag TRIGFLAG_PUSH = 57
Other->’Push->’ - Triggered when the Hero pushes into the combo.
ComboTrigFlag TRIGFLAG_LENS_ON = 58
Other->’Lens On->’ - Triggered when the lens is revealing.
ComboTrigFlag TRIGFLAG_LENS_OFF = 59
Other->’Lens Off->’ - Triggered when the lens is not revealing.
ComboTrigFlag TRIGFLAG_EW_ARROW = 60
Weapons->EWeapons->Arrow - Triggered by Arrow EWeapons
ComboTrigFlag TRIGFLAG_EW_BRANG = 61
Weapons->EWeapons->Boomerang - Triggered by Boomerang EWeapons
ComboTrigFlag TRIGFLAG_EW_SWORD = 62
Weapons->EWeapons->Sword - Triggered by Sword EWeapons
ComboTrigFlag TRIGFLAG_EW_ROCK = 63
Weapons->EWeapons->Rock - Triggered by Rock EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT1 = 64
Weapons->EWeapons->Custom Weapon 1 - Triggered by ‘Custom Weapon 01’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT2 = 65
Weapons->EWeapons->Custom Weapon 2 - Triggered by ‘Custom Weapon 02’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT3 = 66
Weapons->EWeapons->Custom Weapon 3 - Triggered by ‘Custom Weapon 03’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT4 = 67
Weapons->EWeapons->Custom Weapon 4 - Triggered by ‘Custom Weapon 04’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT5 = 68
Weapons->EWeapons->Custom Weapon 5 - Triggered by ‘Custom Weapon 05’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT6 = 69
Weapons->EWeapons->Custom Weapon 6 - Triggered by ‘Custom Weapon 06’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT7 = 70
Weapons->EWeapons->Custom Weapon 7 - Triggered by ‘Custom Weapon 07’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT8 = 71
Weapons->EWeapons->Custom Weapon 8 - Triggered by ‘Custom Weapon 08’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT9 = 72
Weapons->EWeapons->Custom Weapon 9 - Triggered by ‘Custom Weapon 09’ EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT10 = 73
Weapons->EWeapons->Custom Weapon 10 - Triggered by ‘Custom Weapon 10’ EWeapons
ComboTrigFlag TRIGFLAG_EW_MAGIC = 74
Weapons->EWeapons->Magic - Triggered by Magic EWeapons
ComboTrigFlag TRIGFLAG_EW_BBLAST = 75
Weapons->EWeapons->Bomb Blast - Triggered by Bomb (explosion) EWeapons
ComboTrigFlag TRIGFLAG_EW_SBBLAST = 76
Weapons->EWeapons->SBomb Blast - Triggered by Super Bomb (explosion) EWeapons
ComboTrigFlag TRIGFLAG_EW_LITBOMB = 77
Weapons->EWeapons->Lit Bomb - Triggered by Bomb (unexploded) EWeapons
ComboTrigFlag TRIGFLAG_EW_LITSBOMB = 78
Weapons->EWeapons->Lit SBomb - Triggered by Super Bomb (unexploded) EWeapons
ComboTrigFlag TRIGFLAG_EW_FIRETRAIL = 79
Weapons->EWeapons->Fire Trail - Triggered by Fire Trail EWeapons
ComboTrigFlag TRIGFLAG_EW_FLAME = 80
Weapons->EWeapons->Flame - Triggered by Flame EWeapons
ComboTrigFlag TRIGFLAG_EW_WIND = 81
Weapons->EWeapons->Wind - Triggered by Wind EWeapons
ComboTrigFlag TRIGFLAG_EW_FLAME2 = 82
Weapons->EWeapons->Flame 2 - Triggered by Flame 2 EWeapons
ComboTrigFlag TRIGFLAG_SPECIAL_ITEM = 83
States/Spawning->Spawns Special Item - The spawned item will be the special item
ComboTrigFlag TRIGFLAG_EXST_ITEM = 84
States/Spawning->Trigger ExState after item pickup - Trigger ExState after picking up the spawned item
ComboTrigFlag TRIGFLAG_EXST_ENEMY = 85
States/Spawning->Trigger ExState after enemy kill - Trigger ExState after killing the spawned enemy
ComboTrigFlag TRIGFLAG_AUTOGRAB_ITEM = 86
States/Spawning->Spawned Item auto-collects - Spawned item auto-collects
ComboTrigFlag TRIGFLAG_KILL_ENEMIES = 87
Other->’Enemies->’ - Triggered when all enemies are killed
ComboTrigFlag TRIGFLAG_SECRETSTR = 88
Other->’Secrets->’ - Triggered when screen secrets are triggered
ComboTrigFlag TRIGFLAG_THROWN = 89
Weapons->LWeapons->Thrown - Triggered by Thrown Object weapons
ComboTrigFlag TRIGFLAG_QUAKESTUN = 90
Weapons->LWeapons->Quake Hammer - Triggered by a Quake Stun
ComboTrigFlag TRIGFLAG_SQUAKESTUN = 91
Weapons->LWeapons->S. Quake Hammer - Triggered by a Super Quake Stun
ComboTrigFlag TRIGFLAG_ANYFIRE = 92
Weapons->LWeapons->Any Fire - Triggered by Any Fire
ComboTrigFlag TRIGFLAG_STRONGFIRE = 93
Weapons->LWeapons->Strong Fire - Triggered by Strong Fire
ComboTrigFlag TRIGFLAG_MAGICFIRE = 94
Weapons->LWeapons->Magic Fire - Triggered by Magic Fire
ComboTrigFlag TRIGFLAG_DIVINEFIRE = 95
Weapons->LWeapons->Divine Fire - Triggered by Divine Fire
ComboTrigFlag TRIGFLAG_TRIGLEVELSTATE = 96
States/Spawning->’LevelState->’ - Triggered by Level State
ComboTrigFlag TRIGFLAG_LEVELSTATE = 97
States/Spawning->’->LevelState’ - Triggers Level State
ComboTrigFlag TRIGFLAG_TRIGGLOBALSTATE = 98
States/Spawning->’GlobalState->’ - Triggered by Global State
ComboTrigFlag TRIGFLAG_GLOBALSTATE = 99
States/Spawning->’->GlobalState’ - Triggers Global State
ComboTrigFlag TRIGFLAG_DO_KILL_ENEMIES = 100
Effects->Kill Enemies - Kill all enemies
ComboTrigFlag TRIGFLAG_DO_CLEAR_ENEMIES = 101
Effects->Clear Enemies - Delete all enemies
ComboTrigFlag TRIGFLAG_DO_CLEAR_LWEAPONS = 102
Effects->Clear LWeapons - Delete all lweapons
ComboTrigFlag TRIGFLAG_DO_CLEAR_EWEAPONS = 103
Effects->Clear EWeapons - Delete all eweapons
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_ANY = 104
Weapons->Effects->Ignite Weapon (Any) - Light the triggering weapon on normal fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_STRONG = 105
Weapons->Effects->Ignite Weapon (Strong) - Light the triggering weapon on strong fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_MAGIC = 106
Weapons->Effects->Ignite Weapon (Magic) - Light the triggering weapon on magic fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_DIVINE = 107
Weapons->Effects->Ignite Weapon (Divine) - Light the triggering weapon on divine fire.
ComboTrigFlag TRIGFLAG_SEPARATE_WEAPON_TRIGGERS = 108
Weapons->Effects->Weapon Separate Triggers - Triggering weapons only trigger weapon-related effects
ComboTrigFlag TRIGFLAG_TGROUP_CONTRIB = 109
States/Spawning->Contributes To TrigGroup - This combo contributes to its’ TrigGroup
ComboTrigFlag TRIGFLAG_TGROUP_LESS = 110
States/Spawning->’TrigGroup Less->’ - When the number of combos that contribute to this combo’s Trigger Group is LESS than the Trigger Group Val, trigger this combo.
ComboTrigFlag TRIGFLAG_TGROUP_GREATER = 111
States/Spawning->’TrigGroup Greater->’ - When the number of combos that contribute to this combo’s Trigger Group is GREATER than the Trigger Group Val, trigger this combo.
ComboTrigFlag TRIGFLAG_TRIG_PUSHED = 112
Other->’Pushed->’ - Triggers when this combo, as a pushblock, settles into a new positon.
ComboTrigFlag TRIGFLAG_TRIG_DIVE = 113
Other->’Dive->’ - Triggers when the Hero dives on this combo.
ComboTrigFlag TRIGFLAG_TRIG_DIVE_SENS = 114
Other->’Dive-> (Sensitive)’ - Triggers when the Hero dives on this combo. More sensitive hitbox than ‘TRIGFLAG_TRIG_DIVE’
ComboTrigFlag TRIGFLAG_REFARROW = 115
Weapons->LWeapons->Refl. Arrow - Triggered by Reflected Arrow LWeapons
ComboTrigFlag TRIGFLAG_REFFIRE = 116
Weapons->LWeapons->Refl. Fire - Triggered by Reflected Fire LWeapons
ComboTrigFlag TRIGFLAG_REFFIRE2 = 117
Weapons->LWeapons->Refl. Fire 2 - Triggered by Reflected Fire 2 LWeapons
ComboTrigFlag TRIGFLAG_TOGGLE_DARKNESS = 118
Effects->Toggle Darkness - Toggle the screen being a dark room
ComboTrigFlag TRIGFLAG_REQ_DARKNESS = 119
Other->Req. Darkness - Can only trigger if the screen is a dark room
ComboTrigFlag TRIGFLAG_REQ_NO_DARKNESS = 120
Other->Req. Darkness - Can only trigger if the screen is lit (not a dark room)
ComboTrigFlag TRIGFLAG_LITEM_REQUIRE = 121
Counters/Items->Require All - Require all the specified LItems to trigger the combo
ComboTrigFlag TRIGFLAG_LITEM_INV_REQUIRE = 122
Counters/Items->Require Not All - Require not all (some is ok) of the specified LItems to trigger the combo
ComboTrigFlag TRIGFLAG_LITEM_SET = 123
Counters/Items->’->Set’ - Grants the specified LItems. If ‘TRIGFLAG_LITEM_UNSET’ is also on, toggles them instead.
ComboTrigFlag TRIGFLAG_LITEM_UNSET = 124
Counters/Items->’->Unset’ - Removes the specified LItems. If ‘TRIGFLAG_LITEM_SET’ is also on, toggles them instead.
ComboTrigFlag TRIGFLAG_TINT_CLEAR = 125
Graphics->’->Clear Tint’ - Clears the palette tint.
ComboTrigFlag TRIGFLAG_MAX_IN_USE = 126
ComboTrigFlag TRIGFLAG_MAX = 192
scr_timing SCR_TIMING_INIT = -1
scr_timing SCR_TIMING_START_FRAME = 0
scr_timing SCR_TIMING_POST_COMBO_ANIM = 1
scr_timing SCR_TIMING_POST_POLL_INPUT = 2
scr_timing SCR_TIMING_POST_FFCS = 3
scr_timing SCR_TIMING_POST_GLOBAL_ACTIVE = 4
scr_timing SCR_TIMING_POST_PLAYER_ACTIVE = 5
scr_timing SCR_TIMING_POST_DMAPDATA_ACTIVE = 6
scr_timing SCR_TIMING_POST_DMAPDATA_PASSIVESUBSCREEN = 7
scr_timing SCR_TIMING_POST_COMBOSCRIPT = 8
scr_timing SCR_TIMING_POST_PUSHBLOCK = 9
scr_timing SCR_TIMING_POST_ITEMSPRITE_SCRIPT = 10
scr_timing SCR_TIMING_POST_ITEMSPRITE_ANIMATE = 11
scr_timing SCR_TIMING_POST_NPC_ANIMATE = 12
scr_timing SCR_TIMING_POST_EWPN_ANIMATE = 13
scr_timing SCR_TIMING_POST_EWPN_SCRIPT = 14
scr_timing SCR_TIMING_POST_OLD_ITEMDATA_SCRIPT = 15
scr_timing SCR_TIMING_POST_PLAYER_ANIMATE = 16
scr_timing SCR_TIMING_POST_NEW_ITEMDATA_SCRIPT = 17
scr_timing SCR_TIMING_POST_CASTING = 18
scr_timing SCR_TIMING_POST_LWPN_ANIMATE = 19
scr_timing SCR_TIMING_POST_DECOPARTICLE_ANIMATE = 20
scr_timing SCR_TIMING_POST_COLLISIONS_PALETTECYCLE = 21
scr_timing SCR_TIMING_WAITDRAW = 22
scr_timing SCR_TIMING_POST_GLOBAL_WAITDRAW = 23
scr_timing SCR_TIMING_POST_PLAYER_WAITDRAW = 24
scr_timing SCR_TIMING_POST_DMAPDATA_ACTIVE_WAITDRAW = 25
scr_timing SCR_TIMING_POST_DMAPDATA_PASSIVESUBSCREEN_WAITDRAW = 26
scr_timing SCR_TIMING_POST_SCREEN_WAITDRAW = 27
scr_timing SCR_TIMING_POST_FFC_WAITDRAW = 28
scr_timing SCR_TIMING_POST_COMBO_WAITDRAW = 29
scr_timing SCR_TIMING_POST_ITEM_WAITDRAW = 30
scr_timing SCR_TIMING_POST_NPC_WAITDRAW = 31
scr_timing SCR_TIMING_POST_EWPN_WAITDRAW = 32
scr_timing SCR_TIMING_POST_LWPN_WAITDRAW = 33
scr_timing SCR_TIMING_POST_ITEMSPRITE_WAITDRAW = 34
scr_timing SCR_TIMING_PRE_DRAW = 35
scr_timing SCR_TIMING_POST_DRAW = 36
scr_timing SCR_TIMING_POST_STRINGS = 37
scr_timing SCR_TIMING_END_FRAME = 38
scr_timing SCR_NUM_TIMINGS = 39
enum SubscreenWidgetType: 🔗 Source
SubscreenWidgetType SUBWIDG_NULL = 0
SubscreenWidgetType SUBWIDG_FRAME = 1
SubscreenWidgetType SUBWIDG_TEXT = 2
SubscreenWidgetType SUBWIDG_LINE = 3
SubscreenWidgetType SUBWIDG_RECT = 4
SubscreenWidgetType SUBWIDG_TIME = 5
SubscreenWidgetType SUBWIDG_MMETER = 6
SubscreenWidgetType SUBWIDG_LMETER = 7
SubscreenWidgetType SUBWIDG_BTNITM = 8
SubscreenWidgetType SUBWIDG_COUNTER = 9
SubscreenWidgetType SUBWIDG_OLDCTR = 10
SubscreenWidgetType SUBWIDG_MMAPTITLE = 11
SubscreenWidgetType SUBWIDG_MMAP = 12
SubscreenWidgetType SUBWIDG_LMAP = 13
SubscreenWidgetType SUBWIDG_BGCOLOR = 14
SubscreenWidgetType SUBWIDG_ITEMSLOT = 15
SubscreenWidgetType SUBWIDG_MCGUFF_FRAME = 16
SubscreenWidgetType SUBWIDG_MCGUFF = 17
SubscreenWidgetType SUBWIDG_TILEBLOCK = 18
SubscreenWidgetType SUBWIDG_MINITILE = 19
SubscreenWidgetType SUBWIDG_SELECTOR = 20
SubscreenWidgetType SUBWIDG_LGAUGE = 21
SubscreenWidgetType SUBWIDG_MGAUGE = 22
SubscreenWidgetType SUBWIDG_TEXTBOX = 23
SubscreenWidgetType SUBWIDG_SELECTEDTEXT = 24
SubscreenWidgetType SUBWIDG_MISCGAUGE = 25
SubscreenWidgetType SUBWIDG_BTNCOUNTER = 26
SubscreenWidgetType SUBWIDG_MAX = 27
enum SubscreenPageMode: 🔗 Source
SubscreenPageMode SUB_PGMODE_NONE = 0
no page change
SubscreenPageMode SUB_PGMODE_NEXT = 1
next page
SubscreenPageMode SUB_PGMODE_PREV = 2
previous page
SubscreenPageMode SUB_PGMODE_TARG = 3
specified page
SubscreenPageMode SUB_PGMODE_MAX = 4
SF SF_ROOMTYPE = 0
DMaps, Screens, Rooms Screen Flag categories. Flags from each category are ORed together, starting with the first flag See Screen Data dialog for what flags are contained in each category. Use in Screen->Flags
SF SF_VIEW = 1
SF SF_SECRETS = 2
SF SF_WARP = 3
SF SF_ITEMS = 4
SF SF_COMBOS = 5
SF SF_SAVE = 6
SF SF_FFC = 7
SF SF_WHISTLE = 8
SF SF_MISC = 9
SF SF_LAST = 10
SFR SFR_INTERIOR = 0
! These DMap Flag values do not return the expected results when compared via TraeS()ing what is anticipated! Screen Flag Roomtype
SFR SFR_DUNGEON = 1
SFR SFR_SIDEVIEW = 2
SFR SFR_LAST = 3
SFV SFV_INVISLINK = 0
Screen Flag View
SFV SFV_NOLINKMARKER = 1
SFV SFV_NOSUBSCREEN = 2
SFV SFV_NOOFFSET = 3
‘…but don’t offset’
SFV SFV_LAYER2BG = 4
Layer 2 is Background
SFV SFV_LAYER3BG = 5
SFV SFV_DARKROOM = 6
SFV SFV_DARK_DITHER = 7
SFV SFV_DARK_TRANS = 8
SFV SFV_LAST = 9
SFS SFS_BLOCKSHUT = 0
Block->Shutters
SFS SFS_TEMPSECRETS = 1
Secrets are temporary.
SFS SFS_TRIGPERM = 2
All Triggers->Perm Secret
SFS SFS_ALLTRIGFLAGS = 3
All triggers->16-31
SFS SFS_LAST = 4
SFW SFW_AUTODIRECT = 0
Auto Warps are Direct
SFW SFW_SENDSIRECT = 1
Sensitive Warps are direct.
SFW SFW_MAZEPATHS = 2
Use maze Path
SFW SFW_MAZEOVERRIDE = 3
maze Overrides Sidewarps
SFW SFW_SPRITECARRY = 4
Sprites carry over.
SFW SFW_DISABLE_MIRROR = 5
Disable Magic Mirror
SFW SFW_LAST = 6
SFI SFI_HOLDUP = 0
Hold up item.
SFI SFI_FALLS = 1
Falls from ceiling
SFI SFI_SECRETSITEM = 2
Secret reveals item
SFI SFI_ITEMSECRET = 3
Item triggers secrets
SFI SFI_ITEMSECRETPERM = 4
Item triggering secrets is permanent
SFI SFI_ITEMRETURNS = 5
Regular item always returns
SFI SFI_SPECIALITEMRETURNS = 6
Special item always returns
SFI SFI_LAST = 7
SFC SFC_MIDAIR = 0
Combos affect midair Link
SFC SFC_CYCLEINIT = 1
Cycle combos on screen init.
SFC SFC_IGNOREBOOTS = 2
Damage combos ignore boots.
SFC SFC_TOGGLERINGS = 3
Toggle ‘Rings Affect Combos’
SFC SFC_LAST = 4
SFSV SFSV_SAVECONTHERE = 0
Save Point->ontinue here.
SFSV SFSV_SAVEONENTRY = 1
Save game on entry.
SFSV SFSV_CONTHERE = 2
Comtinue here.
SFSV SFSV_NOCONTINUEWARP = 3
No continue Here after warp.
SFSV SFSV_LAST = 4
SFF SFF_WRAP = 0
Freeform Combos Wrap Around
SFF SFF_NOCARRYOVER = 1
No FFC carry over.
SFF SFF_LAST = 2
SFWH SFWH_STAIRS = 0
Whistle->Stairs
SFWH SFWH_PALCHANGE = 1
Whistle->Palette Change
SFWH SFWH_DRYLAKE = 2
Whistle->Dry lake
SFWH SFWH_LAST = 3
SFM SFM_ALLOW_LADDER = 0
Toggle ‘Allow Ladder’
SFM SFM_NO_DIVING = 1
Toggle ‘No Diving’
SFM SFM_SCRIPT1 = 2
General use 1 (Scripts)
SFM SFM_SCRIPT2 = 3
General use 2 (Scripts)
SFM SFM_SCRIPT3 = 4
General use 3 (Scripts)
SFM SFM_SCRIPT4 = 5
General use 4 (Scripts)
SFM SFM_SCRIPT5 = 6
General use 5 (Scripts)
SFM SFM_LAST = 7
SEFSP SEFSP_ZORA = 0
Screen Enemy Flags: Spawn
SEFSP SEFSP_CORNERTRAP = 1
SEFSP SEFSP_MIDDLETRAP = 2
SEFSP SEFSP_ROCK = 3
SEFSP SEFSP_SHOOTER = 4
SEFSP SEFSP_LAST = 5
SEFL1 SEFL1_RINGLEADER = 0
Screen Enemy Flags: List1
SEFL1 SEFL1_CARRYITEM = 1
SEFL1 SEFL1_INVIS = 2
SEFL1 SEFL1_BOSS = 3
SEFL1 SEFL1_TRAPS_IGNORE_SOLID = 4
SEFL1 SEFL1_LAST = 5
SEFL2 SEFL2_ALWAYSRET = 0
Screen Enemy Flags: List2
SEFL2 SEFL2_ENEMIES_ITEM = 1
SEFL2 SEFL2_ENEMEIS_SECRET = 2
SEFL2 SEFL2_ENEMIES_SECRET_PERM = 3
SEFL2 SEFL2_CHAIN_ENEMIES_TRIGGERS = 4
SEFL2 SEFL2_LAST = 5
DMFS DMFS_CAVESNOTCELLARS = 0
Use caves instead of item cellars
DMFS DMFS_3STAIRWARPS = 1
Allow 3-stair warps
DMFS DMFS_WWIND = 2
Allow whistle whirlwinds
DMFS DMFS_GUYCAVES = 3
Special rooms and guys are in caves only
DMFS DMFS_NOCOMPASS = 4
Don’t display compass marker in minimap
DMFS DMFS_WAVY = 5
Underwater wave effect
DMFS DMFS_WWINDRET = 6
Whistle whirlwind returns Link to beginning
DMFS DMFS_ALWAYSINTROMSG = 7
Always display intro string
DMFS DMFS_VIEWMAP = 8
View overworld map by pressing ‘Map’
DMFS DMFS_DMAPMAP = 9
…But only show screens marked in minimap
DMFS DMFS_MINIMAPCOLORFIX = 10
Use minimap foreground colour 2
DMFS DMFS_MINIMAPCOLOURFIX = 10
Use minimap foreground colour 2
DMFS DMFS_SCRIPT1 = 11
DMap Script Flag 1
DMFS DMFS_SCRIPT2 = 12
DMap Script Flag 2
DMFS DMFS_SCRIPT3 = 13
DMap Script Flag 3
DMFS DMFS_SCRIPT4 = 14
DMap Script Flag 4
DMFS DMFS_SCRIPT5 = 15
DMap Script Flag 5
DMFS DMFS_RESERVED = 16
RESERVED DO NOT USE
DMFS DMFS_LAYER3ISBACKGROUND = 17
Layer 3 is Background
DMFS DMFS_LAYER2ISBACKGROUND = 18
Layer 2 is bBackground
DMFS DMFS_TRUECELLARENEMIES = 19
True Cellar Enemies
DMFS DMFS_BUNNY = 20
Become Bunny with no Pearl
DMFS DMFS_MIRRORCONTINUE = 21
Mirror Continues instead of Warping
DMFS DMFS_MAX = 22
ERR _ERR_CANTOPENSOURCE = 0
Error codes for #ignore error
ERR _ERR_CANTOPENIMPORT = 1
ERR _ERR_IMPORTRECURSION = 2
ERR _ERR_IMPORTBADSCOPE = 3
ERR _ERR_FUNCTIONREDEF = 4
ERR _ERR_FUNCTIONVOIDPARAM = 5
ERR _ERR_SCRIPTREDEF = 6
ERR _ERR_VOIDVAR = 7
ERR _ERR_VARREDEF = 8
ERR _ERR_VARUNDECLARED = 9
ERR _ERR_FUNCUNDECLARED = 10
ERR _ERR_SCRIPTNORUN = 11
ERR _ERR_SCRIPTRUNNOTVOID = 12
ERR _ERR_SCRIPTNUMNOTINT = 13
ERR _ERR_SCRIPTNUMTOOBIG = 14
ERR _ERR_SCRIPTNUMREDEF = 15
ERR _ERR_IMPLICITCAST = 16
ERR _ERR_ILLEGALCAST = 17
ERR _ERR_VOIDEXPR = 18
ERR _ERR_DIVBYZERO = 19
ERR _ERR_CONSTTRUNC = 20
ERR _ERR_NOFUNCMATCH = 21
ERR _ERR_TOOFUNCMATCH = 22
ERR _ERR_FUNCBADRETURN = 23
ERR _ERR_TOOMANYGLOBAL = 24
ERR _ERR_SHIFTNOTINT = 25
ERR _ERR_REFVAR = 26
ERR _ERR_ARROWNOTPOINTER = 27
ERR _ERR_ARROWNOFUNC = 28
ERR _ERR_ARROWNOVAR = 29
ERR _ERR_TOOMANYRUN = 30
ERR _ERR_INDEXNOTINT = 31
ERR _ERR_SCRIPTBADTYPE = 32
ERR _ERR_BREAKBAD = 33
ERR _ERR_CONTINUEBAD = 34
ERR _ERR_CONSTREDEF = 35
ERR _ERR_LVALCONST = 36
ERR _ERR_BADGLOBALINIT = 37
ERR _ERR_DEPRECATEDGLOBAL = 38
ERR _ERR_VOIDARR = 39
ERR _ERR_REFARR = 40
ERR _ERR_ARRREDEF = 41
ERR _ERR_ARRAYTOOSMALL = 42
ERR _ERR_ARRAYLISTTOOLARGE = 43
ERR _ERR_ARRAYLISTSTRINGTOOLARGE = 44
ERR _ERR_NONINTEGERARRAYSIZE = 45
ERR _ERR_EXPRNOTCONSTANT = 46
ERR _ERR_UNRESOLVEDTYPE = 47
ERR _ERR_CONSTUNINITIALIZED = 48
ERR _ERR_CONSTASSIGN = 49
ERR _ERR_EMPTYARRAYLITERAL = 50
ERR _ERR_DIMENSIONMISMATCH = 51
ERR _ERR_ARRAYLITERALRESIZE = 52
ERR _ERR_MISSINGCOMPILEERROR = 53
ERR _ERR_UNIMPLEMENTEDFEATURE = 54
ERR _ERR_UNKNOWNOPTION = 55
ERR _ERR_NOREADTYPE = 56
ERR _ERR_NOWRITETYPE = 57
ERR _ERR_UNRESOLVEDSCRIPTTYPE = 58
ERR _ERR_REDEFSCRIPTTYPE = 59
ERR _ERR_ARRAYINVALIDSIZE = 60
ERR _ERR_ARRAYDECIMAL = 61
ERR _ERR_CONSTNOTCONSTANT = 62
ERR _ERR_TOOMANYUSING = 63
ERR _ERR_DUPLICATEUSING = 64
ERR _ERR_TOOMANYVAR = 65
ERR _ERR_HEADERGUARDERR = 66
ERR _ERR_HEADERGUARDWARN = 67
ERR _ERR_REDEFDATATYPE = 68
ERR _ERR_CONSTALREADYCONSTANT = 69
MIDI MIDI_USE_DMAP = -4
ONLY for ‘Screen->MIDI’ and ‘mapdata->MIDI’
MIDI MIDI_NONE = -3
MIDI MIDI_OVERWORLD = -2
MIDI MIDI_DUNGEON = -1
MIDI MIDI_LEVEL9 = 0
==0, cannot be played by ‘Audio->PlayMIDI’
susptCOMBOANIM susptCOMBOANIM = 0
suspend types Typical processes that we want to pause, similar to ALLOFF() Combo animation
susptCOMBOANIM susptGUYS = 1
Main Sprite animation by type
susptCOMBOANIM susptLWEAPONS = 2
susptCOMBOANIM susptEWEAPONS = 3
susptCOMBOANIM susptITEMS = 4
susptCOMBOANIM susptLINK = 5
susptCOMBOANIM susptUPDATEFFC = 6
ffcs
susptCOMBOANIM susptDECORATIONS = 7
sprite subclasses
susptCOMBOANIM susptPARTICLES = 8
susptCOMBOANIM susptPALCYCLE = 9
lake dries up
susptCOMBOANIM susptLAKES = 10
susptCOMBOANIM susptCOLLISIONS = 11
game system events
susptCOMBOANIM susptCONTROLSTATE = 12
susptCOMBOANIM susptONEFRAMECONDS = 13
susptCOMBOANIM susptSCRIPDRAWCLEAR = 14
susptCOMBOANIM susptQUAKE = 15
susptCOMBOANIM susptGLOBALGAME = 16
Script Types
susptCOMBOANIM susptNPCSCRIPTS = 17
susptCOMBOANIM susptLWEAPONSCRIPTS = 18
susptCOMBOANIM susptEWEAPONSCRIPTS = 19
susptCOMBOANIM susptITEMSPRITESCRIPTS = 20
susptCOMBOANIM susptFFCSCRIPTS = 21
susptCOMBOANIM susptLINKACTIVE = 22
susptCOMBOANIM susptITEMSCRIPTENGINE = 23
susptCOMBOANIM susptDMAPSCRIPT = 24
susptCOMBOANIM susptSCREENSCRIPTS = 25
susptCOMBOANIM susptSUBSCREENSCRIPTS = 26
susptCOMBOANIM susptCOMBOSCRIPTS = 27
susptCOMBOANIM susptCONVEYORSITEMS = 60
Moving items
susptCOMBOANIM susptDRAGGINGITEM = 61
susptCOMBOANIM susptROAMINGITEM = 62
susptCOMBOANIM susptLENS = 63
Misc
susptCOMBOANIM susptHOOKSHOT = 64
susptCOMBOANIM susptMOVINGBLOCKS = 65
susptCOMBOANIM susptMAGICCAST = 66
susptCOMBOANIM susptSCREENDRAW = 67
susptCOMBOANIM susptLAST = 68
MSGFLAG MSGFLAG_WRAP = 0
If the text wraps around the bounding box
MSGFLAG MSGFLAG_CONT = 1
If the message is the continuation of a previous one
MSGFLAG MSGFLAG_CENTER = 2
Reserved
MSGFLAG MSGFLAG_RIGHT = 3
Reserved
MSGFLAG MSGFLAG_FULLTILE = 4
If the background tile should be treated as the UL of a tile block,
MSGFLAG MSGFLAG_TRANS_BG = 5
If the background should be translucent
MSGFLAG MSGFLAG_TRANS_FG = 6
If the text should be translucent
GENSCR GENSCR_ST_RELOAD = 0
When reloading from save select screen
GENSCR GENSCR_ST_CONTINUE = 1
When F6->Continue
GENSCR GENSCR_ST_CHANGE_SCREEN = 2
When screen changes
GENSCR GENSCR_ST_CHANGE_DMAP = 3
When dmap changes
GENSCR GENSCR_ST_CHANGE_LEVEL = 4
When level changes
GENSCR GENSCR_NUMST = 5
GENSCR GENSCR_EVENT_NIL = -1
N/A (error value)
GENSCR GENSCR_EVENT_INIT = 0
When loading in from a save/new quest
GENSCR GENSCR_EVENT_CONTINUE = 1
When F6->Continue
GENSCR GENSCR_EVENT_FFC_PRELOAD = 2
When FFCs run ‘on screen init’
GENSCR GENSCR_EVENT_CHANGE_SCREEN = 3
When the screen changes
GENSCR GENSCR_EVENT_CHANGE_DMAP = 4
When the dmap changes
GENSCR GENSCR_EVENT_CHANGE_LEVEL = 5
When the level changes
GENSCR GENSCR_EVENT_HERO_HIT_1 = 6
Hero is hit, before ring applied
GENSCR GENSCR_EVENT_HERO_HIT_2 = 7
Hero is hit, after ring applied
GENSCR GENSCR_EVENT_COLLECT_ITEM = 8
Item is collected
GENSCR GENSCR_EVENT_ENEMY_DROP_ITEM_1 = 9
Enemy drops item (before item created)
GENSCR GENSCR_EVENT_ENEMY_DROP_ITEM_2 = 10
Enemy drops item (if & after item created)
GENSCR GENSCR_EVENT_ENEMY_DEATH = 11
Enemy dying
GENSCR GENSCR_EVENT_ENEMY_HIT1 = 12
Enemy hit, before defenses
GENSCR GENSCR_EVENT_ENEMY_HIT2 = 13
Enemy hit, after defenses