std_constants.zh#

Variables#

const int

ERR_RETURN

const int

PI

const int

PI2

const int

E

const int

RADIAN

const int

DEGREE

const int

SQRT_ERROR

const int

SQRT_MAX

const int

MAX_CONSTANT

const int

MIN_CONSTANT

const int

MAX_SCRIPTDRAWINGCOMMANDS

const int

MAX_INT

const int

MIN_INT

const int

MAX_FLOAT

const int

MIN_FLOAT

const int

MAX_SHORT

const int

MIN_SHORT

const int

MAX_BYTE

const int

MIN_BYTE

const int

MAX_COUNTER

const int

MIN_COUNTER

const long

MAX_TIME

const int

MIN_LWEAPON

const int

MIN_EWEAPON

const int

MIN_NPC

const int

MIN_ITEM

const int

MAX_LWEAPON

const int

MAX_EWEAPON

const int

MAX_NPCS

const int

MAX_ITEM

const int

MIN_FFC

const int

MAX_FFC

const int

MIN_OBJ

const int

MIN_COUNTER_INDEX

const int

MAX_COUNTER_INDEX

const int

NUM_COUNTERS

const int

MIN_COMBO_POS

const int

MAX_COMBO_POS

const int

NUM_COMBO_POS

const int

MAX_OBJECT_POINTERS

const int

MAX_WEAPON_POINTERS

const int

MAX_TOTAL_OBJECT_POINTERS

const int

MAX_SPRITES

const int

MAX_DRAWING

const int

MIN_BITMAP_X

const int

MAX_BITMAP_X

const int

MIN_BITMAP_Y

const int

MAX_BITMAP_Y

const int

MAX_GLOBAL_VARIABLES

const int

MAX_VARIABLES

const int

MAX_BITSPERVARIABLE

const int

MIN_ITEMDATA

const int

MAX_ITEMDATA

const int

NUM_ITEMDATA

const int

NUM_LEVELS

const int

MAX_ARRAY_POINTERS

const int

MAX_TILES

const int

MAX_COMBOS

const int

MAX_STRINGS

const int

HP_PER_HEART

const int

MP_PER_BLOCK

const int

MAX_MESSAGES

const int

MAX_MESSAGELENGTH

const int

MAX_MAPS

const int

MAX_DMAPS

const int

MAX_DMAPNAMELENGTH

const int

MAX_DMAPTITLELENGTH

const int

MAX_DMAPINTROLENGTH

const int

MAX_FFC_W

const int

MAX_FFC_H

const int

MAX_FFC_EFFECT_W

const int

MAX_FFC_EFFECT_H

const int

INIT_D_SIZE

const int

INIT_A_SIZE

const int

MISC_SIZE

const int

NPC_ATTRIBUTES_SIZE

const int

ITEM_ATTRIBUTES_SIZE

const int

GAMEMISC_SIZE

const int

MAX_DEFENSE

const int

MAX_DEFENCE

const int

SCREEN_W

const int

SCREEN_H

const int

SCREEN_RIGHT

const int

SCREEN_LEFT

const int

SCREEN_TOP

const int

SCREEN_BOTTOM

const int

SUBSCREEN_BOTTOM

const int

SUBSCREEN_TOP

const int

SCREEN_CENTER_X

const int

SCREEN_CENTRE_X

const int

SCREEN_CENTER_Y

const int

SCREEN_CENTRE_Y

const int

GRAVITY

const int

TERMINAL_VELOCITY

const int

JUMPING_LAYER_THRESHOLD

const int

CSET_0

const int

CSET_1

const int

CSET_2

const int

CSET_3

const int

CSET_4

const int

CSET_5

const int

CSET_6

const int

CSET_7

const int

CSET_8

const int

CSET_9

const int

CSET_10

const int

CSET_11

const int

CSET_12

const int

CSET_13

const int

CSET_14

const int

CSET_15

const int

SFX_ARROW

const int

SFX_BEAM

const int

SFX_BOMB

const int

SFX_BRANG

const int

SFX_CHARGE1

const int

SFX_CHARGE2

const int

SFX_CURSOR

const int

SFX_CLINK

const int

SFX_CLEARED

const int

SFX_DINSFIRE

const int

SFX_DODONGO

const int

SFX_SHUTTER

const int

SFX_EDEAD

const int

SFX_EHIT

const int

SFX_LOWHP

const int

SFX_FALL

const int

SFX_FARORESWIND

const int

SFX_FIRE

const int

SFX_FIREBALL

const int

SFX_GANON

const int

SFX_GASP

const int

SFX_GRASSCUT

const int

SFX_HAMMER

const int

SFX_HAMMERPOST

const int

SFX_HOOKSHOT

const int

SFX_HOVER

const int

SFX_ICE

const int

SFX_JUMP

const int

SFX_LENSOFF

const int

SFX_LENSON

const int

SFX_MSG

const int

SFX_NAYRUSLOVE1

const int

SFX_NAYRUSLOVE2

const int

SFX_OUCH

const int

SFX_PICKUP

const int

SFX_PLACE

const int

SFX_PLINK

const int

SFX_PUSHBLOCK

const int

SFX_REFILL

const int

SFX_ROAR

const int

SFX_ROCK

const int

SFX_ROCKETDOWN

const int

SFX_ROCKETUP

const int

SFX_SCALE

const int

SFX_SEA

const int

SFX_SECRET

const int

SFX_SPINATTACK

const int

SFX_SPIRAL

const int

SFX_SPLASH

const int

SFX_STAIRS

const int

SFX_SUMMON

const int

SFX_SWORD

const int

SFX_TAP1

const int

SFX_TAP2

const int

SFX_PATRA

const int

SFX_WAND

const int

SFX_WHIRLWIND

const int

SFX_WHISTLE

const int

SFX_ZELDA

const int

SP_ARROW_ENEMY

const int

SP_ARROW1

const int

SP_ARROW2

const int

SP_ARROW3

const int

SP_BAIT

const int

SP_BOMB_ENEMY

const int

SP_SBOMB_ENEMY

const int

SP_BOMB

const int

SP_SBOMB

const int

SP_BRANG1

const int

SP_BRANG2

const int

SP_BRANG3

const int

SP_CANEOFBYRNA

const int

SP_BYRNABEAM

const int

SP_BYRNASLASH

const int

SP_DINSFIRE_FALL

const int

SP_DINSFIRE_RISE

const int

SP_DINSFIRE_TRAIL_FALL

const int

SP_DINSFIRE_TRAIL_RISE

const int

SP_BOMB_ENEMY_EXPLOSION

const int

SP_SBOMB_ENEMY_EXPLOSION

const int

SP_BOMB_EXPLOSION

const int

SP_SBOMB_EXPLOSION

const int

SP_FIRE_ENEMY

const int

SP_FIRE2_ENEMY

const int

SP_FIRETRAIL2

const int

SP_FIRETRAIL

const int

SP_FIREBALL

const int

SP_FLAME

const int

SP_FIRE

const int

SP_HAMMER

const int

SP_HOOKSHOT1_CHAIN_H

const int

SP_HOOKSHOT1_CHAIN_V

const int

SP_HOOKSHOT1_HANDLE

const int

SP_HOOKSHOT1_HEAD

const int

SP_HOOKSHOT2_CHAIN_H

const int

SP_HOOKSHOT2_CHAIN_V

const int

SP_HOOKSHOT2_HANDLE

const int

SP_HOOKSHOT2_HEAD

const int

SP_ICE

const int

SP_MAGIC_ENEMY

const int

SP_MAGIC_FIRE

const int

SP_MAGIC

const int

SP_MISC44

const int

SP_MISC45

const int

SP_MISC57

const int

SP_MISC24

const int

SP_MISC_ARROW2

const int

SP_MISC_ARROW3

const int

SP_MISC_BRANG2

const int

SP_MISC_BRANG3

const int

SP_MISC_BUSH

const int

SP_MISC_DEATH

const int

SP_MISC_FLOWER

const int

SP_MISC_GRASS

const int

SP_MISC_HAMMER

const int

SP_MISC_HOVER

const int

SP_MISC_MAGICMETER

const int

SP_MISC_MORE

const int

SP_MISC_QHEART

const int

SP_MISC_RIPPLE

const int

SP_MISC_SHADOW2

const int

SP_MISC_SHADOW1

const int

SP_SPAWN

const int

SP_MISC_SSVINE

const int

SP_TALLGRASS

const int

SP_NAYRU_LEFT

const int

SP_NAYRU_LEFT2

const int

SP_NAYRU_RIGHT

const int

SP_NAYRU_RIGHT2

const int

SP_NAYRU_BACK

const int

SP_NAYRU_FRONT

const int

SP_NAYRU_TRAIL_LEFT

const int

SP_NAYRU_TRAIL_LEFT2

const int

SP_NAYRU_TRAIL_RIGHT

const int

SP_NAYRU_TRAIL_RIGHT2

const int

SP_ROCK

const int

SP_SWORD_ENEMY

const int

SP_SWORD1

const int

SP_SLASH1

const int

SP_SWORD2

const int

SP_SLASH2

const int

SP_SWORD3

const int

SP_SLASH3

const int

SP_SWORD4

const int

SP_SLASH4

const int

SP_WAND

const int

SP_WHIRL

const int

SP_WIND

const int

DIR2_UP

const int

DIR2_RIGHTUP

const int

DIR2_RIGHT

const int

DIR2_RIGHTDOWN

const int

DIR2_DOWN

const int

DIR2_LEFTDOWN

const int

DIR2_LEFT

const int

DIR2_LEFTUP

const int

DIR2_UPRIGHT

const int

DIR2_DOWNRIGHT

const int

DIR2_DOWNLEFT

const int

DIR2_UPLEFT

const int

DEG_DIR_RIGHTUP

const int

DEG_DIR_UPRIGHT

const int

DEG_DIR_UP

const int

DEG_DIR_UPLEFT

const int

DEG_DIR_LEFTUP

const int

DEG_DIR_LEFT

const int

DEG_DIR_LEFTDOWN

const int

DEG_DIR_DOWNLEFT

const int

DEG_DIR_DOWN

const int

DEG_DIR_RIGHTDOWN

const int

DEG_DIR_DOWNRIGHT

const int

DEG_DIR_RIGHT

const int

RAD_DIR_RIGHTUP

const int

RAD_DIR_UPRIGHT

const int

RAD_DIR_UP

const int

RAD_DIR_UPLEFT

const int

RAD_DIR_LEFTUP

const int

RAD_DIR_LEFT

const int

RAD_DIR_LEFTDOWN

const int

RAD_DIR_DOWNLEFT

const int

RAD_DIR_DOWN

const int

RAD_DIR_RIGHTDOWN

const int

RAD_DIR_DOWNRIGHT

const int

RAD_DIR_RIGHT

const int

EXT_NONE

const int

EXT_16X32

const int

EXT_32X32

const int

EXT_NORMAL

const int

EXT_EXTENDED

const int

EXT_NOSHADOW

const int

LI_TRIFORCE

const int

LI_MAP

const int

LI_COMPASS

const int

LI_BOSS

const int

LI_BOSSKEY

const int

MB_LEFTCLICK

const int

MB_RIGHTCLICK

const int

MB_MIDDLECLICK

const int

CB_UP

const int

CB_DOWN

const int

CB_LEFT

const int

CB_RIGHT

const int

CB_A

const int

CB_B

const int

CB_START

const int

CB_L

const int

CB_R

const int

CB_MAP

const int

CB_EX1

const int

CB_X

const int

CB_EX2

const int

CB_Y

const int

CB_EX3

const int

CB_EX4

const int

CB_STICKUP

const int

CB_STICKDOWN

const int

CB_STICKLEFT

const int

CB_STICKRIGHT

const int

CB_AXIS_UP

const int

CB_AXIS_DOWN

const int

CB_AXIS_LEFT

const int

CB_AXIS_RIGHT

const int

CB_MAX

const int

I_AMULET1

const int

I_AMULET2

const int

I_ARROW1

const int

I_ARROW2

const int

I_ARROW3

const int

I_ARROWAMMO1

const int

I_ARROWAMMO10

const int

I_ARROWAMMO30

const int

I_ARROWAMMO5

const int

I_BAIT

const int

I_BOMB

const int

I_BOMBAMMO1

const int

I_BOMBAMMO30

const int

I_BOMBAMMO4

const int

I_BOMBAMMO8

const int

I_BOMBBAG1

const int

I_BOMBBAG2

const int

I_BOMBBAG3

const int

I_BOMBBAG4

const int

I_BOOK

const int

I_BOOTS

const int

I_BOSSKEY

const int

I_BOW1

const int

I_BOW2

const int

I_BRACELET1

const int

I_BRACELET2

const int

I_BRACELET3

const int

I_BRANG1

const int

I_BRANG2

const int

I_BRANG3

const int

I_CANDLE1

const int

I_CANDLE2

const int

I_CBYRNA

const int

I_CHARGERING1

const int

I_CHARGERING2

const int

I_CLOCK

const int

I_COMPASS

const int

I_CROSSSCROLL

const int

I_DINSFIRE

const int

I_DUST_PILE

const int

I_FAIRY

const int

I_FAIRYSTILL

const int

I_FARORESWIND

const int

I_FLIPPERS

const int

I_HAMMER

const int

I_HCPIECE

const int

I_HEART

const int

I_HEARTCONTAINER

const int

I_HEARTRING1

const int

I_HEARTRING2

const int

I_HEARTRING3

const int

I_HOOKSHOT1

const int

I_HOOKSHOT2

const int

I_HOVERBOOTS

const int

I_KEY

const int

I_KILLALL

const int

I_LADDER1

const int

I_LADDER2

const int

I_LENS

const int

I_LETTER

const int

I_LETTERUSED

const int

I_LEVELKEY

const int

I_MAGICCONTAINER

const int

I_MAGICJAR1

const int

I_MAGICJAR2

const int

I_MAGICKEY

const int

I_MAGICRING1

const int

I_MAGICRING2

const int

I_MAGICRING3

const int

I_MAGICRING4

const int

I_MAP

const int

I_MISC1

const int

I_MISC2

const int

I_NAYRUSLOVE

const int

I_PERILRING

const int

I_PERILSCROLL

const int

I_POTION1

const int

I_POTION2

const int

I_QUAKESCROLL1

const int

I_QUAKESCROLL2

const int

I_QUIVER1

const int

I_QUIVER2

const int

I_QUIVER3

const int

I_QUIVER4

const int

I_RAFT

const int

I_RING1

const int

I_RING2

const int

I_RING3

const int

I_ROCSFEATHER

const int

I_RUPEE1

const int

I_RUPEE10

const int

I_RUPEE100

const int

I_RUPEE20

const int

I_RUPEE200

const int

I_RUPEE5

const int

I_RUPEE50

const int

I_SBOMB

const int

I_SELECTA

const int

I_SELECTB

const int

I_SHIELD1

const int

I_SHIELD2

const int

I_SHIELD3

const int

I_SPINSCROLL1

const int

I_SPINSCROLL2

const int

I_STOMPBOOTS

const int

I_STONEAGONY

const int

I_SWORD1

const int

I_SWORD2

const int

I_SWORD3

const int

I_SWORD4

const int

I_TRIFORCE

const int

I_TRIFORCEBIG

const int

I_WALLET500

const int

I_WALLET999

const int

I_WALLETA

const int

I_WAND

const int

I_WEALTHMEDAL

const int

I_WEALTHMEDAL2

const int

I_WEALTHMEDAL3

const int

I_WHIMSICALRING

const int

I_WHISPRING1

const int

I_WHISPRING2

const int

I_WHISTLE

const int

IP_BIGRANGE

const int

IP_HOLDUP

const int

IP_ST_ITEM

const int

IP_DUMMY

const int

IP_CHECK

const int

IP_MONEY

const int

IP_FADE

const int

IP_ENEMYCARRIED

const int

IP_TIMEOUT

const int

IP_BIGTRIFORCE

const int

IP_NODRAW

const int

IP_ST_SPECIALITEM

const int

IP_TRIGGERSECRETS

const int

IP_ALWAYSGRAB

const int

LW_SWORD

const int

LW_WAND

const int

LW_CANDLE

const int

LW_HAMMER

const int

LW_HOOKSHOT

const int

LW_CANEOFBYRNA

const int

LW_BUGNET

const int

LW_ARROW

const int

LW_BEAM

const int

LW_BRANG

const int

LW_BOMB

const int

LW_BOMBBLAST

const int

LW_SBOMB

const int

LW_SBOMBBLAST

const int

LW_FIRE

const int

LW_WHISTLE

const int

LW_BAIT

const int

LW_MAGIC

const int

LW_WIND

const int

LW_REFMAGIC

const int

LW_REFFIREBALL

const int

LW_REFROCK

const int

LW_REFBEAM

const int

LW_SPARKLE

const int

LW_FIRESPARKLE

const int

LW_SCRIPT1

const int

LW_SCRIPT2

const int

LW_SCRIPT3

const int

LW_SCRIPT4

const int

LW_SCRIPT5

const int

LW_SCRIPT6

const int

LW_SCRIPT7

const int

LW_SCRIPT8

const int

LW_SCRIPT9

const int

LW_SCRIPT10

const int

LW_ICE

const int

LW_THROWN

const int

LW_REFARROW

const int

LW_REFFIRE

const int

LW_REFFIRE2

const int

EW_ARROW

const int

EW_BRANG

const int

EW_BEAM

const int

EW_ROCK

const int

EW_MAGIC

const int

EW_FIREBALL

const int

EW_FIREBALL2

const int

EW_BOMB

const int

EW_BOMBBLAST

const int

EW_SBOMB

const int

EW_SBOMBBLAST

const int

EW_FIRETRAIL

const int

EW_FIRE

const int

EW_WIND

const int

EW_FIRE2

const int

EW_SCRIPT1

const int

EW_SCRIPT2

const int

EW_SCRIPT3

const int

EW_SCRIPT4

const int

EW_SCRIPT5

const int

EW_SCRIPT6

const int

EW_SCRIPT7

const int

EW_SCRIPT8

const int

EW_SCRIPT9

const int

EW_SCRIPT10

const int

NPC_ABEI

const int

NPC_AMA

const int

NPC_MERCHANT

const int

NPC_MOBLIN

const int

NPC_FIRE

const int

NPC_FAIRY

const int

NPC_GORIYA

const int

NPC_ZELDA

const int

NPC_ABEI2

const int

NPC_AQUAMENTUSL

const int

NPC_AQUAMENTUSR

const int

NPC_ARMOS

const int

NPC_BAT

const int

NPC_BOMBCHU

const int

NPC_BOULDER

const int

NPC_BUBBLEITEMP

const int

NPC_BUBBLEITEMR

const int

NPC_BUBBLEITEMT

const int

NPC_BUBBLESWORDP

const int

NPC_BUBBLESWORDR

const int

NPC_BUBBLESWORDT

const int

NPC_CEILINGMASTER

const int

NPC_DARKNUT1

const int

NPC_DARKNUT2

const int

NPC_DARKNUT3

const int

NPC_DARKNUT4

const int

NPC_DARKNUT5

const int

NPC_DIGDOGGER1

const int

NPC_DIGDOGGER3

const int

NPC_DIGKID1

const int

NPC_DIGKID2

const int

NPC_DIGKID3

const int

NPC_DIGKID4

const int

NPC_DODONGO

const int

NPC_DODONGOBS

const int

NPC_DODONGOFIRE

const int

NPC_ENEMYFIRE

const int

NPC_FLOORMASTER

const int

NPC_GANON

const int

NPC_GEL

const int

NPC_GELFIRE

const int

NPC_GELFIRETRIB

const int

NPC_GELTRIB

const int

NPC_GHINI1

const int

NPC_GHINI2

const int

NPC_GHINIMGC

const int

NPC_GIBDO

const int

NPC_GLEEOK1

const int

NPC_GLEEOK1FIRE

const int

NPC_GLEEOK2

const int

NPC_GLEEOK2FIRE

const int

NPC_GLEEOK3

const int

NPC_GLEEOK3FIRE

const int

NPC_GLEEOK4

const int

NPC_GLEEOK4FIRE

const int

NPC_GOHMA1

const int

NPC_GOHMA2

const int

NPC_GOHMA3

const int

NPC_GOHMAFIRE

const int

NPC_GORIYA1

const int

NPC_GORIYA2

const int

NPC_GORIYA3

const int

NPC_GRAPBUGHP

const int

NPC_GRAPBUGMP

const int

NPC_ITEMFAIRY

const int

NPC_KEESE1

const int

NPC_KEESE2

const int

NPC_KEESE3

const int

NPC_KEESETRIB

const int

NPC_LANMOLA1

const int

NPC_LANMOLA2

const int

NPC_LEEVER1

const int

NPC_LEEVER2

const int

NPC_LEEVER3

const int

NPC_LIKELIKE

const int

NPC_LYNEL1

const int

NPC_LYNEL2

const int

NPC_LYNEL3

const int

NPC_MANHANDLA

const int

NPC_MANHANDLA2

const int

NPC_MOBLIN1

const int

NPC_MOBLIN2

const int

NPC_MOLDORM

const int

NPC_OCTOROCK1F

const int

NPC_OCTOROCK1S

const int

NPC_OCTOROCK2F

const int

NPC_OCTOROCK2S

const int

NPC_OCTOROCKBOMBF

const int

NPC_OCTOROCKBOMBS

const int

NPC_OCTOROCKFIREF

const int

NPC_OCTOROCKFIRES

const int

NPC_OCTOROCKMGC

const int

NPC_PATRA1

const int

NPC_PATRA2

const int

NPC_PATRA3

const int

NPC_PATRABS

const int

NPC_PATRAOVAL

const int

NPC_PEAHAT

const int

NPC_PEAHATFIRE

const int

NPC_POLSVOICE

const int

NPC_POLSVOICEBS

const int

NPC_POLSVOICEMGC

const int

NPC_ROCK

const int

NPC_ROPE1

const int

NPC_ROPE2

const int

NPC_SHOOTFBALL

const int

NPC_SHOOTFLAME

const int

NPC_SHOOTFLAME2

const int

NPC_SHOOTMAGIC

const int

NPC_SHOOTROCK

const int

NPC_SHOOTSPEAR

const int

NPC_SHOOTSWORD

const int

NPC_SPINTILE

const int

NPC_SPINTILERND

const int

NPC_STALFOS1

const int

NPC_STALFOS2

const int

NPC_STALFOS3

const int

NPC_TEKTITE1

const int

NPC_TEKTITE2

const int

NPC_TEKTITE3

const int

NPC_TRAP

const int

NPC_TRAP8WAY

const int

NPC_TRAPBACKSLASHC

const int

NPC_TRAPBACKSLASHLOS

const int

NPC_TRAPCCLOCKWISEC

const int

NPC_TRAPCCLOCKWISELOS

const int

NPC_TRAPCLOCKWISEC

const int

NPC_TRAPCLOCKWISELOS

const int

NPC_TRAPDIAG

const int

NPC_TRAPHORIZC

const int

NPC_TRAPHORIZLOS

const int

NPC_TRAPSLASHC

const int

NPC_TRAPSLASHLOS

const int

NPC_TRAPVERTC

const int

NPC_TRAPVERTLOS

const int

NPC_TRIGGER

const int

NPC_VIRE

const int

NPC_VIRETRIB

const int

NPC_WALLMASTER

const int

NPC_WIZZROBE1

const int

NPC_WIZZROBE2

const int

NPC_WIZZROBEBAT

const int

NPC_WIZZROBEBAT2

const int

NPC_WIZZROBEFIRE

const int

NPC_WIZZROBEICE

const int

NPC_WIZZROBEMIRR

const int

NPC_WIZZROBESUMM

const int

NPC_WIZZROBEWIND

const int

NPC_ZOL

const int

NPC_ZOLFIRE

const int

NPC_ZOLFIRETRIB

const int

NPC_ZOLTRIB

const int

NPC_ZORA

const int

HP_SILENT

const int

HP_GLEEOKHEAD

const int

NPCA_WALK_SHOTTYPE

const int

NPCA_WALK_DEATHTYPE

const int

NPCA_WALK_DEATH_ATTR_1

const int

NPCA_WALK_DEATH_ATTR_2

const int

NPCA_WALK_DEATH_ATTR_3

const int

NPCA_WALK_EXTRA_SHOTS

const int

NPCA_WALK_TOUCHEFFECT

const int

NPCA_WALK_EFFECT_STR

const int

NPCA_WALK_WALKSTYLE

const int

NPCA_WALK_WALK_ATTRIB

const int

NPCA_WALK_1SHOT

const int

NPCA_WALK_ENDHALT

const int

NPCA_WALK_RAPIDFIRE

const int

NPCA_WALK_1FAST

const int

NPCA_WALK_1SLANT

const int

NPCA_WALK_3SHOTS

const int

NPCA_WALK_4SHOTS

const int

NPCA_WALK_5SHOTS

const int

NPCA_WALK_3FAST

const int

NPCA_WALK_BREATH

const int

NPCA_WALK_8SHOTS

const int

NPCA_WALK_SUMMON

const int

NPCA_WALK_SUMMONLAYER

const int

NPCA_WALK_DEATH_NORMAL

const int

NPCA_WALK_DEATH_SPLITHIT

const int

NPCA_WALK_DEATH_SPLIT

const int

NPCA_WALK_DEATH_8SHOTS

const int

NPCA_WALK_DEATH_EXPLODE

const int

NPCA_WALK_DEATH_TRIBBLE

const int

NPCA_WALK_TOUCH_NORMAL

const int

NPCA_WALK_TOUCH_TEMPJINX

const int

NPCA_WALK_TOUCH_PERMJINX

const int

NPCA_WALK_TOUCH_CUREJINX

const int

NPCA_WALK_TOUCH_LOSEMAGIC

const int

NPCA_WALK_TOUCH_LOSERUPEES

const int

NPCA_WALK_TOUCH_DRUNK

const int

NPCA_WALK_TOUCH_EATITEMS

const int

NPCA_WALK_TOUCH_EATMAGIC

const int

NPCA_WALK_TOUCH_EATRUPEES

const int

NPCA_WALK_WS_NORMAL

const int

NPCA_WALK_WS_ROPE

const int

NPCA_WALK_WS_VIRE

const int

NPCA_WALK_WS_POLSVOICE

const int

NPCA_GOHMA_SHOT_TYPE

const int

NPCA1_GOHMA_1SHOT

const int

NPCA_GOHMA_3SHOTS

const int

NPCA_GOHMA_BREATH

const int

NPCA_WALLMASTER_FIXED_DIST

const int

NPCA_WALLMASTER_FIXED_DIST_ON

const int

NPCA_WALLMASTER_FIXED_DIST_OFF

const int

NPCA_KEESE_MOVEMENT

const int

NPCA_KEESE_DEATHTYPE

const int

NPCA_KEESE_WS_KEESE

const int

NPCA_KEESE_WS_BAT

const int

NPCA_KEESE_DEATH_NORMAL

const int

NPCA_KEESE_DEATH_TRIBBLE

const int

NPCA_DIG_ID_1

const int

NPCA_DIG_ID_2

const int

NPCA_DIG_ID_3

const int

NPCA_DIG_ID_4

const int

NPCA_DIG_ENEM_1_QUANTITY

const int

NPCA_DIG_ENEM_2_QUANTITY

const int

NPCA_DIG_ENEM_3_QUANTITY

const int

NPCA_DIG_ENEM_4_QUANTITY

const int

NPCA_DIG_TYPE

const int

NPCA_DIG_TYPE_NORMAL

const int

NPCA_DIG_TYPE_KID

const int

NPCA_DODONGO_TYPE

const int

NPCA_DODONGO_TYPE_NES

const int

NPCA_DODONGO_TYPE_BS

const int

NPCA_GLEEOK_HEADS

const int

NPCA_GLEEOK_HEAD_HP

const int

NPCA_GLEEOK_WEAPON

const int

NPCA_GLEEOK_1SHOT

const int

NPCA_GLEEOK_BREATH

const int

NPCA_GLEEOK_CLK

const int

NPCA_GLEEOK_NECK_SEGMENTS

const int

NPCA_GLEEOK_NECK_OFFSET_1

const int

NPCA_GLEEOK_NECK_OFFSET_2

const int

NPCA_GLEEOK_HEAD_OFFSET

const int

NPCA_GLEEOK_HEAD_FLY_OFFSET

const int

NPCA_LANMOLA_SEGMENTS

const int

NPCA_LANMOLA_SEGMENT_LAG

const int

NPCA_LANMOLA_SEGMENT_DROPS

const int

NPCA_LANMOLA_NODROP

const int

NPCA_LANMOLA_DROP

const int

NPCA_LEVER_MOVE

const int

NPCA_LEEVER_PATH

const int

NPCA1_LEEVER_INPLACE

const int

NPCA_LEEVER_PATH2

const int

NPCA_LEVER_SUBMERGE_CSET

const int

NPCA_LEVER_EMERGE_STEP

const int

NPCA_MANHANDLA_FRAMERATE

const int

NPCA_MANHANDLA_SIZE

const int

NPCA_MANHANDLA_SMALL

const int

NPCA_MANHANDLA_LARGE

const int

NPCA_MOLDORM_SEGMENTS

const int

NPCA_MOLDORM_SEGMENT_DROPS

const int

NPCA_MOLDORM_NODROP

const int

NPCA_MOLDORM_DROP

const int

NPCA_PATRA_RINGEYES

const int

NPCA_PATRA_INNEREYES

const int

NPCA_PATRA_EYEHP

const int

NPCA_PATRA_EYE_MOVEMENT

const int

NPCA_PATRA_CIRCLE

const int

NPCA_PATRA_OVAL

const int

NPCA_PATRA_SHOOTERS

const int

NPCA_PATRA_SHOOTERS_NONE

const int

NPCA_PATRA_SHOOTERS_CORE

const int

NPCA_PATRA_SHOOTERS_INNER

const int

NPCA_PATRA_PATTERN_ODDS

const int

NPCA_PATRA_PATTERN_CYCLES

const int

NPCA_PATRA_EYE_OFFSET

const int

NPCA_PATRA_EYE_CSET

const int

NPCA_PATRA_TYPE

const int

NPCA_PATRA_SMALL

const int

NPCA_PATRA_LARGE

const int

NPCA_ROCK_SIZE

const int

NPCA_ROCK_SIZE_SMALL

const int

NPCA_ROCK_SIZE_LARGE

const int

NPCA_WIZ_WALKSTYLE

const int

NPCA_WIZ_TELEPORT

const int

NPCA_WIZ_PHASE

const int

NPCA_WIZ_SHOTTYPE

const int

NPCA_WIZ_1SHOT

const int

NPCA_WIZ_8SHOTS

const int

NPCA_WIZ_SUMMON

const int

NPCA_WIZ_SUMMON_LAYER

const int

NPCA_WIZ_SHOT_ATTR_1

const int

NPCA_WIZ_SOLIDCOMBOS

const int

NPCA_WIZ_SOLID_OK_NO

const int

NPCA_WIZ_SOLID_OK_YES

const int

NPCA_WIZ_TELEPORT_DELAY

const int

NPCA_TRAP_DIR

const int

NPCA_TRAP_DIR_4WAY

const int

NPCA_TRAP_DIR_H

const int

NPCA_TRAP_DIR_V

const int

NPCA_TRAP_MOVE

const int

NPCA_TRAP_MOVE_LOS

const int

NPCA_TRAP_MOVE_CONSTANT

const int

NPCA_TEKTITE_JUMP_START

const int

NPCA_TEKTITE_JUMP_CONT

const int

NPCA_TEKTITE_JUMP_VELOCITY

const int

NPCMF_0POWERWEAPS

const int

NPCMF_ISINVISIBLE

const int

NPCMF_NEVERRETURNS

const int

NPCMF_NOT_BEATABLE

const int

NPCMF_SPAWNFLICKER

const int

NPCMF_ONLY_LENS

const int

NPCMF_FLASHING

const int

NPCMF_FLICKERING

const int

NPCMF_TRANSLUCENT

const int

NPCMF_SHIELDED_FRONT

const int

NPCMF_SHIELDED_LEFT

const int

NPCMF_SHIELDED_RIGHT

const int

NPCMF_SHIELDED_BACK

const int

NPCMF_HAMMERBREAKS

const int

NPCSF_ZORA

const int

NPCSF_FALLINGROCK

const int

NPCSF_CORNERTRAP

const int

NPCSF_HORIZTRAP

const int

NPCSF_VERTTRAP

const int

NPCSF_4WAYTRAP

const int

NPCSF_LRTRAP

const int

NPCSF_UPTRAP

const int

NPCSF_MIDTRAP

const int

NPCSF_STATUEFIRE

const int

NPCSF_ARMOS

const int

NPCSF_GRAVE

const int

NPCSF_GANONROOM

const int

NPCSF_SPAWNANIM

const int

FONT_Z1

const int

FONT_Z3

const int

FONT_Z3SMALL

const int

FONT_DEF

const int

FONT_L

const int

FONT_L2

const int

FONT_P

const int

FONT_MATRIX

const int

FONT_ZTIME

const int

FONT_S

const int

FONT_S2

const int

FONT_SP

const int

FONT_SUBSCREEN1

const int

FONT_SUBSCREEN2

const int

FONT_SUBSCREEN3

const int

FONT_SUBSCREEN4

const int

FONT_GBLA

const int

FONT_LA

const int

FONT_GORON

const int

FONT_ZORAN

const int

FONT_HYLIAN1

const int

FONT_HYLIAN2

const int

FONT_HYLIAN3

const int

FONT_HYLIAN4

const int

FONT_GBORACLE

const int

FONT_GBORACLEP

const int

FONT_DSPHANTOM

const int

FONT_DSPHANTOMP

const int

FONT_ATARI800

const int

FONT_ACORN

const int

FONT_ADOS

const int

FONT_ALLEGRO

const int

FONT_APPLE2

const int

FONT_APPLE2_80COL

const int

FONT_APPLE2GS

const int

FONT_AQUARIUS

const int

FONT_ATARI400

const int

FONT_C64

const int

FONT_C64_HIRES

const int

FONT_CGA

const int

FONT_COCO

const int

FONT_COCO2

const int

FONT_COUPE

const int

FONT_CPC

const int

FONT_FANTASY

const int

FONT_FDS_KANA

const int

FONT_FDSLIKE

const int

FONT_FDS_ROMAN

const int

FONT_FF

const int

FONT_FUTHARK

const int

FONT_GAIA

const int

FONT_HIRA

const int

FONT_JP

const int

FONT_KONG

const int

FONT_MANA

const int

FONT_MARIOLAND

const int

FONT_MOT

const int

FONT_MSX0

const int

FONT_MSX1

const int

FONT_PET

const int

FONT_PSTART

const int

FONT_SATURN

const int

FONT_SCIFI

const int

FONT_SHERWOOD

const int

FONT_SINQL

const int

FONT_SPECTRUM

const int

FONT_SPECTRUM_LG

const int

FONT_TI99

const int

FONT_TRS

const int

FONT_Z2

const int

FONT_ZX

const int

FONT_LISA

const int

FONT_NFONT

const int

FONT_S3

const int

FONT_CV3

const int

FONT_CHRONO

const int

FONT_NFONT2

const int

FONT_BAK

const int

FONT_GUNSTAR

const int

FONT_SMW_CREDITS

const int

FONT_WL4

const int

FONT_BSZ

const int

FONT_BSZ_PROP

const int

FONT_FF6

const int

FONT_EVO_EDEN

const int

FONT_SMT

const int

FONT_ACTRAISER

const int

FONT_BAK_RUNES

const int

FONT_BAK_SMALL

const int

FONT_DISORIENT

const int

FONT_DOOM

const int

FONT_DRACULA

const int

FONT_EJIM

const int

FONT_FALLOUT

const int

FONT_GRADIUS

const int

FONT_LAMU_MSX

const int

FONT_MEGAMAN

const int

FONT_WINGDINGS

const int

FONT_PKMN2

const int

FONT_SMRPG

const int

FONT_UNDERTALE

const int

FONT_SMW

const int

MAX_FONT

const int

MIN_FONT

const int

NUM_FONTS

const int

FONT_Z1_HEIGHT

const int

FONT_Z3_HEIGHT

const int

FONT_Z3SMALL_HEIGHT

const int

FONT_DEF_HEIGHT

const int

FONT_L_HEIGHT

const int

FONT_L2_HEIGHT

const int

FONT_P_HEIGHT

const int

FONT_MATRIX_HEIGHT

const int

FONT_ZTIME_HEIGHT

const int

FONT_S_HEIGHT

const int

FONT_S2_HEIGHT

const int

FONT_SP_HEIGHT

const int

FONT_SUBSCREEN1_HEIGHT

const int

FONT_SUBSCREEN2_HEIGHT

const int

FONT_SUBSCREEN3_HEIGHT

const int

FONT_SUBSCREEN4_HEIGHT

const int

FONT_GBLA_HEIGHT

const int

FONT_LA_HEIGHT

const int

FONT_GORON_HEIGHT

const int

FONT_ZORAN_HEIGHT

const int

FONT_HYLIAN1_HEIGHT

const int

FONT_HYLIAN2_HEIGHT

const int

FONT_HYLIAN3_HEIGHT

const int

FONT_HYLIAN4_HEIGHT

const int

FONT_GBORACLE_HEIGHT

const int

FONT_GBORACLEP_HEIGHT

const int

FONT_DSPHANTOM_HEIGHT

const int

FONT_DSPHANTOMP_HEIGHT

const int

FONT_ATARI800_HEIGHT

const int

FONT_ACORN_HEIGHT

const int

FONT_ADOS_HEIGHT

const int

FONT_ALLEGRO_HEIGHT

const int

FONT_APPLE2_HEIGHT

const int

FONT_APPLE2_80COL_HEIGHT

const int

FONT_APPLE2GS_HEIGHT

const int

FONT_AQUARIUS_HEIGHT

const int

FONT_ATARI400_HEIGHT

const int

FONT_C64_HEIGHT

const int

FONT_C64_HIRES_HEIGHT

const int

FONT_CGA_HEIGHT

const int

FONT_COCO_HEIGHT

const int

FONT_COCO2_HEIGHT

const int

FONT_COUPE_HEIGHT

const int

FONT_CPC_HEIGHT

const int

FONT_FANTASY_HEIGHT

const int

FONT_FDS_KANA_HEIGHT

const int

FONT_FDSLIKE_HEIGHT

const int

FONT_FDS_ROMAN_HEIGHT

const int

FONT_FF_HEIGHT

const int

FONT_FUTHARK_HEIGHT

const int

FONT_GAIA_HEIGHT

const int

FONT_HIRA_HEIGHT

const int

FONT_JP_HEIGHT

const int

FONT_KONG_HEIGHT

const int

FONT_MANA_HEIGHT

const int

FONT_MARIOLAND_HEIGHT

const int

FONT_MOT_HEIGHT

const int

FONT_MSX0_HEIGHT

const int

FONT_MSX1_HEIGHT

const int

FONT_PET_HEIGHT

const int

FONT_PSTART_HEIGHT

const int

FONT_SATURN_HEIGHT

const int

FONT_SCIFI_HEIGHT

const int

FONT_SHERWOOD_HEIGHT

const int

FONT_SINQL_HEIGHT

const int

FONT_SPECTRUM_HEIGHT

const int

FONT_SPECTRUM_LG_HEIGHT

const int

FONT_TI99_HEIGHT

const int

FONT_TRS_HEIGHT

const int

FONT_Z2_HEIGHT

const int

FONT_LISA_HEIGHT

const int

TF_NORMAL

const int

TF_CENTERED

const int

TF_RIGHT

const int

PT_FLAT

const int

PT_FLATSHADED

const int

PT_COLSHADED

const int

PT_TEXTURE

const int

PT_PTEXTURE

const int

PT_MASKTEXTURE

const int

PT_MASKPTEXTURE

const int

PT_LITTEXTURE

const int

PT_LITPTEXTURE

const int

PT_MASKLITTEXTURE

const int

PT_MASKLITPTEXTURE

const int

PT_TRANSTEXTURE

const int

PT_TRANSPTEXTURE

const int

PT_MASKTRANSTEXTURE

const int

PT_MASKTRANSPTEXTURE

const int

OP_TRANS

const int

OP_OPAQUE

const int

RT_CURRENT

const int

RT_SCREEN

const int

RT_BITMAP0

const int

RT_BITMAP1

const int

RT_BITMAP2

const int

RT_BITMAP3

const int

RT_BITMAP4

const int

RT_BITMAP5

const int

RT_BITMAP6

const int

SFW_STAIRS

const int

SFW_PALCHANGE

const int

SFW_DRYLAKE

const int

SEF_SPAWN

const int

SEF_LIST1

const int

SEF_LIST2

const int

RT_DOORREPAIR

const int

RT_FEEDTHEGORIYA

const int

RT_GAMBLE

const int

RT_GANON

const int

RT_ITEMPOND

const int

RT_LEARNSLASH

const int

RT_LEVEL9ENTRANCE

const int

RT_MAGICUPGRADE

const int

RT_MONEYORLIFE

const int

RT_MOREARROWS

const int

RT_MOREBOMBS

const int

RT_NONE

const int

RT_PAYFORINFO

const int

RT_POTIONORHEART

const int

RT_POTIONSHOP

const int

RT_SECRETMONEY

const int

RT_SHOP

const int

RT_SPECIALITEM

const int

RT_STAIRWARP

const int

RT_TAKEONEITEM

const int

RT_TENRUPEES

const int

RT_ZELDA

const int

DMF_CAVESNOTCELLARS

const int

DMF_3STAIRWARPS

const int

DMF_WWIND

const int

DMF_GUYCAVES

const int

DMF_NOCOMPASS

const int

DMF_WAVY

const int

DMF_WWINDRET

const int

DMF_ALWAYSINTROMSG

const int

DMF_VIEWMAP

const int

DMF_DMAPMAP

const int

DMF_MINIMAPCOLORFIX

const int

DMF_MINIMAPCOLOURFIX

const int

DMF_SCRIPT1

const int

DMF_SCRIPT2

const int

DMF_SCRIPT3

const int

DMF_SCRIPT4

const int

DMF_SCRIPT5

const int

DMF_SIDEVIEW

const int

DMF_LAYER3ISBACKGROUND

const int

DOOR_UP

const int

DOOR_DOWN

const int

DOOR_LEFT

const int

DOOR_RIGHT

const int

D_WALL

const int

D_OPEN

const int

D_LOCKED

const int

D_UNLOCKED

const int

D_SHUTTER

const int

D_BOMB

const int

D_BOMBED

const int

D_WALKTHRU

const int

D_BOSSLOCKED

const int

D_BOSSUNLOCKED

const int

D_OPENSHUTTER

const int

D_1WAYSHUTTER

const int

D_NONE

const int

SL_GUYS

const int

SL_ITEMS

const int

SL_EWPNS

const int

SL_LWPNS

const int

SL_DECORATIONS

const int

SL_PARTICLES

const int

CF_NONE

const int

CF_PUSHUPDOWN

const int

CF_PUSH4WAY

const int

CF_WHISTLE

const int

CF_CANDLE1

const int

CF_ARROW

const int

CF_BOMB

const int

CF_FAIRY

const int

CF_RAFT

const int

CF_ARMOSSECRET

const int

CF_ARMOSITEM

const int

CF_SBOMB

const int

CF_RAFTBRANCH

const int

CF_DIVEITEM

const int

CF_LENSMARKER

const int

CF_ZELDA

const int

CF_SECRETS01

const int

CF_SECRETS02

const int

CF_SECRETS03

const int

CF_SECRETS04

const int

CF_SECRETS05

const int

CF_SECRETS06

const int

CF_SECRETS07

const int

CF_SECRETS08

const int

CF_SECRETS09

const int

CF_SECRETS10

const int

CF_SECRETS11

const int

CF_SECRETS12

const int

CF_SECRETS13

const int

CF_SECRETS14

const int

CF_SECRETS15

const int

CF_SECRETS16

const int

CF_TRAPH

const int

CF_TRAPV

const int

CF_TRAP4WAY

const int

CF_TRAPLR

const int

CF_TRAPUD

const int

CF_ENEMY0

const int

CF_ENEMY1

const int

CF_ENEMY2

const int

CF_ENEMY3

const int

CF_ENEMY4

const int

CF_ENEMY5

const int

CF_ENEMY6

const int

CF_ENEMY7

const int

CF_ENEMY8

const int

CF_ENEMY9

const int

CF_PUSHLR

const int

CF_PUSHUP

const int

CF_PUSHDOWN

const int

CF_PUSHLEFT

const int

CF_PUSHRIGHT

const int

CF_PUSHUPDOWNNS

const int

CF_PUSHLEFTRIGHTNS

const int

CF_PUSH4WAYNS

const int

CF_PUSHUPNS

const int

CF_PUSHDOWNNS

const int

CF_PUSHLEFTNS

const int

CF_PUSHRIGHTNS

const int

CF_PUSHUPDOWNINS

const int

CF_PUSHLEFTRIGHTINS

const int

CF_PUSH4WAYINS

const int

CF_PUSHUPINS

const int

CF_PUSHDOWNINS

const int

CF_PUSHLEFTINS

const int

CF_PUSHRIGHTINS

const int

CF_BLOCKTRIGGER

const int

CF_NOBLOCKS

const int

CF_BRANG1

const int

CF_BRANG2

const int

CF_BRANG3

const int

CF_ARROW2

const int

CF_ARROW3

const int

CF_CANDLE2

const int

CF_WANDFIRE

const int

CF_DINSFIRE

const int

CF_WANDMAGIC

const int

CF_REFMAGIC

const int

CF_REFFIREBALL

const int

CF_SWORD1

const int

CF_SWORD2

const int

CF_SWORD3

const int

CF_SWORD4

const int

CF_SWORD1BEAM

const int

CF_SWORD2BEAM

const int

CF_SWORD3BEAM

const int

CF_SWORD4BEAM

const int

CF_HOOKSHOT

const int

CF_WAND

const int

CF_HAMMER

const int

CF_STRIKE

const int

CF_BLOCKHOLE

const int

CF_MAGICFAIRY

const int

CF_ALLFAIRY

const int

CF_SINGLE

const int

CF_SINGLE16

const int

CF_NOENEMY

const int

CF_NOGROUNDENEMY

const int

CF_SCRIPT1

const int

CF_SCRIPT2

const int

CF_SCRIPT3

const int

CF_SCRIPT4

const int

CF_SCRIPT5

const int

CF_RAFTBOUNCE

const int

CF_PUSHED

const int

CF_SCRIPT6

const int

CF_SCRIPT7

const int

CF_SCRIPT8

const int

CF_SCRIPT9

const int

CF_SCRIPT10

const int

CF_SCRIPT11

const int

CF_SCRIPT12

const int

CF_SCRIPT13

const int

CF_SCRIPT14

const int

CF_SCRIPT15

const int

CF_SCRIPT16

const int

CF_SCRIPT17

const int

CF_SCRIPT18

const int

CF_SCRIPT19

const int

CF_SCRIPT20

const int

CF_SCRIPT_PIT

const int

CF_SCRIPT_PIT_FALL

const int

CF_SCRIPT_LAVA

const int

CF_SCRIPT_ICE

const int

CF_SCRIPT_ICE_DMG

const int

CF_SCRIPT_DAMAGE_1

const int

CF_SCRIPT_DAMAGE_2

const int

CF_SCRIPT_DAMAGE_4

const int

CF_SCRIPT_DAMAGE_8

const int

CF_SCRIPT_DAMAGE_16

const int

CF_SCRIPT_DAMAGE_32

const int

CF_SCRIPT_FREEZE_SCREEN

const int

CF_SCRIPT_FREEZE_SCREEN_EXCEPT_FFCS

const int

CF_SCRIPT_FREEZE_FFCS_ONLY

const int

CF_LW_SCRIPT1

const int

CF_LW_SCRIPT2

const int

CF_LW_SCRIPT3

const int

CF_LW_SCRIPT4

const int

CF_LW_SCRIPT5

const int

CF_LW_SCRIPT6

const int

CF_LW_SCRIPT7

const int

CF_LW_SCRIPT8

const int

CF_LW_SCRIPT9

const int

CF_LW_SCRIPT10

const int

CF_SCRIPT_DIG

const int

CF_SCRIPT_DIG_NEXT

const int

CF_SCRIPT_DIG_ITEM

const int

CF_SCRIPT_POT_SLASH

const int

CF_SCRIPT_POT_LIFT

const int

CF_SCRIPT_POT_SLASH_OR_LIFT

const int

CF_SCRIPT_LIFT_NORMAL

const int

CF_SCRIPT_LIFT_HEAVY

const int

CF_SCRIPT_DROPSET_ITEM

const int

CF_SCRIPT_SPECIAL_ITEM

const int

CF_SCRIPT_DROP_KEY

const int

CF_SCRIPT_DROP_LKEY

const int

CF_SCRIPT_DROP_COMPASS

const int

CF_SCRIPT_DROP_MAP

const int

CF_SCRIPT_DROP_BOSS_KEY

const int

CF_SCRIPT_SPAWN_NPC

const int

CF_SCRIPT_SWITCHHOOK

const int

CF_SCRIPT21

const int

CF_SCRIPT22

const int

CF_SCRIPT23

const int

CF_SCRIPT24

const int

CF_SCRIPT25

const int

CF_SCRIPT26

const int

CF_SCRIPT27

const int

CF_SCRIPT28

const int

CF_SCRIPT29

const int

CF_SCRIPT30

const int

CF_SCRIPT31

const int

CF_SCRIPT32

const int

CF_SCRIPT33

const int

CF_SCRIPT34

const int

CF_SCRIPT35

const int

CF_SCRIPT36

const int

CF_SCRIPT37

const int

CF_SCRIPT38

const int

CF_SCRIPT39

const int

CF_SCRIPT40

const int

CF_SCRIPT41

const int

CF_SCRIPT42

const int

CF_SCRIPT43

const int

CF_SCRIPT44

const int

CF_SCRIPT45

const int

CF_SCRIPT46

const int

CF_SCRIPT47

const int

CF_SCRIPT48

const int

CF_SIDEVIEW_LADDER

const int

CF_SIDEVIEW_PLATFORM

const int

CF_NO_ENEMIES_SPAWN

const int

CF_ALL_ENEMIES_SPAWN

const int

CF_SECRETS_NEXT

const int

FFCF_OVERLAY

const int

FFCF_TRANS

const int

FFCF_SOLID

const int

FFCF_CARRYOVER

const int

FFCF_STATIONARY

const int

FFCF_CHANGER

const int

FFCF_PRELOAD

const int

FFCF_LENSVIS

const int

FFCF_RESET

const int

FFCF_ETHEREAL

const int

FFCF_IGNOREHOLDUP

const int

FFCF_IGNORECHANGER

const int

FFCF_IMPRECISIONCHANGER

const int

FFCF_LENSINVIS

const int

FFCBF_OVERLAY

const int

FFCBF_TRANS

const int

FFCBF_SOLID

const int

FFCBF_CARRYOVER

const int

FFCBF_STATIONARY

const int

FFCBF_CHANGER

const int

FFCBF_PRELOAD

const int

FFCBF_LENSVIS

const int

FFCBF_RESET

const int

FFCBF_ETHEREAL

const int

FFCBF_IGNOREHOLDUP

const int

FFCBF_IGNORECHANGER

const int

FFCBF_IMPRECISIONCHANGER

const int

FFCBF_LENSINVIS

const int

AT_NONE

const int

AT_4DIR

const int

AT_8DIR

const int

AT_ANGULAR

const int

AT_RAND4DIR

const int

AT_RAND8DIR

const int

AT_RANDANGULAR

const int

GOS_BACKGROUND

const int

GOS_TEXT_COLOUR

const int

GOS_CURSOR_TILE

const int

GOS_CURSOR_CSET

const int

GOS_CURSOR_SOUND

const int

GOS_TEXT_CONTINUE_COLOUR

const int

GOS_TEXT_SAVE_COLOUR

const int

GOS_TEXT_RETRY_COLOUR

const int

GOS_TEXT_CONTINUE_FLASH

const int

GOS_TEXT_SAVE_FLASH

const int

GOS_TEXT_RETRY_FLASH

const int

GOS_MIDI

const int

GOS_CUR_FLIP

const int

GOS_TEXT_DONTSAVE_COLOUR

const int

GOS_TEXT_SAVEQUIT_COLOUR

const int

GOS_TEXT_SAVE2_COLOUR

const int

GOS_TEXT_QUIT_COLOUR

const int

GOS_TEXT_DONTSAVE_FLASH

const int

GOS_TEXT_SAVEQUIT_FLASH

const int

GOS_TEXT_SAVE2_FLASH

const int

GOS_TEXT_QUIT_FLASH

const int

GOS_EXTRA1

const int

GOS_EXTRA2

const int

GOS_EXTRA3

const int

GOS_STR_CONTINUE

const int

GOS_STR_SAVE

const int

GOS_RETRY

const int

GOS_DONT_SAVE

const int

GOS_SAVEANDQUIT

const int

GOS_SAVE2

const int

GOS_QUIT

const int

BITDX_NORMAL

const int

BITDX_TRANS

const int

BITDX_PIVOT

const int

BITDX_VFLIP

const int

BITDX_HFLIP

const int

WARPFX_NONE

const int

WARPFX_INSTANT

const int

WARPFX_BLACKOUT

const int

WARPFX_OPEN

const int

WARPFX_ZAP

const int

WARPFX_WAVE

const int

WARPFX_CANCEL

const int

WARPFX_SCROLL

const int

LSPR_NORMAL

const int

LSPR_FLOAT

const int

LSPR_SWIM

const int

LSPR_DIVE

const int

LSPR_SPLASH

const int

LSPR_JUMP

const int

LSPR_CHARGE

const int

LSPR_STAB

const int

LSPR_POUND

const int

LSPR_CAST

const int

LSPR_HOLD1LAND

const int

LSPR_HOLD2LAND

const int

LSPR_HOLD1WATER

const int

LSPR_HOLD2WATER

const int

ANIM_ORIG

const int

ANIM_BS

const int

ANIM_Z3

const int

ANIM_Z3SLOW

const int

SWIM_SLOW

const int

SWIM_FAST

const int

WALK_SLOW

const int

WALK_FAST

const int

WALK_NEW

const int

LINKTILE_OFS_NORMAL

const int

ITM_REQUIRE_NONE

const int

ITM_REQUIRE_INVENTORY

const int

ITM_REQUIRE_A_SLOT_RULE

const int

MOUSE_X

const int

MOUSE_Y

const int

MOUSE_Z

const int

MOUSE_LEFT

const int

MOUSE_RIGHT

const int

MOUSE_MIDDLE

const int

SECCMB_BCANDLE

const int

SECCMB_ARROW

const int

SECCMB_BOMB

const int

SECCMB_STAIRS

const int

SECCMB_SECRET01

const int

SECCMB_SECRET02

const int

SECCMB_SECRET03

const int

SECCMB_SECRET04

const int

SECCMB_SECRET05

const int

SECCMB_SECRET06

const int

SECCMB_SECRET07

const int

SECCMB_SECRET08

const int

SECCMB_SECRET09

const int

SECCMB_SECRET10

const int

SECCMB_SECRET11

const int

SECCMB_SECRET12

const int

SECCMB_SECRET13

const int

SECCMB_SECRET14

const int

SECCMB_SECRET15

const int

SECCMB_SECRET16

const int

SECCMB_RCANDLE

const int

SECCMB_WANDFIRE

const int

SECCMB_DINSFIRE

const int

SECCMB_SARROW

const int

SECCMB_GARROW

const int

SECCMB_SBOMB

const int

SECCMB_BRANG

const int

SECCMB_MBRANG

const int

SECCMB_FBRANG

const int

SECCMB_WANDMAGIC

const int

SECCMB_REFMAGIC

const int

SECCMB_REFFIREBALL

const int

SECCMB_SWORD

const int

SECCMB_WSWORD

const int

SECCMB_MSWORD

const int

SECCMB_XSWORD

const int

SECCMB_SWORDBEAM

const int

SECCMB_WSWORDBEAM

const int

SECCMB_MSWORDBEAM

const int

SECCMB_XSWORDBEAM

const int

SECCMB_HOOKSHOT

const int

SECCMB_WAND

const int

SECCMB_HAMMER

const int

SECCMB_STRIKE

const int

SECCMB_SECRETSNEXT

const int

SECCMB_MAX

const int

VOL_MIDI

const int

VOL_DIGI

const int

VOL_MUSIC

const int

VOL_SFX

const int

CMB_QUADRANT_UL

const int

CMB_QUADRANT_UR

const int

CMB_QUADRANT_DL

const int

CMB_QUADRANT_DR

const int

CMB_QUADRANT_UPLEFT

const int

CMB_QUADRANT_UPRIGHT

const int

CMB_QUADRANT_DOWNLEFT

const int

CMB_QUADRANT_DOWNRIGHT

const int

CMB_QUADRANT_LEFTUP

const int

CMB_QUADRANT_RIGHTUP

const int

CMB_QUADRANT_LEFTDOWN

const int

CMB_QUADRANT_RIGHTDOWN

const int

DIR16_DEG_INCREMENT

const int

DIR16_DEG_UP

const int

DIR16_DEG_UPUPLEFT

const int

DIR16_DEG_UPLEFT

const int

DIR16_DEG_LEFTLEFTUP

const int

DIR16_DEG_LEFT

const int

DIR16_DEG_LEFTLEFTDOWN

const int

DIR16_DEG_LEFTDOWN

const int

DIR16_DEG_DOWNDOWNLEFT

const int

DIR16_DEG_DOWN

const int

DIR16_DEG_DOWNDOWNRIGHT

const int

DIR16_DEG_RIGHTDOWN

const int

DIR16_DEG_RIGHTRIGHTDOWN

const int

DIR16_DEG_RIGHT

const int

DIR16_DEG_RIGHTUPUP

const int

DIR16_DEG_RIGHTUP

const int

DIR16_DEG_RIGHTRIGHTUP

const int

DIR_16_RADS_INCREMENT

const int

DIR16_RADS_UP

const int

DIR16_RADS_UPUPLEFT

const int

DIR16_RADS_UPLEFT

const int

DIR16_RADS_LEFTLEFTUP

const int

DIR16_RADS_LEFT

const int

DIR16_RADS_LEFTLEFTDOWN

const int

DIR16_RADS_LEFTDOWN

const int

DIR16_RADS_DOWNDOWNLEFT

const int

DIR16_RADS_DOWN

const int

DIR16_RADS_DOWNDOWNRIGHT

const int

DIR16_RADS_RIGHTDOWN

const int

DIR16_RADS_RIGHTRIGHTDOWN

const int

DIR16_RADS_RIGHT

const int

DIR16_RADS_RIGHTRIGHTUP

const int

DIR16_RADS_RIGHTUP

const int

DIR16_RADS_RIGHTUPUP

const int

TINT_NONE

const int

TINT_GREY

const int

TINT_RED

const int

TINT_GREEN

const int

TINT_BLUE

const int

TINT_VIOLET

const int

TINT_TEAL

const int

TINT_AMBER

const int

TINT_CYAN

const int

TINT_MODE_UNIFORM

const int

TINT_MODE_DISTRIBUTED

const int

RTC_YEAR

const int

RTC_MONTH

const int

RTC_DAYOFMONTH

const int

RTC_DAYOFWEEK

const int

RTC_HOUR

const int

RTC_MINUTE

const int

RTC_SECOND

const int

RTC_DAYOFYEAR

const int

RTC_DAYLIGHTTIME

const int

RTC_LAST

const int

WARPEFFECT_NONE

const int

WARPEFFECT_ZAP

const int

WARPEFFECT_WAVE

const int

WARPEFFECT_INSTANT

const int

WARPEFFECT_OPENWIPE

const int

WARP_FLAG_SCRIPTDRAW

const int

WARP_FLAG_PLAYSOUNDS

const int

WARP_FLAG_FORCE_RESET_MUSIC

const int

WARP_FLAG_SETENTRANCESCREEN

const int

WARP_FLAG_SETENTRANCEDMAP

const int

WARP_FLAG_SETCONTINUESCREEN

const int

WARP_FLAG_SETCONTINUEDMAP

const int

WARP_FLAG_DONT_RESET_DM_SCRIPT

const int

WARP_FLAG_DONT_CLEAR_SPRITES

const int

WARP_FLAG_FORCE_CONTINUE_MUSIC

const int

WARP_FLAG_PLAYMUSIC

const int

WARP_FLAG_DONTCLEARSPRITES

const int

WARP_FLAG_CLEARITEMS

const int

WARP_FLAG_CLEARGUYS

const int

WARP_FLAG_CLEARLWEAPONS

const int

WARP_FLAG_CLEAREWEAPONS

const int

WARP_FLAG_CLEARHOOKSHOT

const int

WARP_FLAG_CLEARDECORATIONS

const int

WARP_FLAG_CLEARPARTICLES

const int

WARP_FLAG_NOSTEPFORWARD

const int

SRAM_ALL

const int

SRAM_NPCDATA

const int

SRAM_ITEMDATA

const int

SRAM_SPRITEDATA

const int

SRAM_COMBODATA

const int

SRAM_DMAPDATA

const int

SRAM_MAPDATA

const int

NOCARRY_B_SECRET

const int

NOCARRY_B_ITEM

const int

NOCARRY_B_SPECIALITEM

const int

NOCARRY_B_LOCKBLOCK

const int

NOCARRY_B_BOSSLOCKBLOCK

const int

NOCARRY_B_CHEST

const int

NOCARRY_B_LOCKEDCHEST

const int

NOCARRY_B_BOSSCHEST

const int

NORESET_B_SECRET

const int

NORESET_B_ITEM

const int

NORESET_B_SPECIALITEM

const int

NORESET_B_LOCKBLOCK

const int

NORESET_B_BOSSLOCKBLOCK

const int

NORESET_B_CHEST

const int

NORESET_B_LOCKEDCHEST

const int

NORESET_B_BOSSCHEST

const int

NORESET_B_DOOR_B_UP

const int

NORESET_B_DOOR_B_DOWN

const int

NORESET_B_DOOR_B_LEFT

const int

NORESET_B_DOOR_B_RIGHT

const int

CHRT_VISITED

const int

CHRT_UP

const int

CHRT_DOWN

const int

CHRT_LEFT

const int

CHRT_RIGHT

const int

UNBLOCK_NONE

const int

UNBLOCK_NORM

const int

UNBLOCK_IGNR

const int

UNBLOCK_SHLD

const int

UNBLOCK_REFL

const int

UNBLOCK_ALL

const int

BIT_INTBTN_A

const int

BIT_INTBTN_B

const int

BIT_INTBTN_L

const int

BIT_INTBTN_R

const int

BIT_INTBTN_EX1

const int

BIT_INTBTN_EX2

const int

BIT_INTBTN_EX3

const int

BIT_INTBTN_EX4

const int

INTBTN_X

const int

INTBTN_Y

const int

BIT_INTBTN_X

const int

BIT_INTBTN_Y

const int

BLOCKFLAG_ROCK

const int

BLOCKFLAG_ARROW

const int

BLOCKFLAG_BRANG

const int

BLOCKFLAG_FIREBALL

const int

BLOCKFLAG_SWORD

const int

BLOCKFLAG_MAGIC

const int

BLOCKFLAG_FLAME

const int

BLOCKFLAG_SCRIPT

const int

BLOCKFLAG_FIREBALL2

const int

BLOCKFLAG_LIGHTBEAM

const int

BLOCKFLAG_SCRIPT1

const int

BLOCKFLAG_SCRIPT2

const int

BLOCKFLAG_SCRIPT3

const int

BLOCKFLAG_SCRIPT4

const int

BLOCKFLAG_SCRIPT5

const int

BLOCKFLAG_SCRIPT6

const int

BLOCKFLAG_SCRIPT7

const long

L_BLOCKFLAG_ROCK

const long

L_BLOCKFLAG_ARROW

const long

L_BLOCKFLAG_BRANG

const long

L_BLOCKFLAG_FIREBALL

const long

L_BLOCKFLAG_SWORD

const long

L_BLOCKFLAG_MAGIC

const long

L_BLOCKFLAG_FLAME

const long

L_BLOCKFLAG_SCRIPT

const long

L_BLOCKFLAG_FIREBALL2

const long

L_BLOCKFLAG_LIGHTBEAM

const long

L_BLOCKFLAG_SCRIPT1

const long

L_BLOCKFLAG_SCRIPT2

const long

L_BLOCKFLAG_SCRIPT3

const long

L_BLOCKFLAG_SCRIPT4

const long

L_BLOCKFLAG_SCRIPT5

const long

L_BLOCKFLAG_SCRIPT6

const long

L_BLOCKFLAG_SCRIPT7

const long

L_BLOCKFLAG_SCRIPT8

const long

L_BLOCKFLAG_SCRIPT9

const long

L_BLOCKFLAG_SCRIPT10

const int

HIT_BY_NPC

const int

HIT_BY_EWEAPON

const int

HIT_BY_LWEAPON

const int

HIT_BY_FFC

const int

HIT_BY_NPC_UID

const int

HIT_BY_EWEAPON_UID

const int

HIT_BY_LWEAPON_UID

const int

HIT_BY_FFC_UID

const int

HIT_BY_LWEAPON_PARENT_ID

const int

HIT_BY_LWEAPON_PARENT_FAMILY

const int

HIT_BY_NPC_TYPE

const int

HIT_BY_EWEAPON_TYPE

const int

HIT_BY_LWEAPON_TYPE

const int

HIT_BY_NPC_PTR

const int

HIT_BY_EWEAPON_PTR

const int

HIT_BY_LWEAPON_PTR

const int

HIT_BY_NPC_ID

const int

AF_FRESH

const int

AF_CYCLE

const int

AF_CYCLENOCSET

const int

AF_TRANSPARENT

const int

IPSTR_ALWAYS

const int

IPSTR_ONLYHELD

const int

IMISC_FLASH

const int

IMISC_TWOHAND

const int

IMISC_HFLIP

const int

IMISC_VFLIP

const int

SZFLAG_TILEWIDTH

const int

SZFLAG_TILEHEIGHT

const int

SZFLAG_HIT_WIDTH

const int

SZFLAG_HIT_HEIGHT

const int

SZFLAG_HIT_Z_HEIGHT

const int

SZFLAG_HIT_X_OFFSET

const int

SZFLAG_HIT_Y_OFFSET

const int

SZFLAG_DRAW_X_OFFSET

const int

SZFLAG_DRAW_Y_OFFSET

const int

SZFLAG_DRAW_Z_OFFSET

const int

SZFLAG_ALL

const int

SZOF_TILEWIDTH

const int

SZOF_TILEHEIGHT

const int

SZOF_HITWIDTH

const int

SZOF_HITHEIGHT

const int

SZOF_HITZHEIGHT

const int

SZOF_HITXOFFSET

const int

SZOF_HITYOFFSET

const int

SZOF_DRAWXOFFSET

const int

SZOF_DRAWYOFFSET

const int

SZOF_DRAWZOFFSET

const int

CIID_FLAG_CHECKCOST

const int

CIID_FLAG_CHECKJINX

const int

CIID_FLAG_CHECKBUNNY

const int

SUBSEL_FLAG_NO_NONEQUIP

const int

SUBSEL_FLAG_NEED_ITEM

Enumerations#

enum WeaponDeadState: πŸ”— 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 β€˜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 β€˜wink out’ using tile 54.

WeaponDeadState WDS_BOUNCE = 1

Use with LW_BRANG or LW_HOOKSHOT to make it β€˜bounce off’ and begin returning to Link.


enum roomtypes: πŸ”— Source

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


enum catchalltypes: πŸ”— Source

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


enum ScreenState: πŸ”— Source

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


enum HeroAction: πŸ”— Source

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


enum itemslots: πŸ”— Source

Slots for SetItemSlot

itemslots ITM_SLOT_B = 0

itemslots ITM_SLOT_A = 1

itemslots ITM_SLOT_X = 2

itemslots ITM_SLOT_Y = 3


enum DmapType: πŸ”— Source

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: πŸ”— 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


enum linkspritetype: πŸ”— Source

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


enum mapscreenflags: πŸ”— Source

Flags for GetMapscreenFlag, SetMapscreenFlag

mapscreenflags MSF_INTERIOR = 0

Room Types

mapscreenflags MSF_DUNGEON = 1

mapscreenflags MSF_SIDEVIEW = 2

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


enum HeroMoveFlag: πŸ”— Source

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: πŸ”— 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


enum WeaponMoveFlag: πŸ”— Source

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


enum MoveFlag: πŸ”— Source

MoveFlag MV_OBEYS_GRAVITY = 0

MoveFlag MV_CAN_PITFALL = 1

MoveFlag MV_NO_FAKE_Z = 8

MoveFlag MV_NO_REAL_Z = 9


enum NPCWalkType: πŸ”— Source

β€œspecial” 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


enum NPCMoveStatus: πŸ”— Source

NPCMoveStatus NPCMS_PAUSED = 0

NPCMoveStatus NPCMS_SPEEDUP = 1

NPCMoveStatus NPCMS_NORMAL = 2

NPCMoveStatus NPCMS_SLOWDOWN = 3


enum ditherType: πŸ”— Source

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


enum BottleFlag: πŸ”— Source

BottleFlag BTF_REVIVE = 0

BottleFlag BTF_USEWHENFULL = 1

BottleFlag BTF_CURESWORDJINX = 2

BottleFlag BTF_CUREITEMJINX = 3

BottleFlag BTF_CURESHIELDJINX = 4

BottleFlag BTF_MAX = 5


enum ComboGenFlag: πŸ”— Source

ComboGenFlag GENFLAG_HOOKSHOTTABLE = 0

ComboGenFlag GENFLAG_SWITCHHOOKABLE = 1

ComboGenFlag GENFLAG_MAX = 2


enum InteractButton: πŸ”— Source

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


enum ItemButton: πŸ”— Source

ItemButton ITMBTN_A = 0

ItemButton ITMBTN_B = 1

ItemButton ITMBTN_X = 2

ItemButton ITMBTN_Y = 3

ItemButton NUM_ITMBTN = 4


enum ComboTrigFlag: πŸ”— Source

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 β€˜TriggerLevel’ as a max instead of a min

ComboTrigFlag TRIGFLAG_STEP = 25

Other->’Step->’ - Triggered by β€˜Step->’

ComboTrigFlag TRIGFLAG_STEP_SENS = 26

Other->’Step-> (Sensitive)’ - Triggered by β€˜Step->Sensitive’

ComboTrigFlag TRIGFLAG_SHUTTER = 27

Other->’Shutter->’ - Triggered by β€˜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 β€˜Custom Weapon 01’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT2 = 38

Weapons->LWeapons->Custom Weapon 2 - Triggered by β€˜Custom Weapon 02’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT3 = 39

Weapons->LWeapons->Custom Weapon 3 - Triggered by β€˜Custom Weapon 03’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT4 = 40

Weapons->LWeapons->Custom Weapon 4 - Triggered by β€˜Custom Weapon 04’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT5 = 41

Weapons->LWeapons->Custom Weapon 5 - Triggered by β€˜Custom Weapon 05’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT6 = 42

Weapons->LWeapons->Custom Weapon 6 - Triggered by β€˜Custom Weapon 06’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT7 = 43

Weapons->LWeapons->Custom Weapon 7 - Triggered by β€˜Custom Weapon 07’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT8 = 44

Weapons->LWeapons->Custom Weapon 8 - Triggered by β€˜Custom Weapon 08’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT9 = 45

Weapons->LWeapons->Custom Weapon 9 - Triggered by β€˜Custom Weapon 09’ LWeapons

ComboTrigFlag TRIGFLAG_SCRIPT10 = 46

Weapons->LWeapons->Custom Weapon 10 - Triggered by β€˜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 β€˜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 β€˜Custom Weapon 01’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT2 = 65

Weapons->EWeapons->Custom Weapon 2 - Triggered by β€˜Custom Weapon 02’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT3 = 66

Weapons->EWeapons->Custom Weapon 3 - Triggered by β€˜Custom Weapon 03’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT4 = 67

Weapons->EWeapons->Custom Weapon 4 - Triggered by β€˜Custom Weapon 04’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT5 = 68

Weapons->EWeapons->Custom Weapon 5 - Triggered by β€˜Custom Weapon 05’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT6 = 69

Weapons->EWeapons->Custom Weapon 6 - Triggered by β€˜Custom Weapon 06’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT7 = 70

Weapons->EWeapons->Custom Weapon 7 - Triggered by β€˜Custom Weapon 07’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT8 = 71

Weapons->EWeapons->Custom Weapon 8 - Triggered by β€˜Custom Weapon 08’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT9 = 72

Weapons->EWeapons->Custom Weapon 9 - Triggered by β€˜Custom Weapon 09’ EWeapons

ComboTrigFlag TRIGFLAG_EW_SCRIPT10 = 73

Weapons->EWeapons->Custom Weapon 10 - Triggered by β€˜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 β€˜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 β€˜TRIGFLAG_LITEM_UNSET’ is also on, toggles them instead.

ComboTrigFlag TRIGFLAG_LITEM_UNSET = 124

Counters/Items->’->Unset’ - Removes the specified LItems. If β€˜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


enum scr_timing: πŸ”— Source

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: πŸ”— 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: πŸ”— 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


enum SF: πŸ”— Source

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


enum SFR: πŸ”— Source

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


enum SFV: πŸ”— Source

Screen Flag View

SFV SFV_NOLINKMARKER = 1

SFV SFV_NOSUBSCREEN = 2

SFV SFV_NOOFFSET = 3

β€˜β€¦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


enum SFS: πŸ”— Source

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


enum SFW: πŸ”— Source

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


enum SFI: πŸ”— Source

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


enum SFC: πŸ”— Source

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 β€˜Rings Affect Combos’

SFC SFC_LAST = 4


enum SFSV: πŸ”— Source

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


enum SFF: πŸ”— Source

SFF SFF_WRAP = 0

Freeform Combos Wrap Around

SFF SFF_NOCARRYOVER = 1

No FFC carry over.

SFF SFF_LAST = 2


enum SFWH: πŸ”— Source

SFWH SFWH_STAIRS = 0

Whistle->Stairs

SFWH SFWH_PALCHANGE = 1

Whistle->Palette Change

SFWH SFWH_DRYLAKE = 2

Whistle->Dry lake

SFWH SFWH_LAST = 3


enum SFM: πŸ”— Source

SFM SFM_ALLOW_LADDER = 0

Toggle β€˜Allow Ladder’

SFM SFM_NO_DIVING = 1

Toggle β€˜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


enum SEFSP: πŸ”— Source

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


enum SEFL1: πŸ”— Source

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


enum SEFL2: πŸ”— Source

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


enum DMFS: πŸ”— Source

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 β€˜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


enum ERR: πŸ”— Source

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


enum MIDI: πŸ”— Source

MIDI MIDI_USE_DMAP = -4

ONLY for β€˜Screen->MIDI’ and β€˜mapdata->MIDI’

MIDI MIDI_NONE = -3

MIDI MIDI_OVERWORLD = -2

MIDI MIDI_DUNGEON = -1

MIDI MIDI_LEVEL9 = 0

==0, cannot be played by β€˜Audio->PlayMIDI’


enum susptCOMBOANIM: πŸ”— Source

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 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


enum MSGFLAG: πŸ”— Source

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


enum GENSCR: πŸ”— Source

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


enum GENSCR: πŸ”— Source

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 β€˜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

GENSCR GENSCR_EVENT_POST_COLLECT_ITEM = 14

After item is collected (post hold if held)

GENSCR GENSCR_EVENT_PLAYER_FALL = 15

Hero falls in a pitfall

GENSCR GENSCR_EVENT_PLAYER_DROWN = 16

Hero drowns

GENSCR GENSCR_NUMEVENT = 17


enum GENEV: πŸ”— Source

GENEV GENEV_HEROHIT_DAMAGE = 0

Damage to be taken

GENEV GENEV_HEROHIT_HITDIR = 1

Dir to be knocked in

GENEV GENEV_HEROHIT_NULLIFY = 2

Bool: to nullify the hit, or not

GENEV GENEV_HEROHIT_NAYRUON = 3

Bool: if nayru’s love will nullify the damage, or not

GENEV GENEV_HEROHIT_IFRAMES = 4

Number of IFrames to have after hit, if not nullified

GENEV GENEV_HEROHIT_HITTYPE = 5

What type of object is hitting the hero (β€˜OBJTYPE_’)

GENEV GENEV_HEROHIT_HITOBJ = 6

The pointer to that object

GENEV GENEV_HEROHIT_HITTYPE2 = 7

A second type of object (sometimes β€˜OBJTYPE_NONE’)

GENEV GENEV_HEROHIT_HITOBJ2 = 8

The pointer to the second object


enum GENEV: πŸ”— Source

GENEV GENEV_ITEMCOL_ID = 0

Item ID to be gained

GENEV GENEV_ITEMCOL_PICKUP = 1

Pickup flags for the item pickup

GENEV GENEV_ITEMCOL_PSTR = 2

Pickup string to be displayed

GENEV GENEV_ITEMCOL_PSTRFLAGS = 3

Pickup string flags

GENEV GENEV_ITEMCOL_NULLIFY = 4

Bool: to nullify the item pickup, or not

GENEV GENEV_ITEMCOL_ITEMPTR = 5

β€˜itemsprite’ object pointer

GENEV GENEV_ITEMCOL_TYPE = 6

Type of hit; see GENEVT_ICTYPE_

GENEV GENEV_ITEMCOL_WPNPTR = 7

β€˜lweapon’ object pointer, or β€˜NULL’ if no weapon is available


enum GENEV: πŸ”— Source

GENEV GENEV_EDI1_NPC = 0

the npc pointer

GENEV GENEV_EDI1_ITEMID = 1

the chosen item ID

GENEV GENEV_EDI1_DROPSET = 2

the dropset the ID was chosen from


enum GENEV: πŸ”— Source

GENEV GENEV_EDI2_NPC = 0

the npc pointer

GENEV GENEV_EDI2_ITM = 1

the itemsprite pointer


enum GENEV: πŸ”— Source

GENEV GENEV_EDEATH_DYING = 0

Bool: if the enemy is dying, or not (set false to cancel death)

GENEV GENEV_EDEATH_NPC = 1

the npc pointer


enum GENEV: πŸ”— Source

GENEV GENEV_EHIT_POWER = 0

damage amount

GENEV GENEV_EHIT_DEFENSETYPE = 1

defense type

GENEV GENEV_EHIT_UNBLOCKABLE = 2

unblockable flagset

GENEV GENEV_EHIT_WEAPONID = 3

weapon ID

GENEV GENEV_EHIT_NULLIFY = 4

Bool: if true the hit will not connect

GENEV GENEV_EHIT_NPCPTR = 5

npc pointer

GENEV GENEV_EHIT_LWPNPTR = 6

lweapon pointer


enum GENEV: πŸ”— Source

GENEV GENEV_PLAYER_FALLDROWN_COMBO = 0

The combo ID the Hero is falling/drowning into.


enum GENEVT: πŸ”— Source

GENEVT GENEVT_ICTYPE_COLLECT = 0

Hero collected the item

GENEVT GENEVT_ICTYPE_MELEE = 1

Melee weapon collected the item

GENEVT GENEVT_ICTYPE_MELEE_EW = 2

Melee weapon collected the item

GENEVT GENEVT_ICTYPE_RANGED_DRAG = 3

Ranged weapon collected, and will drag //Only β€˜NULLIFY’ can be edited here


enum OBJTYPE: πŸ”— Source

OBJTYPE OBJTYPE_NONE = -1

constants for β€˜GENEV_HEROHIT_HITTYPE’ / β€˜GENEV_HEROHIT_HITTYPE2’

OBJTYPE OBJTYPE_NPC = 0

OBJTYPE OBJTYPE_LWPN = 1

OBJTYPE OBJTYPE_EWPN = 2

OBJTYPE OBJTYPE_ITSPR = 3

OBJTYPE OBJTYPE_COMBODATA = 4

OBJTYPE OBJTYPE_COMBOPOS = 5

OBJTYPE OBJTYPE_FFC = 6

OBJTYPE NUM_OBJTYPE = 7


enum LF: πŸ”— Source

LF LF_LIFTABLE = 0

Combodata LiftFlags[]

LF LF_DROPSET = 1

LF LF_DROPONLIFT = 2

LF LF_SPECIALITEM = 3

LF LF_NOUCSET = 4

LF LF_NOWPNCMBCSET = 5

LF LF_BREAKONSOLID = 6


enum CSPACE: πŸ”— Source

CSPACE CSPACE_RGB = 0

CSPACE CSPACE_CMYK = 1

CSPACE CSPACE_HSV = 2

CSPACE CSPACE_HSV_CW = 3

CSPACE CSPACE_HSV_CCW = 4

CSPACE CSPACE_HSL = 5

CSPACE CSPACE_HSL_CW = 6

CSPACE CSPACE_HSL_CCW = 7

CSPACE CSPACE_LAB = 8

CSPACE CSPACE_LCH = 9

CSPACE CSPACE_LCH_CW = 10

CSPACE CSPACE_LCH_CCW = 11

CSPACE CSPACE_NUMCSPACE = 12


enum ISCR: πŸ”— Source

ISCR ISCR_KILL = 0

For β€˜itemdata->RunScript()’

ISCR ISCR_RUN = 1

ISCR ISCR_PERPETUAL = 2


enum IPTYPE: πŸ”— Source

IPTYPE IPTYPE_DISABLED = 0

For β€˜itemdata->PickupType’

IPTYPE IPTYPE_SET = 1

IPTYPE IPTYPE_ADD = 2

IPTYPE IPTYPE_SUB = 3

IPTYPE IPTYPE_LIMIT = 4


enum SPRFL: πŸ”— Source

SPRFL SPRFL_AUTOFLASH = 0

spritedata->Flags[] indexes

SPRFL SPRFL_2PFLASH = 1

SPRFL SPRFL_HFLIP = 2

SPRFL SPRFL_VFLIP = 3

SPRFL SPRFL_BEHIND = 4

SPRFL NUM_SPRFL = 5


enum LIGHT: πŸ”— Source

LIGHT LIGHT_CIRCLE = 0

Light shapes for torch combos, lantern itemdata, and GlowShape variables

LIGHT LIGHT_CONE = 1

LIGHT LIGHT_SQUARE = 2


enum SPLAYER: πŸ”— Source

SPLAYER SPLAYER_PLAYER_DRAW = -200000

The Hero, when this occurs changes based on various conditions.

SPLAYER SPLAYER_EWEAP_BEHIND_DRAW = -199999

Eweapons with β€˜Behind = true’

SPLAYER SPLAYER_EWEAP_FRONT_DRAW = -199998

Eweapons with β€˜Behind = false’

SPLAYER SPLAYER_LWEAP_BEHIND_DRAW = -199997

Lweapons with β€˜Behind = true’

SPLAYER SPLAYER_LWEAP_FRONT_DRAW = -199996

Lweapons with β€˜Behind = false’

SPLAYER SPLAYER_LWEAP_ABOVE_DRAW = -199995

Lweapons with (Z+FakeZ) > Init Data β€˜Jump Layer Height’, IF the Hero is also above this height.

Hookshot chain links. This may draw multiple times per frame.

SPLAYER SPLAYER_NPC_DRAW = -199993

Enemies

SPLAYER SPLAYER_NPC_ABOVEPLAYER_DRAW = -199992

Enemies β€˜grabbing’ the Hero, or with a higher Z than the Hero

SPLAYER SPLAYER_NPC_AIRBORNE_DRAW = -199991

Flying enemies, or enemies in the Z axis (amount required QR dependant)

SPLAYER SPLAYER_ITEMSPRITE_DRAW = -199990

Itemsprites

SPLAYER SPLAYER_FAIRYITEM_DRAW = -199989

Moving fairies

SPLAYER SPLAYER_PUSHBLOCK = -199988

Pushable Blocks

SPLAYER SPLAYER_MOVINGBLOCK = -199987

Moving Pushable Blocks

SPLAYER SPLAYER_OVERHEAD_CMB = -199986

Overhead combos

SPLAYER SPLAYER_OVERHEAD_FFC = -199985

Overhead ffcs

SPLAYER SPLAYER_DARKROOM_UNDER = -199984

Under dark room darkness

SPLAYER SPLAYER_DARKROOM_OVER = -199983

Over dark room darkness

SPLAYER SPLAYER_FFC_DRAW = -199982

Non-Overhead ffcs

SPLAYER SPLAYER_LENS_UNDER_1 = -199981

Lens drawing secrets/revealing things

SPLAYER SPLAYER_LENS_UNDER_2 = -199980

Lens drawing secrets/revealing things

SPLAYER SPLAYER_LENS_OVER = -199979

Lens drawing blackness to cover most of the screen


enum LIFTFL: πŸ”— Source

LIFTFL LIFTFL_DISABLE_SHIELD = 0

for Hero->LiftFlags[]

LIFTFL LIFTFL_DISABLE_ITEMS = 1

LIFTFL LIFTFL_NO_SWIMMING = 2

LIFTFL LIFTFL_MAX = 3


enum MR: πŸ”— Source

MR MR_SCREEN = 0

MR MR_DMAP = 1

MR MR_LEVEL = 2

MR MR_NEVER = 3


enum MRF: πŸ”— Source

MRF MRF_NOCUT = 0

MRF MRF_REVERT = 1


enum ITM: πŸ”— Source

ITM ITM_BURNSPR_NO_BURN = 0

ITM ITM_BURNSPR_ANY_BURN = 1

ITM ITM_BURNSPR_STRONG_BURN = 2

ITM ITM_BURNSPR_MAGIC_BURN = 3

ITM ITM_BURNSPR_DIVINE_BURN = 4

ITM ITM_BURNSPR_MAX = 5


enum SSTYPE: πŸ”— Source

SSTYPE SSTYPE_ACTIVE = 0

{ This section for engine subscreen stuff Subscreen Types

SSTYPE SSTYPE_PASSIVE = 1

SSTYPE SSTYPE_OVERLAY = 2

SSTYPE SSTYPE_MAX = 3


enum SSFL: πŸ”— Source

SSFL SSFL_ACTIVE_NOPAGEWRAP = 0

Subscreen Flags

SSFL SSFL_ACTIVE_OVERRIDE_SELECTOR = 1

SSFL SSFL_ACTIVE_MAX = 2


enum SSFL: πŸ”— Source

SSFL SSFL_PASSIVE_MAX = 0


enum SSFL: πŸ”— Source

SSFL SSFL_OVERLAY_MAX = 0


enum TRANS: πŸ”— Source

TRANS TRANS_TY_INSTANT = 0

Transition Types

TRANS TRANS_TY_SLIDE = 1

TRANS TRANS_TY_PIXEL = 2

TRANS TRANS_TY_MAX = 3


enum TRANS: πŸ”— Source

TRANS TRANS_INSTANT_ARG_MAX = 0

Transition arguments


enum TRANS: πŸ”— Source

TRANS TRANS_SLIDE_ARG_DIR = 0

TRANS TRANS_SLIDE_ARG_SPEED = 1

TRANS TRANS_SLIDE_ARG_MAX = 2


enum TRANS: πŸ”— Source

TRANS TRANS_PIXEL_ARG_INVERT = 0

TRANS TRANS_PIXEL_ARG_DURATION = 1

TRANS TRANS_PIXEL_ARG_XOFF = 2

TRANS TRANS_PIXEL_ARG_YOFF = 3

TRANS TRANS_PIXEL_ARG_MAX = 4


enum TRANSFLAG: πŸ”— Source

TRANSFLAG TRANSFLAG_NO_HIDE_SELECTOR = 0

Transition Flags

TRANSFLAG TRANSFLAG_MAX = 1


enum SUBVISIB: πŸ”— Source

SUBVISIB SUBVISIB_CLOSED = 0

Visible while the active subscreen is closed

SUBVISIB SUBVISIB_OPEN = 1

Visible while the active subscreen is open

SUBVISIB SUBVISIB_SCROLLING = 2

Visible while the active subscreen is opening/closing

SUBVISIB SUBVISIB_NO_MSGSTR = 3

Hide while a message string is displaying

SUBVISIB SUBVISIB_MAX = 4


enum SUBW: πŸ”— Source

SUBW SUBW_GENFL_SELECTABLE = 0

Widget genflags

SUBW SUBW_GENFL_PGMODE_NOWRAP = 1

SUBW SUBW_GENFL_SELECTOR_OVERRIDE = 2

SUBW SUBW_GENFL_MAX = 3


enum SUB: πŸ”— Source

SUB SUB_CS_MCGUFF = -1

Special Subscreen CSet Values

SUB SUB_CS_MCGUFF_FRAME = -2

SUB SUB_CS_OW_MAP = -3

SUB SUB_CS_DUNG_MAP = -4

SUB SUB_CS_BLUEFRAME = -5

SUB SUB_CS_HCPIECES = -6

SUB SUB_CS_SSVINE = -7

SUB SUB_CS_MIN = -8


enum SUB: πŸ”— Source

SUB SUB_COLOR_SYS_0 = -1

Special Subscreen Color Values

SUB SUB_COLOR_SYS_1 = -2

SUB SUB_COLOR_SYS_2 = -3

SUB SUB_COLOR_SYS_3 = -4

SUB SUB_COLOR_SYS_4 = -5

SUB SUB_COLOR_SYS_5 = -6

SUB SUB_COLOR_SYS_6 = -7

SUB SUB_COLOR_SYS_7 = -8

SUB SUB_COLOR_SYS_8 = -9

SUB SUB_COLOR_SYS_9 = -10

SUB SUB_COLOR_SYS_10 = -11

SUB SUB_COLOR_SYS_11 = -12

SUB SUB_COLOR_SYS_12 = -13

SUB SUB_COLOR_SYS_13 = -14

SUB SUB_COLOR_SYS_14 = -15

SUB SUB_COLOR_SYS_15 = -16

SUB SUB_COLOR_TEXT = -17

SUB SUB_COLOR_CAPTION = -18

SUB SUB_COLOR_OVERW_BG = -19

SUB SUB_COLOR_DUNG_BG = -20

SUB SUB_COLOR_DUNG_FG = -21

SUB SUB_COLOR_CAVE_FG = -22

SUB SUB_COLOR_BS_DARK = -23

SUB SUB_COLOR_BS_GOAL = -24

SUB SUB_COLOR_COMPASS_L = -25

SUB SUB_COLOR_COMPASS_D = -26

SUB SUB_COLOR_SUBSCR_BG = -27

SUB SUB_COLOR_SUBSCR_SHD = -28

SUB SUB_COLOR_MCGUFF_FRM = -29

SUB SUB_COLOR_LMAP_BG = -30

SUB SUB_COLOR_LMAP_FG = -31

SUB SUB_COLOR_HERODOT = -32

SUB SUB_COLOR_MSGTXT = -33

SUB SUB_COLOR_TRANSPARENT = -34

SUB SUB_COLOR_MIN = -35


enum SUB: πŸ”— Source

SUB SUB_SPTILE_SSVINE = -1

Special Subscreen Tile Values

SUB SUB_SPTILE_MAGICMETER = -2

SUB SUB_SPTILE_MIN = -3


enum SUBW: πŸ”— Source

SUBW SUBW_FRAME_FLAG_TRANSP = 0

{ Subscreen type-specific flag constants Flags for SUBWIDG_FRAME

SUBW SUBW_FRAME_FLAG_OVERLAY = 1

SUBW SUBW_FRAME_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_TEXT_NUMFLAGS = 0

Flags for SUBWIDG_TEXT


enum SUBW: πŸ”— Source

SUBW SUBW_LINE_FLAG_TRANSP = 0

Flags for SUBWIDG_LINE

SUBW SUBW_LINE_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_RECT_FLAG_TRANSP = 0

Flags for SUBWIDG_RECT

SUBW SUBW_RECT_FLAG_FILLED = 1

SUBW SUBW_RECT_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_TIME_FLAG_ALTSTR = 0

Flags for SUBWIDG_TIME

SUBW SUBW_TIME_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_MMETER_NUMFLAGS = 0

Flags for SUBWIDG_MMETER


enum SUBW: πŸ”— Source

SUBW SUBW_LMETER_FLAG_BOTTOM = 0

Flags for SUBWIDG_LMETER

SUBW SUBW_LMETER_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_BTNITM_FLAG_TRANSP = 0

Flags for SUBWIDG_BTNITM

SUBW SUBW_BTNITM_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_COUNTER_FLAG_SHOW0 = 0

Flags for SUBWIDG_COUNTER

SUBW SUBW_COUNTER_FLAG_ONLYSEL = 1

SUBW SUBW_COUNTER_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_OLDCTR_FLAG_USEX = 0

Flags for SUBWIDG_OLDCTR

SUBW SUBW_OLDCTR_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_MMAPTITLE_FLAG_REQMAP = 0

Flags for SUBWIDG_MMAPTITLE

SUBW SUBW_MMAPTITLE_FLAG_ONELINE = 1

SUBW SUBW_MMAPTITLE_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_MMAP_FLAG_SHOWMAP = 0

Flags for SUBWIDG_MMAP

SUBW SUBW_MMAP_FLAG_SHOWPLAYER = 1

SUBW SUBW_MMAP_FLAG_SHOWCOMPASS = 2

SUBW SUBW_MMAP_NUMFLAGS = 3


enum SUBW: πŸ”— Source

SUBW SUBW_LMAP_FLAG_SHOWMAP = 0

Flags for SUBWIDG_LMAP

SUBW SUBW_LMAP_FLAG_SHOWROOM = 1

SUBW SUBW_LMAP_FLAG_SHOWPLAYER = 2

SUBW SUBW_LMAP_FLAG_LARGE = 3

SUBW SUBW_LMAP_NUMFLAGS = 4


enum SUBW: πŸ”— Source

SUBW SUBW_BGCOLOR_NUMFLAGS = 0

Flags for SUBWIDG_BGCOLOR


enum SUBW: πŸ”— Source

SUBW SUBW_ITEMSLOT_FLAG_INVIS = 0

Flags for SUBWIDG_ITEMSLOT

SUBW SUBW_ITEMSLOT_FLAG_NON_EQUIPPABLE = 1

SUBW SUBW_ITEMSLOT_MOVE_IGNORE_SPEC_SELTEXT = 2

SUBW SUBW_ITEMSLOT_MOVE_IGNORE_SPEC_DISPLAY = 3

SUBW SUBW_ITEMSLOT_FLAG_NO_INTERACT_WO_ITEM = 4

SUBW SUBW_ITEMSLOT_FLAG_NO_INTERACT_WO_EQUIP = 5

SUBW SUBW_ITEMSLOT_FLAG_NO_UNEQUIP = 6

SUBW SUBW_ITEMSLOT_NUMFLAGS = 7


enum SUBW: πŸ”— Source

SUBW SUBW_MCGUFF_FRAME_FLAG_SHOWFRAME = 0

Flags for SUBWIDG_MCGUFF_FRAME

SUBW SUBW_MCGUFF_FRAME_FLAG_SHOWPIECES = 1

SUBW SUBW_MCGUFF_FRAME_FLAG_LARGEPIECES = 2

SUBW SUBW_MCGUFF_FRAME_NUMFLAGS = 3


enum SUBW: πŸ”— Source

SUBW SUBW_MCGUFF_FLAG_OVERLAY = 0

Flags for SUBWIDG_MCGUFF

SUBW SUBW_MCGUFF_FLAG_TRANSP = 1

SUBW SUBW_MCGUFF_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_TILEBLOCK_FLAG_OVERLAY = 0

Flags for SUBWIDG_TILEBLOCK

SUBW SUBW_TILEBLOCK_FLAG_TRANSP = 1

SUBW SUBW_TILEBLOCK_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_MINITILE_FLAG_OVERLAY = 0

Flags for SUBWIDG_MINITILE

SUBW SUBW_MINITILE_FLAG_TRANSP = 1

SUBW SUBW_MINITILE_NUMFLAGS = 2


enum SUBW: πŸ”— Source

SUBW SUBW_SELECTOR_FLAG_TRANSP = 0

Flags for SUBWIDG_SELECTOR

SUBW SUBW_SELECTOR_FLAG_LARGE = 1

SUBW SUBW_SELECTOR_FLAG_USEB = 2

SUBW SUBW_SELECTOR_NUMFLAGS = 3


enum SUBW: πŸ”— Source

SUBW SUBW_GAUGE_FLAG_MOD1 = 0

Flags for SUBWIDG_LGAUGE,SUBWIDG_MGAUGE,SUBWIDG_MISCGAUGE

SUBW SUBW_GAUGE_FLAG_MOD2 = 1

SUBW SUBW_GAUGE_FLAG_MOD3 = 2

SUBW SUBW_GAUGE_FLAG_MOD4 = 3

SUBW SUBW_GAUGE_FLAG_UNIQUE_LAST = 4

SUBW SUBW_GAUGE_FLAG_FULL_TILE = 5

SUBW SUBW_GAUGE_FLAG_ANIMATE_UNDER = 6

SUBW SUBW_GAUGE_FLAG_ANIMATE_OVER = 7

SUBW SUBW_GAUGE_FLAG_ANIMATE_PERCENT = 8

SUBW SUBW_GAUGE_FLAG_ANIMATE_SKIP_FIRST = 9

SUBW SUBW_GAUGE_FLAG_INFITEM_REQUIRE = 10

SUBW SUBW_GAUGE_FLAG_INFITEM_DISALLOW = 11

SUBW SUBW_GAUGE_FLAG_GRID_RTOL = 12

SUBW SUBW_GAUGE_FLAG_GRID_TTOPB = 13

SUBW SUBW_GAUGE_FLAG_GRID_COLUMN_FIRST = 14

SUBW SUBW_GAUGE_FLAG_GRID_SNAKE_PATTERN = 15

SUBW SUBW_GAUGE_NUMFLAGS = 16


enum SUBW: πŸ”— Source

SUBW SUBW_TEXTBOX_FLAG_WORDWRAP = 0

Flags for SUBWIDG_TEXTBOX

SUBW SUBW_TEXTBOX_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_SELECTEDTEXT_FLAG_WORDWRAP = 0

Flags for SUBWIDG_SELECTEDTEXT

SUBW SUBW_SELECTEDTEXT_NUMFLAGS = 1


enum SUBW: πŸ”— Source

SUBW SUBW_BTNCOUNTER_FLAG_SHOW0 = 0

Flags for SUBWIDG_BTNCOUNTER

SUBW SUBW_BTNCOUNTER_FLAG_NOCOLLAPSE = 1

SUBW SUBW_BTNCOUNTER_NUMFLAGS = 2


Variable descriptions#

const int ERR_RETURN = -1 πŸ”— Source


const int PI = 3.1416 πŸ”— Source


const int PI2 = 6.2832 πŸ”— Source


const int E = 2.7183 πŸ”— Source


const int RADIAN = 57.2958 πŸ”— Source


const int DEGREE = 0.0174 πŸ”— Source


const int SQRT_ERROR = 464 πŸ”— Source


const int SQRT_MAX = 463.409 πŸ”— Source


const int MAX_CONSTANT = 214748 πŸ”— Source


const int MIN_CONSTANT = -214748 πŸ”— Source


const int MAX_SCRIPTDRAWINGCOMMANDS = 1000 πŸ”— Source


const int MAX_INT = 214748 πŸ”— Source


const int MIN_INT = -214748 πŸ”— Source


const int MAX_FLOAT = 214748 πŸ”— Source


const int MIN_FLOAT = -214748 πŸ”— Source


const int MAX_SHORT = 32767 πŸ”— Source


const int MIN_SHORT = -32768 πŸ”— Source


const int MAX_BYTE = 255 πŸ”— Source


const int MIN_BYTE = 0 πŸ”— Source


const int MAX_COUNTER = 65535 πŸ”— Source


const int MIN_COUNTER = 0 πŸ”— Source


const long MAX_TIME = 1944000000L πŸ”— Source


const int MIN_LWEAPON = 1 πŸ”— Source


const int MIN_EWEAPON = 1 πŸ”— Source


const int MIN_NPC = 1 πŸ”— Source


const int MIN_ITEM = 1 πŸ”— Source


const int MAX_LWEAPON = 255 πŸ”— Source


const int MAX_EWEAPON = 255 πŸ”— Source


const int MAX_NPCS = 255 πŸ”— Source


const int MAX_ITEM = 255 πŸ”— Source


const int MIN_FFC = 1 πŸ”— Source


const int MAX_FFC = 128 πŸ”— Source


const int MIN_OBJ = 1 πŸ”— Source


const int MIN_COUNTER_INDEX = 0 πŸ”— Source


const int MAX_COUNTER_INDEX = 106 πŸ”— Source


const int NUM_COUNTERS = 107 πŸ”— Source


const int MIN_COMBO_POS = 0 πŸ”— Source


const int MAX_COMBO_POS = 175 πŸ”— Source


const int NUM_COMBO_POS = 176 πŸ”— Source


const int MAX_OBJECT_POINTERS = 255 πŸ”— Source


const int MAX_WEAPON_POINTERS = 510 πŸ”— Source


const int MAX_TOTAL_OBJECT_POINTERS = 1020 πŸ”— Source


const int MAX_SPRITES = 1020 πŸ”— Source


const int MAX_DRAWING = 1000 πŸ”— Source


const int MIN_BITMAP_X = 0 πŸ”— Source


const int MAX_BITMAP_X = 511 πŸ”— Source


const int MIN_BITMAP_Y = 0 πŸ”— Source


const int MAX_BITMAP_Y = 511 πŸ”— Source


const int MAX_GLOBAL_VARIABLES = 255 πŸ”— Source


const int MAX_VARIABLES = 255 πŸ”— Source


const int MAX_BITSPERVARIABLE = 18 πŸ”— Source


const int MIN_ITEMDATA = 0 πŸ”— Source


const int MAX_ITEMDATA = 255 πŸ”— Source


const int NUM_ITEMDATA = 256 πŸ”— Source


const int NUM_LEVELS = 512 πŸ”— Source


const int MAX_ARRAY_POINTERS = 4095 πŸ”— Source


const int MAX_TILES = 214499 πŸ”— Source


const int MAX_COMBOS = 65279 πŸ”— Source


const int MAX_STRINGS = 65519 πŸ”— Source


const int HP_PER_HEART = 16 πŸ”— Source


const int MP_PER_BLOCK = 32 πŸ”— Source


const int MAX_MESSAGES = 65535 πŸ”— Source


const int MAX_MESSAGELENGTH = 145 πŸ”— Source


const int MAX_MAPS = 256 πŸ”— Source


const int MAX_DMAPS = 512 πŸ”— Source


const int MAX_DMAPNAMELENGTH = 21 πŸ”— Source


const int MAX_DMAPTITLELENGTH = 21 πŸ”— Source


const int MAX_DMAPINTROLENGTH = 73 πŸ”— Source


const int MAX_FFC_W = 4 πŸ”— Source

FFC Size Limitations


const int MAX_FFC_H = 4 πŸ”— Source


const int MAX_FFC_EFFECT_W = 64 πŸ”— Source


const int MAX_FFC_EFFECT_H = 64 πŸ”— Source


const int INIT_D_SIZE = 8 πŸ”— Source

Default array sizes


const int INIT_A_SIZE = 2 πŸ”— Source


const int MISC_SIZE = 32 πŸ”— Source


const int NPC_ATTRIBUTES_SIZE = 32 πŸ”— Source


const int ITEM_ATTRIBUTES_SIZE = 10 πŸ”— Source


const int GAMEMISC_SIZE = 32 πŸ”— Source


const int MAX_DEFENSE = 42 πŸ”— Source


const int MAX_DEFENCE = 42 πŸ”— Source


const int SCREEN_W = 256 πŸ”— Source


const int SCREEN_H = 176 πŸ”— Source


const int SCREEN_RIGHT = 255 πŸ”— Source


const int SCREEN_LEFT = 0 πŸ”— Source


const int SCREEN_TOP = 0 πŸ”— Source


const int SCREEN_BOTTOM = 175 πŸ”— Source


const int SUBSCREEN_BOTTOM = -1 πŸ”— Source


const int SUBSCREEN_TOP = -56 πŸ”— Source


const int SCREEN_CENTER_X = 128 πŸ”— Source


const int SCREEN_CENTRE_X = 128 πŸ”— Source


const int SCREEN_CENTER_Y = 88 πŸ”— Source


const int SCREEN_CENTRE_Y = 88 πŸ”— Source


const int GRAVITY = 0.16 πŸ”— Source

Defaults from Init Data


const int TERMINAL_VELOCITY = 3.2 πŸ”— Source


const int JUMPING_LAYER_THRESHOLD = 16 πŸ”— Source


const int CSET_0 = 0 πŸ”— Source

CSet Initial Colour Swatch positions


const int CSET_1 = 16 πŸ”— Source


const int CSET_2 = 32 πŸ”— Source


const int CSET_3 = 48 πŸ”— Source


const int CSET_4 = 64 πŸ”— Source


const int CSET_5 = 80 πŸ”— Source


const int CSET_6 = 96 πŸ”— Source


const int CSET_7 = 112 πŸ”— Source


const int CSET_8 = 128 πŸ”— Source


const int CSET_9 = 144 πŸ”— Source


const int CSET_10 = 160 πŸ”— Source


const int CSET_11 = 176 πŸ”— Source


const int CSET_12 = 192 πŸ”— Source


const int CSET_13 = 208 πŸ”— Source


const int CSET_14 = 224 πŸ”— Source


const int CSET_15 = 240 πŸ”— Source


const int SFX_ARROW = 1 πŸ”— Source

Sound effect IDs. To be used for PlaySound().


const int SFX_BEAM = 2 πŸ”— Source


const int SFX_BOMB = 3 πŸ”— Source


const int SFX_BRANG = 4 πŸ”— Source


const int SFX_CHARGE1 = 35 πŸ”— Source


const int SFX_CHARGE2 = 36 πŸ”— Source


const int SFX_CURSOR = 5 πŸ”— Source



const int SFX_CLEARED = 7 πŸ”— Source


const int SFX_DINSFIRE = 37 πŸ”— Source


const int SFX_DODONGO = 8 πŸ”— Source


const int SFX_SHUTTER = 9 πŸ”— Source


const int SFX_EDEAD = 10 πŸ”— Source


const int SFX_EHIT = 11 πŸ”— Source


const int SFX_LOWHP = 12 πŸ”— Source


const int SFX_FALL = 38 πŸ”— Source


const int SFX_FARORESWIND = 39 πŸ”— Source


const int SFX_FIRE = 13 πŸ”— Source


const int SFX_FIREBALL = 40 πŸ”— Source


const int SFX_GANON = 14 πŸ”— Source


const int SFX_GASP = 15 πŸ”— Source


const int SFX_GRASSCUT = 41 πŸ”— Source


const int SFX_HAMMER = 16 πŸ”— Source


const int SFX_HAMMERPOST = 42 πŸ”— Source


const int SFX_HOOKSHOT = 17 πŸ”— Source


const int SFX_HOVER = 43 πŸ”— Source


const int SFX_ICE = 44 πŸ”— Source


const int SFX_JUMP = 45 πŸ”— Source


const int SFX_LENSOFF = 46 πŸ”— Source


const int SFX_LENSON = 47 πŸ”— Source


const int SFX_MSG = 18 πŸ”— Source


const int SFX_NAYRUSLOVE1 = 48 πŸ”— Source


const int SFX_NAYRUSLOVE2 = 49 πŸ”— Source


const int SFX_OUCH = 19 πŸ”— Source


const int SFX_PICKUP = 20 πŸ”— Source


const int SFX_PLACE = 21 πŸ”— Source



const int SFX_PUSHBLOCK = 50 πŸ”— Source


const int SFX_REFILL = 23 πŸ”— Source


const int SFX_ROAR = 24 πŸ”— Source


const int SFX_ROCK = 51 πŸ”— Source


const int SFX_ROCKETDOWN = 52 πŸ”— Source


const int SFX_ROCKETUP = 53 πŸ”— Source


const int SFX_SCALE = 25 πŸ”— Source


const int SFX_SEA = 26 πŸ”— Source


const int SFX_SECRET = 27 πŸ”— Source


const int SFX_SPINATTACK = 54 πŸ”— Source


const int SFX_SPIRAL = 28 πŸ”— Source


const int SFX_SPLASH = 55 πŸ”— Source


const int SFX_STAIRS = 29 πŸ”— Source


const int SFX_SUMMON = 56 πŸ”— Source


const int SFX_SWORD = 30 πŸ”— Source


const int SFX_TAP1 = 57 πŸ”— Source


const int SFX_TAP2 = 58 πŸ”— Source


const int SFX_PATRA = 31 πŸ”— Source


const int SFX_WAND = 32 πŸ”— Source


const int SFX_WHIRLWIND = 59 πŸ”— Source


const int SFX_WHISTLE = 33 πŸ”— Source


const int SFX_ZELDA = 34 πŸ”— Source


const int SP_ARROW_ENEMY = 19 πŸ”— Source

Sprite IDs. To be used with UseSprite().


const int SP_ARROW1 = 10 πŸ”— Source


const int SP_ARROW2 = 11 πŸ”— Source


const int SP_ARROW3 = 34 πŸ”— Source


const int SP_BAIT = 14 πŸ”— Source


const int SP_BOMB_ENEMY = 76 πŸ”— Source


const int SP_SBOMB_ENEMY = 77 πŸ”— Source


const int SP_BOMB = 7 πŸ”— Source


const int SP_SBOMB = 8 πŸ”— Source


const int SP_BRANG1 = 4 πŸ”— Source


const int SP_BRANG2 = 5 πŸ”— Source


const int SP_BRANG3 = 6 πŸ”— Source


const int SP_CANEOFBYRNA = 69 πŸ”— Source


const int SP_BYRNABEAM = 87 πŸ”— Source


const int SP_BYRNASLASH = 70 πŸ”— Source


const int SP_DINSFIRE_FALL = 39 πŸ”— Source


const int SP_DINSFIRE_RISE = 38 πŸ”— Source


const int SP_DINSFIRE_TRAIL_FALL = 41 πŸ”— Source


const int SP_DINSFIRE_TRAIL_RISE = 40 πŸ”— Source


const int SP_BOMB_ENEMY_EXPLOSION = 78 πŸ”— Source


const int SP_SBOMB_ENEMY_EXPLOSION = 79 πŸ”— Source


const int SP_BOMB_EXPLOSION = 9 πŸ”— Source


const int SP_SBOMB_EXPLOSION = 75 πŸ”— Source


const int SP_FIRE_ENEMY = 35 πŸ”— Source


const int SP_FIRE2_ENEMY = 81 πŸ”— Source


const int SP_FIRETRAIL2 = 82 πŸ”— Source


const int SP_FIRETRAIL = 80 πŸ”— Source


const int SP_FIREBALL = 17 πŸ”— Source


const int SP_FLAME = 12 πŸ”— Source


const int SP_FIRE = 12 πŸ”— Source


const int SP_HAMMER = 25 πŸ”— Source


const int SP_HOOKSHOT1_CHAIN_H = 27 πŸ”— Source


const int SP_HOOKSHOT1_CHAIN_V = 42 πŸ”— Source


const int SP_HOOKSHOT1_HANDLE = 28 πŸ”— Source


const int SP_HOOKSHOT1_HEAD = 26 πŸ”— Source


const int SP_HOOKSHOT2_CHAIN_H = 72 πŸ”— Source


const int SP_HOOKSHOT2_CHAIN_V = 74 πŸ”— Source


const int SP_HOOKSHOT2_HANDLE = 73 πŸ”— Source


const int SP_HOOKSHOT2_HEAD = 71 πŸ”— Source


const int SP_ICE = 83 πŸ”— Source


const int SP_MAGIC_ENEMY = 21 πŸ”— Source


const int SP_MAGIC_FIRE = 85 πŸ”— Source


const int SP_MAGIC = 16 πŸ”— Source


const int SP_MISC44 = 44 πŸ”— Source


const int SP_MISC45 = 45 πŸ”— Source


const int SP_MISC57 = 57 πŸ”— Source


const int SP_MISC24 = 24 πŸ”— Source


const int SP_MISC_ARROW2 = 29 πŸ”— Source


const int SP_MISC_ARROW3 = 30 πŸ”— Source


const int SP_MISC_BRANG2 = 31 πŸ”— Source


const int SP_MISC_BRANG3 = 32 πŸ”— Source


const int SP_MISC_BUSH = 52 πŸ”— Source


const int SP_MISC_DEATH = 23 πŸ”— Source


const int SP_MISC_FLOWER = 53 πŸ”— Source


const int SP_MISC_GRASS = 54 πŸ”— Source


const int SP_MISC_HAMMER = 33 πŸ”— Source


const int SP_MISC_HOVER = 84 πŸ”— Source


const int SP_MISC_MAGICMETER = 37 πŸ”— Source


const int SP_MISC_MORE = 43 πŸ”— Source


const int SP_MISC_QHEART = 86 πŸ”— Source


const int SP_MISC_RIPPLE = 56 πŸ”— Source


const int SP_MISC_SHADOW2 = 51 πŸ”— Source


const int SP_MISC_SHADOW1 = 50 πŸ”— Source


const int SP_SPAWN = 22 πŸ”— Source


const int SP_MISC_SSVINE = 68 πŸ”— Source


const int SP_TALLGRASS = 55 πŸ”— Source


const int SP_NAYRU_LEFT = 58 πŸ”— Source


const int SP_NAYRU_LEFT2 = 59 πŸ”— Source


const int SP_NAYRU_RIGHT = 62 πŸ”— Source


const int SP_NAYRU_RIGHT2 = 63 πŸ”— Source


const int SP_NAYRU_BACK = 67 πŸ”— Source


const int SP_NAYRU_FRONT = 66 πŸ”— Source


const int SP_NAYRU_TRAIL_LEFT = 60 πŸ”— Source


const int SP_NAYRU_TRAIL_LEFT2 = 61 πŸ”— Source


const int SP_NAYRU_TRAIL_RIGHT = 64 πŸ”— Source


const int SP_NAYRU_TRAIL_RIGHT2 = 65 πŸ”— Source


const int SP_ROCK = 18 πŸ”— Source


const int SP_SWORD_ENEMY = 20 πŸ”— Source


const int SP_SWORD1 = 0 πŸ”— Source


const int SP_SLASH1 = 46 πŸ”— Source


const int SP_SWORD2 = 1 πŸ”— Source


const int SP_SLASH2 = 47 πŸ”— Source


const int SP_SWORD3 = 2 πŸ”— Source


const int SP_SLASH3 = 48 πŸ”— Source


const int SP_SWORD4 = 3 πŸ”— Source


const int SP_SLASH4 = 49 πŸ”— Source


const int SP_WAND = 15 πŸ”— Source


const int SP_WHIRL = 13 πŸ”— Source


const int SP_WIND = 36 πŸ”— Source


const int DIR2_UP = 8 πŸ”— Source

User-Defined Sprites Range 088 to 255 Extra Directions. Used with some stuff?


const int DIR2_RIGHTUP = 9 πŸ”— Source


const int DIR2_RIGHT = 10 πŸ”— Source


const int DIR2_RIGHTDOWN = 11 πŸ”— Source


const int DIR2_DOWN = 12 πŸ”— Source


const int DIR2_LEFTDOWN = 13 πŸ”— Source


const int DIR2_LEFT = 14 πŸ”— Source


const int DIR2_LEFTUP = 15 πŸ”— Source


const int DIR2_UPRIGHT = 9 πŸ”— Source

Repeat in DOWN*/UP* format


const int DIR2_DOWNRIGHT = 11 πŸ”— Source


const int DIR2_DOWNLEFT = 13 πŸ”— Source


const int DIR2_UPLEFT = 15 πŸ”— Source


const int DEG_DIR_RIGHTUP = 315 πŸ”— Source

Equivalent Degrees and Radians for Cardinal Directions Degrees


const int DEG_DIR_UPRIGHT = 315 πŸ”— Source


const int DEG_DIR_UP = 270 πŸ”— Source


const int DEG_DIR_UPLEFT = 225 πŸ”— Source


const int DEG_DIR_LEFTUP = 225 πŸ”— Source


const int DEG_DIR_LEFT = 180 πŸ”— Source


const int DEG_DIR_LEFTDOWN = 135 πŸ”— Source


const int DEG_DIR_DOWNLEFT = 135 πŸ”— Source


const int DEG_DIR_DOWN = 90 πŸ”— Source


const int DEG_DIR_RIGHTDOWN = 45 πŸ”— Source


const int DEG_DIR_DOWNRIGHT = 45 πŸ”— Source


const int DEG_DIR_RIGHT = 0 πŸ”— Source


const int RAD_DIR_RIGHTUP = 5.4978 πŸ”— Source

Radians


const int RAD_DIR_UPRIGHT = 5.4978 πŸ”— Source


const int RAD_DIR_UP = 4.7214 πŸ”— Source


const int RAD_DIR_UPLEFT = 3.927 πŸ”— Source


const int RAD_DIR_LEFTUP = 3.927 πŸ”— Source


const int RAD_DIR_LEFT = 3.1416 πŸ”— Source


const int RAD_DIR_LEFTDOWN = 2.3562 πŸ”— Source


const int RAD_DIR_DOWNLEFT = 2.3562 πŸ”— Source


const int RAD_DIR_DOWN = 1.5708 πŸ”— Source


const int RAD_DIR_RIGHTDOWN = 0.7854 πŸ”— Source


const int RAD_DIR_DOWNRIGHT = 0.7854 πŸ”— Source


const int RAD_DIR_RIGHT = 0 πŸ”— Source


const int EXT_NONE = 0 πŸ”— Source

Sprite extending methods. Use with item->Extend, npc->Extend, eweapon->Extend and lweapon->Extend.


const int EXT_16X32 = 1 πŸ”— Source


const int EXT_32X32 = 2 πŸ”— Source


const int EXT_NORMAL = 3 πŸ”— Source


const int EXT_EXTENDED = 3 πŸ”— Source


const int EXT_NOSHADOW = 4 πŸ”— Source


const int LI_TRIFORCE = 1 πŸ”— Source

! We need some better names for Extend constants. Level item flags. Or (|) these together and use with Game->LItems[]


const int LI_MAP = 2 πŸ”— Source


const int LI_COMPASS = 4 πŸ”— Source


const int LI_BOSS = 8 πŸ”— Source


const int LI_BOSSKEY = 16 πŸ”— Source


const int MB_LEFTCLICK = 1 πŸ”— Source

Mouse buttons


const int MB_RIGHTCLICK = 2 πŸ”— Source


const int MB_MIDDLECLICK = 4 πŸ”— Source


const int CB_UP = 0 πŸ”— Source

Controller buttons


const int CB_DOWN = 1 πŸ”— Source


const int CB_LEFT = 2 πŸ”— Source


const int CB_RIGHT = 3 πŸ”— Source


const int CB_A = 4 πŸ”— Source


const int CB_B = 5 πŸ”— Source


const int CB_START = 6 πŸ”— Source


const int CB_L = 7 πŸ”— Source


const int CB_R = 8 πŸ”— Source


const int CB_MAP = 9 πŸ”— Source


const int CB_EX1 = 10 πŸ”— Source


const int CB_X = 10 πŸ”— Source


const int CB_EX2 = 11 πŸ”— Source


const int CB_Y = 11 πŸ”— Source


const int CB_EX3 = 12 πŸ”— Source


const int CB_EX4 = 13 πŸ”— Source


const int CB_STICKUP = 14 πŸ”— Source


const int CB_STICKDOWN = 15 πŸ”— Source


const int CB_STICKLEFT = 16 πŸ”— Source


const int CB_STICKRIGHT = 17 πŸ”— Source


const int CB_AXIS_UP = 14 πŸ”— Source


const int CB_AXIS_DOWN = 15 πŸ”— Source


const int CB_AXIS_LEFT = 16 πŸ”— Source


const int CB_AXIS_RIGHT = 17 πŸ”— Source


const int CB_MAX = 18 πŸ”— Source


const int I_AMULET1 = 50 πŸ”— Source

Item IDs. Use with CreateItem() and Link->Item[]. These are DEFAULT values, and may not be correct for custom quests which have overridden item action data.


const int I_AMULET2 = 63 πŸ”— Source


const int I_ARROW1 = 13 πŸ”— Source


const int I_ARROW2 = 14 πŸ”— Source


const int I_ARROW3 = 57 πŸ”— Source


const int I_ARROWAMMO1 = 70 πŸ”— Source


const int I_ARROWAMMO10 = 72 πŸ”— Source


const int I_ARROWAMMO30 = 73 πŸ”— Source


const int I_ARROWAMMO5 = 71 πŸ”— Source


const int I_BAIT = 16 πŸ”— Source


const int I_BOMB = 3 πŸ”— Source


const int I_BOMBAMMO1 = 77 πŸ”— Source


const int I_BOMBAMMO30 = 80 πŸ”— Source


const int I_BOMBAMMO4 = 78 πŸ”— Source


const int I_BOMBAMMO8 = 79 πŸ”— Source


const int I_BOMBBAG1 = 81 πŸ”— Source


const int I_BOMBBAG2 = 82 πŸ”— Source


const int I_BOMBBAG3 = 83 πŸ”— Source


const int I_BOMBBAG4 = 106 πŸ”— Source


const int I_BOOK = 32 πŸ”— Source


const int I_BOOTS = 55 πŸ”— Source


const int I_BOSSKEY = 67 πŸ”— Source


const int I_BOW1 = 15 πŸ”— Source


const int I_BOW2 = 68 πŸ”— Source


const int I_BRACELET1 = 107 πŸ”— Source


const int I_BRACELET2 = 19 πŸ”— Source


const int I_BRACELET3 = 56 πŸ”— Source


const int I_BRANG1 = 23 πŸ”— Source


const int I_BRANG2 = 24 πŸ”— Source


const int I_BRANG3 = 35 πŸ”— Source


const int I_CANDLE1 = 10 πŸ”— Source


const int I_CANDLE2 = 11 πŸ”— Source


const int I_CBYRNA = 88 πŸ”— Source


const int I_CHARGERING1 = 101 πŸ”— Source


const int I_CHARGERING2 = 102 πŸ”— Source


const int I_CLOCK = 4 πŸ”— Source


const int I_COMPASS = 22 πŸ”— Source


const int I_CROSSSCROLL = 95 πŸ”— Source


const int I_DINSFIRE = 64 πŸ”— Source


const int I_DUST_PILE = 43 πŸ”— Source


const int I_FAIRY = 34 πŸ”— Source


const int I_FAIRYSTILL = 69 πŸ”— Source


const int I_FARORESWIND = 65 πŸ”— Source


const int I_FLIPPERS = 51 πŸ”— Source


const int I_HAMMER = 54 πŸ”— Source


const int I_HCPIECE = 49 πŸ”— Source


const int I_HEART = 2 πŸ”— Source


const int I_HEARTCONTAINER = 28 πŸ”— Source


const int I_HEARTRING1 = 112 πŸ”— Source


const int I_HEARTRING2 = 113 πŸ”— Source


const int I_HEARTRING3 = 114 πŸ”— Source


const int I_HOOKSHOT1 = 52 πŸ”— Source


const int I_HOOKSHOT2 = 89 πŸ”— Source


const int I_HOVERBOOTS = 92 πŸ”— Source


const int I_KEY = 9 πŸ”— Source


const int I_KILLALL = 62 πŸ”— Source


const int I_LADDER1 = 27 πŸ”— Source


const int I_LADDER2 = 108 πŸ”— Source


const int I_LENS = 53 πŸ”— Source


const int I_LETTER = 12 πŸ”— Source


const int I_LETTERUSED = 90 πŸ”— Source


const int I_LEVELKEY = 84 πŸ”— Source


const int I_MAGICCONTAINER = 58 πŸ”— Source


const int I_MAGICJAR1 = 59 πŸ”— Source


const int I_MAGICJAR2 = 60 πŸ”— Source


const int I_MAGICKEY = 33 πŸ”— Source


const int I_MAGICRING1 = 115 πŸ”— Source


const int I_MAGICRING2 = 116 πŸ”— Source


const int I_MAGICRING3 = 117 πŸ”— Source


const int I_MAGICRING4 = 118 πŸ”— Source


const int I_MAP = 21 πŸ”— Source


const int I_MISC1 = 46 πŸ”— Source


const int I_MISC2 = 47 πŸ”— Source


const int I_NAYRUSLOVE = 66 πŸ”— Source


const int I_PERILRING = 121 πŸ”— Source


const int I_PERILSCROLL = 103 πŸ”— Source


const int I_POTION1 = 29 πŸ”— Source


const int I_POTION2 = 30 πŸ”— Source


const int I_QUAKESCROLL1 = 96 πŸ”— Source


const int I_QUAKESCROLL2 = 97 πŸ”— Source


const int I_QUIVER1 = 74 πŸ”— Source


const int I_QUIVER2 = 75 πŸ”— Source


const int I_QUIVER3 = 76 πŸ”— Source


const int I_QUIVER4 = 105 πŸ”— Source


const int I_RAFT = 26 πŸ”— Source


const int I_RING1 = 17 πŸ”— Source


const int I_RING2 = 18 πŸ”— Source


const int I_RING3 = 61 πŸ”— Source


const int I_ROCSFEATHER = 91 πŸ”— Source


const int I_RUPEE1 = 0 πŸ”— Source


const int I_RUPEE10 = 86 πŸ”— Source


const int I_RUPEE100 = 87 πŸ”— Source


const int I_RUPEE20 = 38 πŸ”— Source


const int I_RUPEE200 = 40 πŸ”— Source


const int I_RUPEE5 = 1 πŸ”— Source


const int I_RUPEE50 = 39 πŸ”— Source


const int I_SBOMB = 48 πŸ”— Source


const int I_SELECTA = 45 πŸ”— Source


const int I_SELECTB = 85 πŸ”— Source


const int I_SHIELD1 = 93 πŸ”— Source


const int I_SHIELD2 = 8 πŸ”— Source


const int I_SHIELD3 = 37 πŸ”— Source


const int I_SPINSCROLL1 = 94 πŸ”— Source


const int I_SPINSCROLL2 = 98 πŸ”— Source


const int I_STOMPBOOTS = 120 πŸ”— Source


const int I_STONEAGONY = 119 πŸ”— Source


const int I_SWORD1 = 5 πŸ”— Source


const int I_SWORD2 = 6 πŸ”— Source


const int I_SWORD3 = 7 πŸ”— Source


const int I_SWORD4 = 36 πŸ”— Source


const int I_TRIFORCE = 20 πŸ”— Source


const int I_TRIFORCEBIG = 44 πŸ”— Source


const int I_WALLET500 = 41 πŸ”— Source


const int I_WALLET999 = 42 πŸ”— Source


const int I_WALLETA = 104 πŸ”— Source


const int I_WAND = 25 πŸ”— Source


const int I_WEALTHMEDAL = 109 πŸ”— Source


const int I_WEALTHMEDAL2 = 110 πŸ”— Source


const int I_WEALTHMEDAL3 = 111 πŸ”— Source


const int I_WHIMSICALRING = 122 πŸ”— Source


const int I_WHISPRING1 = 99 πŸ”— Source


const int I_WHISPRING2 = 100 πŸ”— Source


const int I_WHISTLE = 31 πŸ”— Source


const int IP_BIGRANGE = 1 πŸ”— Source

Item pickup flags. OR (|) these together to use with item->Pickup Other values are reserved for internal usage, and have no effect


const int IP_HOLDUP = 2 πŸ”— Source


const int IP_ST_ITEM = 4 πŸ”— Source


const int IP_DUMMY = 8 πŸ”— Source


const int IP_CHECK = 16 πŸ”— Source


const int IP_MONEY = 32 πŸ”— Source


const int IP_FADE = 64 πŸ”— Source


const int IP_ENEMYCARRIED = 128 πŸ”— Source


const int IP_TIMEOUT = 256 πŸ”— Source


const int IP_BIGTRIFORCE = 512 πŸ”— Source


const int IP_NODRAW = 1024 πŸ”— Source


const int IP_ST_SPECIALITEM = 2048 πŸ”— Source


const int IP_TRIGGERSECRETS = 4096 πŸ”— Source


const int IP_ALWAYSGRAB = 8192 πŸ”— Source


const int LW_SWORD = 1 πŸ”— Source

LWeapon types. Use with Screen->CreateLWeapon() and Screen->LoadLWeapon().


const int LW_WAND = 12 πŸ”— Source


const int LW_CANDLE = 12 πŸ”— Source


const int LW_HAMMER = 19 πŸ”— Source


const int LW_HOOKSHOT = 20 πŸ”— Source


const int LW_CANEOFBYRNA = 27 πŸ”— Source


const int LW_BUGNET = 52 πŸ”— Source


const int LW_ARROW = 8 πŸ”— Source


const int LW_BEAM = 2 πŸ”— Source


const int LW_BRANG = 3 πŸ”— Source


const int LW_BOMB = 6 πŸ”— Source


const int LW_BOMBBLAST = 4 πŸ”— Source


const int LW_SBOMB = 7 πŸ”— Source


const int LW_SBOMBBLAST = 5 πŸ”— Source


const int LW_FIRE = 9 πŸ”— Source


const int LW_WHISTLE = 10 πŸ”— Source


const int LW_BAIT = 11 πŸ”— Source


const int LW_MAGIC = 13 πŸ”— Source


const int LW_WIND = 15 πŸ”— Source


const int LW_REFMAGIC = 16 πŸ”— Source


const int LW_REFFIREBALL = 17 πŸ”— Source


const int LW_REFROCK = 18 πŸ”— Source


const int LW_REFBEAM = 28 πŸ”— Source


const int LW_SPARKLE = 23 πŸ”— Source


const int LW_FIRESPARKLE = 24 πŸ”— Source


const int LW_SCRIPT1 = 31 πŸ”— Source

Dummy weapons, for use with scripts.


const int LW_SCRIPT2 = 32 πŸ”— Source


const int LW_SCRIPT3 = 33 πŸ”— Source


const int LW_SCRIPT4 = 34 πŸ”— Source


const int LW_SCRIPT5 = 35 πŸ”— Source


const int LW_SCRIPT6 = 36 πŸ”— Source


const int LW_SCRIPT7 = 37 πŸ”— Source


const int LW_SCRIPT8 = 38 πŸ”— Source


const int LW_SCRIPT9 = 39 πŸ”— Source


const int LW_SCRIPT10 = 40 πŸ”— Source


const int LW_ICE = 41 πŸ”— Source

unimplemented


const int LW_THROWN = 44 πŸ”— Source


const int LW_REFARROW = 53 πŸ”— Source


const int LW_REFFIRE = 54 πŸ”— Source


const int LW_REFFIRE2 = 55 πŸ”— Source


const int EW_ARROW = 130 πŸ”— Source

EWeapon types. Use with Screen->CreateEWeapon() and Screen->LoadEWeapon().


const int EW_BRANG = 131 πŸ”— Source


const int EW_BEAM = 132 πŸ”— Source


const int EW_ROCK = 133 πŸ”— Source


const int EW_MAGIC = 134 πŸ”— Source


const int EW_FIREBALL = 129 πŸ”— Source


const int EW_FIREBALL2 = 145 πŸ”— Source


const int EW_BOMB = 137 πŸ”— Source


const int EW_BOMBBLAST = 135 πŸ”— Source


const int EW_SBOMB = 138 πŸ”— Source


const int EW_SBOMBBLAST = 136 πŸ”— Source


const int EW_FIRETRAIL = 139 πŸ”— Source


const int EW_FIRE = 140 πŸ”— Source


const int EW_WIND = 141 πŸ”— Source


const int EW_FIRE2 = 142 πŸ”— Source


const int EW_SCRIPT1 = 31 πŸ”— Source

Dummy weapons, for use with scripts.


const int EW_SCRIPT2 = 32 πŸ”— Source


const int EW_SCRIPT3 = 33 πŸ”— Source


const int EW_SCRIPT4 = 34 πŸ”— Source


const int EW_SCRIPT5 = 35 πŸ”— Source


const int EW_SCRIPT6 = 36 πŸ”— Source


const int EW_SCRIPT7 = 37 πŸ”— Source


const int EW_SCRIPT8 = 38 πŸ”— Source


const int EW_SCRIPT9 = 39 πŸ”— Source


const int EW_SCRIPT10 = 40 πŸ”— Source


const int NPC_ABEI = 1 πŸ”— Source

Guy IDs. Use with Screen->CreateNPC().


const int NPC_AMA = 2 πŸ”— Source


const int NPC_MERCHANT = 3 πŸ”— Source


const int NPC_MOBLIN = 4 πŸ”— Source


const int NPC_FIRE = 5 πŸ”— Source


const int NPC_FAIRY = 6 πŸ”— Source


const int NPC_GORIYA = 7 πŸ”— Source


const int NPC_ZELDA = 8 πŸ”— Source


const int NPC_ABEI2 = 9 πŸ”— Source


const int NPC_AQUAMENTUSL = 93 πŸ”— Source

Default enemy IDs. Use with CreateNPC().


const int NPC_AQUAMENTUSR = 58 πŸ”— Source


const int NPC_ARMOS = 37 πŸ”— Source


const int NPC_BAT = 106 πŸ”— Source


const int NPC_BOMBCHU = 160 πŸ”— Source


const int NPC_BOULDER = 135 πŸ”— Source


const int NPC_BUBBLEITEMP = 118 πŸ”— Source


const int NPC_BUBBLEITEMR = 119 πŸ”— Source


const int NPC_BUBBLEITEMT = 117 πŸ”— Source


const int NPC_BUBBLESWORDP = 81 πŸ”— Source


const int NPC_BUBBLESWORDR = 82 πŸ”— Source


const int NPC_BUBBLESWORDT = 51 πŸ”— Source


const int NPC_CEILINGMASTER = 101 πŸ”— Source


const int NPC_DARKNUT1 = 49 πŸ”— Source


const int NPC_DARKNUT2 = 50 πŸ”— Source


const int NPC_DARKNUT3 = 92 πŸ”— Source


const int NPC_DARKNUT4 = 172 πŸ”— Source


const int NPC_DARKNUT5 = 87 πŸ”— Source


const int NPC_DIGDOGGER1 = 66 πŸ”— Source


const int NPC_DIGDOGGER3 = 67 πŸ”— Source


const int NPC_DIGKID1 = 68 πŸ”— Source


const int NPC_DIGKID2 = 69 πŸ”— Source


const int NPC_DIGKID3 = 70 πŸ”— Source


const int NPC_DIGKID4 = 71 πŸ”— Source


const int NPC_DODONGO = 60 πŸ”— Source


const int NPC_DODONGOBS = 114 πŸ”— Source


const int NPC_DODONGOFIRE = 115 πŸ”— Source


const int NPC_ENEMYFIRE = 85 πŸ”— Source


const int NPC_FLOORMASTER = 102 πŸ”— Source


const int NPC_GANON = 78 πŸ”— Source


const int NPC_GEL = 42 πŸ”— Source


const int NPC_GELFIRE = 161 πŸ”— Source


const int NPC_GELFIRETRIB = 163 πŸ”— Source


const int NPC_GELTRIB = 88 πŸ”— Source


const int NPC_GHINI1 = 35 πŸ”— Source


const int NPC_GHINI2 = 36 πŸ”— Source


const int NPC_GHINIMGC = 173 πŸ”— Source


const int NPC_GIBDO = 54 πŸ”— Source


const int NPC_GLEEOK1 = 62 πŸ”— Source


const int NPC_GLEEOK1FIRE = 109 πŸ”— Source


const int NPC_GLEEOK2 = 63 πŸ”— Source


const int NPC_GLEEOK2FIRE = 110 πŸ”— Source


const int NPC_GLEEOK3 = 64 πŸ”— Source


const int NPC_GLEEOK3FIRE = 111 πŸ”— Source


const int NPC_GLEEOK4 = 65 πŸ”— Source


const int NPC_GLEEOK4FIRE = 112 πŸ”— Source


const int NPC_GOHMA1 = 72 πŸ”— Source


const int NPC_GOHMA2 = 73 πŸ”— Source


const int NPC_GOHMA3 = 121 πŸ”— Source


const int NPC_GOHMAFIRE = 122 πŸ”— Source


const int NPC_GORIYA1 = 45 πŸ”— Source


const int NPC_GORIYA2 = 46 πŸ”— Source


const int NPC_GORIYA3 = 136 πŸ”— Source


const int NPC_GRAPBUGHP = 174 πŸ”— Source


const int NPC_GRAPBUGMP = 175 πŸ”— Source


const int NPC_ITEMFAIRY = 84 πŸ”— Source


const int NPC_KEESE1 = 38 πŸ”— Source


const int NPC_KEESE2 = 39 πŸ”— Source


const int NPC_KEESE3 = 40 πŸ”— Source


const int NPC_KEESETRIB = 90 πŸ”— Source


const int NPC_LANMOLA1 = 74 πŸ”— Source


const int NPC_LANMOLA2 = 75 πŸ”— Source


const int NPC_LEEVER1 = 26 πŸ”— Source


const int NPC_LEEVER2 = 27 πŸ”— Source


const int NPC_LEEVER3 = 137 πŸ”— Source


const int NPC_LIKELIKE = 53 πŸ”— Source


const int NPC_LYNEL1 = 30 πŸ”— Source


const int NPC_LYNEL2 = 31 πŸ”— Source


const int NPC_LYNEL3 = 168 πŸ”— Source


const int NPC_MANHANDLA = 61 πŸ”— Source


const int NPC_MANHANDLA2 = 94 πŸ”— Source


const int NPC_MOBLIN1 = 28 πŸ”— Source


const int NPC_MOBLIN2 = 29 πŸ”— Source


const int NPC_MOLDORM = 59 πŸ”— Source


const int NPC_OCTOROCK1F = 22 πŸ”— Source


const int NPC_OCTOROCK1S = 20 πŸ”— Source


const int NPC_OCTOROCK2F = 23 πŸ”— Source


const int NPC_OCTOROCK2S = 21 πŸ”— Source


const int NPC_OCTOROCKBOMBF = 141 πŸ”— Source


const int NPC_OCTOROCKBOMBS = 140 πŸ”— Source


const int NPC_OCTOROCKFIREF = 139 πŸ”— Source


const int NPC_OCTOROCKFIRES = 138 πŸ”— Source


const int NPC_OCTOROCKMGC = 86 πŸ”— Source


const int NPC_PATRA1 = 76 πŸ”— Source


const int NPC_PATRA2 = 104 πŸ”— Source


const int NPC_PATRA3 = 105 πŸ”— Source


const int NPC_PATRABS = 103 πŸ”— Source


const int NPC_PATRAOVAL = 77 πŸ”— Source


const int NPC_PEAHAT = 32 πŸ”— Source


const int NPC_PEAHATFIRE = 169 πŸ”— Source


const int NPC_POLSVOICE = 55 πŸ”— Source


const int NPC_POLSVOICEBS = 171 πŸ”— Source


const int NPC_POLSVOICEMGC = 170 πŸ”— Source


const int NPC_ROCK = 34 πŸ”— Source


const int NPC_ROPE1 = 44 πŸ”— Source


const int NPC_ROPE2 = 80 πŸ”— Source


const int NPC_SHOOTFBALL = 83 πŸ”— Source


const int NPC_SHOOTFLAME = 158 πŸ”— Source


const int NPC_SHOOTFLAME2 = 159 πŸ”— Source


const int NPC_SHOOTMAGIC = 154 πŸ”— Source


const int NPC_SHOOTROCK = 155 πŸ”— Source


const int NPC_SHOOTSPEAR = 156 πŸ”— Source


const int NPC_SHOOTSWORD = 157 πŸ”— Source


const int NPC_SPINTILE = 166 πŸ”— Source


const int NPC_SPINTILERND = 167 πŸ”— Source


const int NPC_STALFOS1 = 41 πŸ”— Source


const int NPC_STALFOS2 = 79 πŸ”— Source


const int NPC_STALFOS3 = 120 πŸ”— Source


const int NPC_TEKTITE1 = 24 πŸ”— Source


const int NPC_TEKTITE2 = 25 πŸ”— Source


const int NPC_TEKTITE3 = 165 πŸ”— Source


const int NPC_TRAP = 47 πŸ”— Source


const int NPC_TRAP8WAY = 142 πŸ”— Source


const int NPC_TRAPBACKSLASHC = 146 πŸ”— Source


const int NPC_TRAPBACKSLASHLOS = 147 πŸ”— Source


const int NPC_TRAPCCLOCKWISEC = 150 πŸ”— Source


const int NPC_TRAPCCLOCKWISELOS = 151 πŸ”— Source


const int NPC_TRAPCLOCKWISEC = 148 πŸ”— Source


const int NPC_TRAPCLOCKWISELOS = 149 πŸ”— Source


const int NPC_TRAPDIAG = 143 πŸ”— Source


const int NPC_TRAPHORIZC = 97 πŸ”— Source


const int NPC_TRAPHORIZLOS = 95 πŸ”— Source


const int NPC_TRAPSLASHC = 144 πŸ”— Source


const int NPC_TRAPSLASHLOS = 145 πŸ”— Source


const int NPC_TRAPVERTC = 98 πŸ”— Source


const int NPC_TRAPVERTLOS = 96 πŸ”— Source


const int NPC_TRIGGER = 116 πŸ”— Source


const int NPC_VIRE = 52 πŸ”— Source


const int NPC_VIRETRIB = 91 πŸ”— Source


const int NPC_WALLMASTER = 48 πŸ”— Source


const int NPC_WIZZROBE1 = 56 πŸ”— Source


const int NPC_WIZZROBE2 = 57 πŸ”— Source


const int NPC_WIZZROBEBAT = 107 πŸ”— Source


const int NPC_WIZZROBEBAT2 = 108 πŸ”— Source


const int NPC_WIZZROBEFIRE = 99 πŸ”— Source


const int NPC_WIZZROBEICE = 153 πŸ”— Source


const int NPC_WIZZROBEMIRR = 113 πŸ”— Source


const int NPC_WIZZROBESUMM = 152 πŸ”— Source


const int NPC_WIZZROBEWIND = 100 πŸ”— Source


const int NPC_ZOL = 43 πŸ”— Source


const int NPC_ZOLFIRE = 162 πŸ”— Source


const int NPC_ZOLFIRETRIB = 164 πŸ”— Source


const int NPC_ZOLTRIB = 89 πŸ”— Source


const int NPC_ZORA = 33 πŸ”— Source


const int HP_SILENT = -1000 πŸ”— Source

NPC hit point values. Use with npc->HP to make the enemy die in a special manner.


const int HP_GLEEOKHEAD = 1000 πŸ”— Source


const int NPCA_WALK_SHOTTYPE = 0 πŸ”— Source

Walking Enemy Indices


const int NPCA_WALK_DEATHTYPE = 1 πŸ”— Source


const int NPCA_WALK_DEATH_ATTR_1 = 2 πŸ”— Source


const int NPCA_WALK_DEATH_ATTR_2 = 3 πŸ”— Source


const int NPCA_WALK_DEATH_ATTR_3 = 4 πŸ”— Source


const int NPCA_WALK_EXTRA_SHOTS = 5 πŸ”— Source


const int NPCA_WALK_TOUCHEFFECT = 6 πŸ”— Source


const int NPCA_WALK_EFFECT_STR = 7 πŸ”— Source


const int NPCA_WALK_WALKSTYLE = 8 πŸ”— Source


const int NPCA_WALK_WALK_ATTRIB = 9 πŸ”— Source


const int NPCA_WALK_1SHOT = 0 πŸ”— Source

Walking Attributes (Settings) Shot Type


const int NPCA_WALK_ENDHALT = 1 πŸ”— Source


const int NPCA_WALK_RAPIDFIRE = 2 πŸ”— Source


const int NPCA_WALK_1FAST = 3 πŸ”— Source


const int NPCA_WALK_1SLANT = 4 πŸ”— Source


const int NPCA_WALK_3SHOTS = 5 πŸ”— Source


const int NPCA_WALK_4SHOTS = 6 πŸ”— Source


const int NPCA_WALK_5SHOTS = 7 πŸ”— Source


const int NPCA_WALK_3FAST = 8 πŸ”— Source


const int NPCA_WALK_BREATH = 9 πŸ”— Source


const int NPCA_WALK_8SHOTS = 10 πŸ”— Source


const int NPCA_WALK_SUMMON = 11 πŸ”— Source


const int NPCA_WALK_SUMMONLAYER = 12 πŸ”— Source


const int NPCA_WALK_DEATH_NORMAL = 0 πŸ”— Source

Death Type


const int NPCA_WALK_DEATH_SPLITHIT = 1 πŸ”— Source


const int NPCA_WALK_DEATH_SPLIT = 2 πŸ”— Source


const int NPCA_WALK_DEATH_8SHOTS = 3 πŸ”— Source


const int NPCA_WALK_DEATH_EXPLODE = 4 πŸ”— Source


const int NPCA_WALK_DEATH_TRIBBLE = 5 πŸ”— Source


const int NPCA_WALK_TOUCH_NORMAL = 0 πŸ”— Source

Touch Effcts


const int NPCA_WALK_TOUCH_TEMPJINX = 1 πŸ”— Source


const int NPCA_WALK_TOUCH_PERMJINX = 2 πŸ”— Source


const int NPCA_WALK_TOUCH_CUREJINX = 3 πŸ”— Source


const int NPCA_WALK_TOUCH_LOSEMAGIC = 4 πŸ”— Source


const int NPCA_WALK_TOUCH_LOSERUPEES = 5 πŸ”— Source


const int NPCA_WALK_TOUCH_DRUNK = 6 πŸ”— Source


const int NPCA_WALK_TOUCH_EATITEMS = 7 πŸ”— Source


const int NPCA_WALK_TOUCH_EATMAGIC = 8 πŸ”— Source


const int NPCA_WALK_TOUCH_EATRUPEES = 9 πŸ”— Source


const int NPCA_WALK_WS_NORMAL = 0 πŸ”— Source

Walkstyle


const int NPCA_WALK_WS_ROPE = 1 πŸ”— Source


const int NPCA_WALK_WS_VIRE = 2 πŸ”— Source


const int NPCA_WALK_WS_POLSVOICE = 3 πŸ”— Source


const int NPCA_GOHMA_SHOT_TYPE = 0 πŸ”— Source

Gohma Indices


const int NPCA1_GOHMA_1SHOT = 0 πŸ”— Source

Gohma Shot Type Settings


const int NPCA_GOHMA_3SHOTS = 1 πŸ”— Source


const int NPCA_GOHMA_BREATH = 2 πŸ”— Source


const int NPCA_WALLMASTER_FIXED_DIST = 0 πŸ”— Source

Wallmaster Indices


const int NPCA_WALLMASTER_FIXED_DIST_ON = 0 πŸ”— Source

Wallmaster Settings


const int NPCA_WALLMASTER_FIXED_DIST_OFF = 1 πŸ”— Source


const int NPCA_KEESE_MOVEMENT = 0 πŸ”— Source

Keese Indices


const int NPCA_KEESE_DEATHTYPE = 1 πŸ”— Source


const int NPCA_KEESE_WS_KEESE = 0 πŸ”— Source

Movement Style


const int NPCA_KEESE_WS_BAT = 1 πŸ”— Source


const int NPCA_KEESE_DEATH_NORMAL = 0 πŸ”— Source

Death Type


const int NPCA_KEESE_DEATH_TRIBBLE = 1 πŸ”— Source


const int NPCA_DIG_ID_1 = 0 πŸ”— Source

Digdogger Indices


const int NPCA_DIG_ID_2 = 1 πŸ”— Source


const int NPCA_DIG_ID_3 = 2 πŸ”— Source


const int NPCA_DIG_ID_4 = 3 πŸ”— Source


const int NPCA_DIG_ENEM_1_QUANTITY = 4 πŸ”— Source


const int NPCA_DIG_ENEM_2_QUANTITY = 5 πŸ”— Source


const int NPCA_DIG_ENEM_3_QUANTITY = 6 πŸ”— Source


const int NPCA_DIG_ENEM_4_QUANTITY = 7 πŸ”— Source


const int NPCA_DIG_TYPE = 8 πŸ”— Source


const int NPCA_DIG_TYPE_NORMAL = 0 πŸ”— Source

Digdogger Type Settings


const int NPCA_DIG_TYPE_KID = 1 πŸ”— Source


const int NPCA_DODONGO_TYPE = 8 πŸ”— Source

Dodongo Indices


const int NPCA_DODONGO_TYPE_NES = 0 πŸ”— Source

Dodongo Type Settings


const int NPCA_DODONGO_TYPE_BS = 1 πŸ”— Source


const int NPCA_GLEEOK_HEADS = 0 πŸ”— Source

Gleeok Indices


const int NPCA_GLEEOK_HEAD_HP = 1 πŸ”— Source


const int NPCA_GLEEOK_WEAPON = 2 πŸ”— Source


const int NPCA_GLEEOK_1SHOT = 0 πŸ”— Source

Gleeok Weapon Settings


const int NPCA_GLEEOK_BREATH = 2 πŸ”— Source


const int NPCA_GLEEOK_CLK = 3 πŸ”— Source


const int NPCA_GLEEOK_NECK_SEGMENTS = 4 πŸ”— Source

IDK what this setting does. It is th Clk line param in esGleeok::esGleeok, but Clk is not used in the function. -Z


const int NPCA_GLEEOK_NECK_OFFSET_1 = 5 πŸ”— Source


const int NPCA_GLEEOK_NECK_OFFSET_2 = 6 πŸ”— Source


const int NPCA_GLEEOK_HEAD_OFFSET = 7 πŸ”— Source


const int NPCA_GLEEOK_HEAD_FLY_OFFSET = 8 πŸ”— Source


const int NPCA_LANMOLA_SEGMENTS = 0 πŸ”— Source

Lanmola Indices


const int NPCA_LANMOLA_SEGMENT_LAG = 1 πŸ”— Source


const int NPCA_LANMOLA_SEGMENT_DROPS = 2 πŸ”— Source


const int NPCA_LANMOLA_NODROP = 0 πŸ”— Source

Lanmola Drop Settings


const int NPCA_LANMOLA_DROP = 1 πŸ”— Source


const int NPCA_LEVER_MOVE = 0 πŸ”— Source

Leever Indices


const int NPCA_LEEVER_PATH = 0 πŸ”— Source

Leever Movement Settings


const int NPCA1_LEEVER_INPLACE = 1 πŸ”— Source


const int NPCA_LEEVER_PATH2 = 0 πŸ”— Source


const int NPCA_LEVER_SUBMERGE_CSET = 1 πŸ”— Source


const int NPCA_LEVER_EMERGE_STEP = 2 πŸ”— Source


const int NPCA_MANHANDLA_FRAMERATE = 0 πŸ”— Source

Manhandla Indices


const int NPCA_MANHANDLA_SIZE = 1 πŸ”— Source


const int NPCA_MANHANDLA_SMALL = 0 πŸ”— Source

Manhandla Size Settings


const int NPCA_MANHANDLA_LARGE = 1 πŸ”— Source


const int NPCA_MOLDORM_SEGMENTS = 0 πŸ”— Source

Moldorm Indices


const int NPCA_MOLDORM_SEGMENT_DROPS = 1 πŸ”— Source


const int NPCA_MOLDORM_NODROP = 0 πŸ”— Source

Moldorm Drop Settings


const int NPCA_MOLDORM_DROP = 1 πŸ”— Source


const int NPCA_PATRA_RINGEYES = 0 πŸ”— Source

Patra Indices


const int NPCA_PATRA_INNEREYES = 1 πŸ”— Source


const int NPCA_PATRA_EYEHP = 2 πŸ”— Source


const int NPCA_PATRA_EYE_MOVEMENT = 3 πŸ”— Source


const int NPCA_PATRA_CIRCLE = 0 πŸ”— Source

Patra Eye Movmnt Settings


const int NPCA_PATRA_OVAL = 1 πŸ”— Source


const int NPCA_PATRA_SHOOTERS = 4 πŸ”— Source


const int NPCA_PATRA_SHOOTERS_NONE = 0 πŸ”— Source

Patra Shooters Settings


const int NPCA_PATRA_SHOOTERS_CORE = 1 πŸ”— Source


const int NPCA_PATRA_SHOOTERS_INNER = 2 πŸ”— Source


const int NPCA_PATRA_PATTERN_ODDS = 5 πŸ”— Source


const int NPCA_PATRA_PATTERN_CYCLES = 6 πŸ”— Source


const int NPCA_PATRA_EYE_OFFSET = 7 πŸ”— Source


const int NPCA_PATRA_EYE_CSET = 8 πŸ”— Source


const int NPCA_PATRA_TYPE = 9 πŸ”— Source


const int NPCA_PATRA_SMALL = 0 πŸ”— Source

Patra Type (Size) Settings


const int NPCA_PATRA_LARGE = 1 πŸ”— Source


const int NPCA_ROCK_SIZE = 9 πŸ”— Source

Rock Indices


const int NPCA_ROCK_SIZE_SMALL = 0 πŸ”— Source

Rock Settings


const int NPCA_ROCK_SIZE_LARGE = 1 πŸ”— Source


const int NPCA_WIZ_WALKSTYLE = 0 πŸ”— Source

Wizzrobe Indices


const int NPCA_WIZ_TELEPORT = 0 πŸ”— Source

Wizzrobe Walkstyle Settings


const int NPCA_WIZ_PHASE = 1 πŸ”— Source


const int NPCA_WIZ_SHOTTYPE = 1 πŸ”— Source


const int NPCA_WIZ_1SHOT = 0 πŸ”— Source

Wizzrobe Shot Type Settings


const int NPCA_WIZ_8SHOTS = 1 πŸ”— Source


const int NPCA_WIZ_SUMMON = 2 πŸ”— Source


const int NPCA_WIZ_SUMMON_LAYER = 3 πŸ”— Source


const int NPCA_WIZ_SHOT_ATTR_1 = 2 πŸ”— Source


const int NPCA_WIZ_SOLIDCOMBOS = 3 πŸ”— Source


const int NPCA_WIZ_SOLID_OK_NO = 0 πŸ”— Source

Wizzrobe Solid Combos Settings


const int NPCA_WIZ_SOLID_OK_YES = 1 πŸ”— Source


const int NPCA_WIZ_TELEPORT_DELAY = 4 πŸ”— Source


const int NPCA_TRAP_DIR = 0 πŸ”— Source

Trap Indices


const int NPCA_TRAP_DIR_4WAY = 0 πŸ”— Source

Trap Dir Settings


const int NPCA_TRAP_DIR_H = 1 πŸ”— Source


const int NPCA_TRAP_DIR_V = 2 πŸ”— Source


const int NPCA_TRAP_MOVE = 1 πŸ”— Source


const int NPCA_TRAP_MOVE_LOS = 0 πŸ”— Source

Trap Movement Settings


const int NPCA_TRAP_MOVE_CONSTANT = 1 πŸ”— Source


const int NPCA_TEKTITE_JUMP_START = 0 πŸ”— Source

Tektite Indices


const int NPCA_TEKTITE_JUMP_CONT = 1 πŸ”— Source


const int NPCA_TEKTITE_JUMP_VELOCITY = 2 πŸ”— Source


const int NPCMF_0POWERWEAPS = 1 πŸ”— Source

NPC Misc. Flags


const int NPCMF_ISINVISIBLE = 2 πŸ”— Source


const int NPCMF_NEVERRETURNS = 4 πŸ”— Source


const int NPCMF_NOT_BEATABLE = 8 πŸ”— Source


const int NPCMF_SPAWNFLICKER = 16 πŸ”— Source


const int NPCMF_ONLY_LENS = 32 πŸ”— Source

! These may be offset here, as MM defines: ! DEFINE NPCMF_SPAWNFLICKER = 0x0010; //Spawn animation = flicker (???) ! in stdExtra.zh. If so, the values should be offset to include this, ending at 0x2000. Fixed


const int NPCMF_FLASHING = 64 πŸ”— Source


const int NPCMF_FLICKERING = 128 πŸ”— Source


const int NPCMF_TRANSLUCENT = 256 πŸ”— Source


const int NPCMF_SHIELDED_FRONT = 512 πŸ”— Source


const int NPCMF_SHIELDED_LEFT = 1024 πŸ”— Source


const int NPCMF_SHIELDED_RIGHT = 2048 πŸ”— Source


const int NPCMF_SHIELDED_BACK = 4096 πŸ”— Source


const int NPCMF_HAMMERBREAKS = 8192 πŸ”— Source


const int NPCSF_ZORA = 1 πŸ”— Source

NPC Spawn Flags


const int NPCSF_FALLINGROCK = 2 πŸ”— Source


const int NPCSF_CORNERTRAP = 4 πŸ”— Source


const int NPCSF_HORIZTRAP = 8 πŸ”— Source


const int NPCSF_VERTTRAP = 16 πŸ”— Source


const int NPCSF_4WAYTRAP = 32 πŸ”— Source


const int NPCSF_LRTRAP = 64 πŸ”— Source


const int NPCSF_UPTRAP = 128 πŸ”— Source


const int NPCSF_MIDTRAP = 256 πŸ”— Source


const int NPCSF_STATUEFIRE = 512 πŸ”— Source


const int NPCSF_ARMOS = 1024 πŸ”— Source


const int NPCSF_GRAVE = 2048 πŸ”— Source


const int NPCSF_GANONROOM = 4096 πŸ”— Source


const int NPCSF_SPAWNANIM = 8192 πŸ”— Source


const int FONT_Z1 = 0 πŸ”— Source

Font types. Use with Screen->DrawCharacter *note -some of these fonts may not represent normal ascii characters, and all of these are completely undocumented. Use at your own peril


const int FONT_Z3 = 1 πŸ”— Source


const int FONT_Z3SMALL = 2 πŸ”— Source


const int FONT_DEF = 3 πŸ”— Source


const int FONT_L = 4 πŸ”— Source


const int FONT_L2 = 5 πŸ”— Source


const int FONT_P = 6 πŸ”— Source


const int FONT_MATRIX = 7 πŸ”— Source


const int FONT_ZTIME = 8 πŸ”— Source


const int FONT_S = 9 πŸ”— Source


const int FONT_S2 = 10 πŸ”— Source


const int FONT_SP = 11 πŸ”— Source


const int FONT_SUBSCREEN1 = 12 πŸ”— Source


const int FONT_SUBSCREEN2 = 13 πŸ”— Source


const int FONT_SUBSCREEN3 = 14 πŸ”— Source


const int FONT_SUBSCREEN4 = 15 πŸ”— Source


const int FONT_GBLA = 16 πŸ”— Source


const int FONT_LA = 16 πŸ”— Source


const int FONT_GORON = 17 πŸ”— Source


const int FONT_ZORAN = 18 πŸ”— Source


const int FONT_HYLIAN1 = 19 πŸ”— Source


const int FONT_HYLIAN2 = 20 πŸ”— Source


const int FONT_HYLIAN3 = 21 πŸ”— Source


const int FONT_HYLIAN4 = 22 πŸ”— Source


const int FONT_GBORACLE = 23 πŸ”— Source


const int FONT_GBORACLEP = 24 πŸ”— Source


const int FONT_DSPHANTOM = 25 πŸ”— Source


const int FONT_DSPHANTOMP = 26 πŸ”— Source


const int FONT_ATARI800 = 27 πŸ”— Source

! There are four fonts in the fonts.dat file that are absent here. -Z New Fonts for 2.54+


const int FONT_ACORN = 28 πŸ”— Source


const int FONT_ADOS = 29 πŸ”— Source


const int FONT_ALLEGRO = 30 πŸ”— Source


const int FONT_APPLE2 = 31 πŸ”— Source


const int FONT_APPLE2_80COL = 32 πŸ”— Source


const int FONT_APPLE2GS = 33 πŸ”— Source


const int FONT_AQUARIUS = 34 πŸ”— Source


const int FONT_ATARI400 = 35 πŸ”— Source


const int FONT_C64 = 36 πŸ”— Source


const int FONT_C64_HIRES = 37 πŸ”— Source


const int FONT_CGA = 38 πŸ”— Source


const int FONT_COCO = 39 πŸ”— Source


const int FONT_COCO2 = 40 πŸ”— Source


const int FONT_COUPE = 41 πŸ”— Source


const int FONT_CPC = 42 πŸ”— Source


const int FONT_FANTASY = 43 πŸ”— Source


const int FONT_FDS_KANA = 44 πŸ”— Source


const int FONT_FDSLIKE = 45 πŸ”— Source


const int FONT_FDS_ROMAN = 46 πŸ”— Source


const int FONT_FF = 47 πŸ”— Source


const int FONT_FUTHARK = 48 πŸ”— Source


const int FONT_GAIA = 49 πŸ”— Source


const int FONT_HIRA = 50 πŸ”— Source


const int FONT_JP = 51 πŸ”— Source


const int FONT_KONG = 52 πŸ”— Source


const int FONT_MANA = 53 πŸ”— Source


const int FONT_MARIOLAND = 54 πŸ”— Source


const int FONT_MOT = 55 πŸ”— Source


const int FONT_MSX0 = 56 πŸ”— Source


const int FONT_MSX1 = 57 πŸ”— Source


const int FONT_PET = 58 πŸ”— Source


const int FONT_PSTART = 59 πŸ”— Source


const int FONT_SATURN = 60 πŸ”— Source


const int FONT_SCIFI = 61 πŸ”— Source


const int FONT_SHERWOOD = 62 πŸ”— Source


const int FONT_SINQL = 63 πŸ”— Source


const int FONT_SPECTRUM = 64 πŸ”— Source


const int FONT_SPECTRUM_LG = 65 πŸ”— Source


const int FONT_TI99 = 66 πŸ”— Source


const int FONT_TRS = 67 πŸ”— Source


const int FONT_Z2 = 68 πŸ”— Source


const int FONT_ZX = 69 πŸ”— Source


const int FONT_LISA = 70 πŸ”— Source


const int FONT_NFONT = 71 πŸ”— Source


const int FONT_S3 = 72 πŸ”— Source


const int FONT_CV3 = 73 πŸ”— Source


const int FONT_CHRONO = 74 πŸ”— Source


const int FONT_NFONT2 = 75 πŸ”— Source


const int FONT_BAK = 76 πŸ”— Source


const int FONT_GUNSTAR = 77 πŸ”— Source


const int FONT_SMW_CREDITS = 78 πŸ”— Source


const int FONT_WL4 = 79 πŸ”— Source


const int FONT_BSZ = 80 πŸ”— Source


const int FONT_BSZ_PROP = 81 πŸ”— Source


const int FONT_FF6 = 82 πŸ”— Source


const int FONT_EVO_EDEN = 83 πŸ”— Source


const int FONT_SMT = 84 πŸ”— Source


const int FONT_ACTRAISER = 85 πŸ”— Source


const int FONT_BAK_RUNES = 86 πŸ”— Source


const int FONT_BAK_SMALL = 87 πŸ”— Source


const int FONT_DISORIENT = 88 πŸ”— Source


const int FONT_DOOM = 89 πŸ”— Source


const int FONT_DRACULA = 90 πŸ”— Source


const int FONT_EJIM = 91 πŸ”— Source


const int FONT_FALLOUT = 92 πŸ”— Source


const int FONT_GRADIUS = 93 πŸ”— Source


const int FONT_LAMU_MSX = 94 πŸ”— Source


const int FONT_MEGAMAN = 95 πŸ”— Source


const int FONT_WINGDINGS = 96 πŸ”— Source


const int FONT_PKMN2 = 97 πŸ”— Source


const int FONT_SMRPG = 98 πŸ”— Source


const int FONT_UNDERTALE = 99 πŸ”— Source


const int FONT_SMW = 100 πŸ”— Source


const int MAX_FONT = 100 πŸ”— Source


const int MIN_FONT = 0 πŸ”— Source


const int NUM_FONTS = 101 πŸ”— Source


const int FONT_Z1_HEIGHT = 8 πŸ”— Source

Font heights, in pixels, for the above fonts: You should use β€˜Text->FontHeight(font)’ to calculate this, not use constants…


const int FONT_Z3_HEIGHT = 16 πŸ”— Source


const int FONT_Z3SMALL_HEIGHT = 6 πŸ”— Source


const int FONT_DEF_HEIGHT = 8 πŸ”— Source


const int FONT_L_HEIGHT = 13 πŸ”— Source


const int FONT_L2_HEIGHT = 13 πŸ”— Source


const int FONT_P_HEIGHT = 8 πŸ”— Source


const int FONT_MATRIX_HEIGHT = 8 πŸ”— Source


const int FONT_ZTIME_HEIGHT = 6 πŸ”— Source


const int FONT_S_HEIGHT = 6 πŸ”— Source


const int FONT_S2_HEIGHT = 6 πŸ”— Source


const int FONT_SP_HEIGHT = 6 πŸ”— Source


const int FONT_SUBSCREEN1_HEIGHT = 8 πŸ”— Source


const int FONT_SUBSCREEN2_HEIGHT = 8 πŸ”— Source


const int FONT_SUBSCREEN3_HEIGHT = 8 πŸ”— Source


const int FONT_SUBSCREEN4_HEIGHT = 8 πŸ”— Source


const int FONT_GBLA_HEIGHT = 8 πŸ”— Source


const int FONT_LA_HEIGHT = 8 πŸ”— Source


const int FONT_GORON_HEIGHT = 15 πŸ”— Source


const int FONT_ZORAN_HEIGHT = 15 πŸ”— Source


const int FONT_HYLIAN1_HEIGHT = 15 πŸ”— Source


const int FONT_HYLIAN2_HEIGHT = 24 πŸ”— Source


const int FONT_HYLIAN3_HEIGHT = 21 πŸ”— Source


const int FONT_HYLIAN4_HEIGHT = 18 πŸ”— Source


const int FONT_GBORACLE_HEIGHT = 15 πŸ”— Source


const int FONT_GBORACLEP_HEIGHT = 15 πŸ”— Source


const int FONT_DSPHANTOM_HEIGHT = 15 πŸ”— Source


const int FONT_DSPHANTOMP_HEIGHT = 15 πŸ”— Source


const int FONT_ATARI800_HEIGHT = 16 πŸ”— Source


const int FONT_ACORN_HEIGHT = 8 πŸ”— Source


const int FONT_ADOS_HEIGHT = 8 πŸ”— Source


const int FONT_ALLEGRO_HEIGHT = 8 πŸ”— Source


const int FONT_APPLE2_HEIGHT = 8 πŸ”— Source


const int FONT_APPLE2_80COL_HEIGHT = 16 πŸ”— Source


const int FONT_APPLE2GS_HEIGHT = 12 πŸ”— Source


const int FONT_AQUARIUS_HEIGHT = 8 πŸ”— Source


const int FONT_ATARI400_HEIGHT = 8 πŸ”— Source


const int FONT_C64_HEIGHT = 8 πŸ”— Source


const int FONT_C64_HIRES_HEIGHT = 16 πŸ”— Source


const int FONT_CGA_HEIGHT = 8 πŸ”— Source


const int FONT_COCO_HEIGHT = 16 πŸ”— Source


const int FONT_COCO2_HEIGHT = 16 πŸ”— Source


const int FONT_COUPE_HEIGHT = 8 πŸ”— Source


const int FONT_CPC_HEIGHT = 12 πŸ”— Source


const int FONT_FANTASY_HEIGHT = 18 πŸ”— Source


const int FONT_FDS_KANA_HEIGHT = 8 πŸ”— Source


const int FONT_FDSLIKE_HEIGHT = 8 πŸ”— Source


const int FONT_FDS_ROMAN_HEIGHT = 8 πŸ”— Source


const int FONT_FF_HEIGHT = 8 πŸ”— Source


const int FONT_FUTHARK_HEIGHT = 8 πŸ”— Source


const int FONT_GAIA_HEIGHT = 16 πŸ”— Source


const int FONT_HIRA_HEIGHT = 8 πŸ”— Source


const int FONT_JP_HEIGHT = 16 πŸ”— Source


const int FONT_KONG_HEIGHT = 8 πŸ”— Source


const int FONT_MANA_HEIGHT = 12 πŸ”— Source


const int FONT_MARIOLAND_HEIGHT = 8 πŸ”— Source


const int FONT_MOT_HEIGHT = 12 πŸ”— Source


const int FONT_MSX0_HEIGHT = 8 πŸ”— Source


const int FONT_MSX1_HEIGHT = 8 πŸ”— Source


const int FONT_PET_HEIGHT = 8 πŸ”— Source


const int FONT_PSTART_HEIGHT = 8 πŸ”— Source


const int FONT_SATURN_HEIGHT = 16 πŸ”— Source


const int FONT_SCIFI_HEIGHT = 8 πŸ”— Source


const int FONT_SHERWOOD_HEIGHT = 16 πŸ”— Source


const int FONT_SINQL_HEIGHT = 8 πŸ”— Source


const int FONT_SPECTRUM_HEIGHT = 8 πŸ”— Source


const int FONT_SPECTRUM_LG_HEIGHT = 16 πŸ”— Source


const int FONT_TI99_HEIGHT = 8 πŸ”— Source


const int FONT_TRS_HEIGHT = 16 πŸ”— Source


const int FONT_Z2_HEIGHT = 8 πŸ”— Source


const int FONT_LISA_HEIGHT = 8 πŸ”— Source


const int TF_NORMAL = 0 πŸ”— Source

PrintString Text Formats. Use with Screen->DrawString.


const int TF_CENTERED = 1 πŸ”— Source


const int TF_RIGHT = 2 πŸ”— Source

DEFINE TF_CENTRED = 1; // in ./locale – prints the string centered on (x)


const int PT_FLAT = 0 πŸ”— Source

Texture mapping rendering modes. Use with Screen->”Psuedo 3D” or β€œ*3D” drawing routines. ie; Polygon, Quad, or Triangle


const int PT_FLATSHADED = 1 πŸ”— Source


const int PT_COLSHADED = 2 πŸ”— Source


const int PT_TEXTURE = 3 πŸ”— Source


const int PT_PTEXTURE = 4 πŸ”— Source


const int PT_MASKTEXTURE = 5 πŸ”— Source


const int PT_MASKPTEXTURE = 6 πŸ”— Source


const int PT_LITTEXTURE = 7 πŸ”— Source


const int PT_LITPTEXTURE = 8 πŸ”— Source


const int PT_MASKLITTEXTURE = 9 πŸ”— Source


const int PT_MASKLITPTEXTURE = 10 πŸ”— Source


const int PT_TRANSTEXTURE = 11 πŸ”— Source


const int PT_TRANSPTEXTURE = 12 πŸ”— Source


const int PT_MASKTRANSTEXTURE = 13 πŸ”— Source


const int PT_MASKTRANSPTEXTURE = 14 πŸ”— Source


const int OP_TRANS = 64 πŸ”— Source

Opacity options. Use with drawing commands.


const int OP_OPAQUE = 128 πŸ”— Source


const int RT_CURRENT = -2 πŸ”— Source

Render Targets. Use with Screen->”*RenderTarget” and Screen->”Bitmap” drawing routines.


const int RT_SCREEN = -1 πŸ”— Source


const int RT_BITMAP0 = 0 πŸ”— Source


const int RT_BITMAP1 = 1 πŸ”— Source


const int RT_BITMAP2 = 2 πŸ”— Source


const int RT_BITMAP3 = 3 πŸ”— Source


const int RT_BITMAP4 = 4 πŸ”— Source


const int RT_BITMAP5 = 5 πŸ”— Source


const int RT_BITMAP6 = 6 πŸ”— Source


const int SFW_STAIRS = 0 πŸ”— Source

Old constants, use the ones above.


const int SFW_PALCHANGE = 1 πŸ”— Source


const int SFW_DRYLAKE = 2 πŸ”— Source


const int SEF_SPAWN = 0 πŸ”— Source

Screen Enemy Flag categories, handled in the same way as the SF_ constants. Use in Screen->EFlags


const int SEF_LIST1 = 1 πŸ”— Source


const int SEF_LIST2 = 2 πŸ”— Source


const int RT_DOORREPAIR = 5 πŸ”— Source

Room types (Screen => Room Type) Use with Screen->RoomType


const int RT_FEEDTHEGORIYA = 7 πŸ”— Source


const int RT_GAMBLE = 4 πŸ”— Source


const int RT_GANON = 15 πŸ”— Source


const int RT_ITEMPOND = 17 πŸ”— Source


const int RT_LEARNSLASH = 19 πŸ”— Source


const int RT_LEVEL9ENTRANCE = 8 πŸ”— Source


const int RT_MAGICUPGRADE = 18 πŸ”— Source


const int RT_MONEYORLIFE = 12 πŸ”— Source


const int RT_MOREARROWS = 20 πŸ”— Source


const int RT_MOREBOMBS = 11 πŸ”— Source


const int RT_NONE = 0 πŸ”— Source


const int RT_PAYFORINFO = 2 πŸ”— Source


const int RT_POTIONORHEART = 6 πŸ”— Source


const int RT_POTIONSHOP = 9 πŸ”— Source


const int RT_SECRETMONEY = 3 πŸ”— Source


const int RT_SHOP = 10 πŸ”— Source


const int RT_SPECIALITEM = 1 πŸ”— Source


const int RT_STAIRWARP = 14 πŸ”— Source


const int RT_TAKEONEITEM = 21 πŸ”— Source


const int RT_TENRUPEES = 13 πŸ”— Source


const int RT_ZELDA = 16 πŸ”— Source


const int DMF_CAVESNOTCELLARS = 1 πŸ”— Source

DMap Flag constants. Use with Game->DMapFlags.


const int DMF_3STAIRWARPS = 2 πŸ”— Source


const int DMF_WWIND = 4 πŸ”— Source


const int DMF_GUYCAVES = 8 πŸ”— Source


const int DMF_NOCOMPASS = 16 πŸ”— Source


const int DMF_WAVY = 32 πŸ”— Source


const int DMF_WWINDRET = 64 πŸ”— Source


const int DMF_ALWAYSINTROMSG = 128 πŸ”— Source


const int DMF_VIEWMAP = 256 πŸ”— Source


const int DMF_DMAPMAP = 512 πŸ”— Source


const int DMF_MINIMAPCOLORFIX = 1024 πŸ”— Source


const int DMF_MINIMAPCOLOURFIX = 1024 πŸ”— Source


const int DMF_SCRIPT1 = 2048 πŸ”— Source


const int DMF_SCRIPT2 = 4096 πŸ”— Source


const int DMF_SCRIPT3 = 8192 πŸ”— Source


const int DMF_SCRIPT4 = 16384 πŸ”— Source


const int DMF_SCRIPT5 = 32768 πŸ”— Source


const int DMF_SIDEVIEW = 65536 πŸ”— Source


const int DMF_LAYER3ISBACKGROUND = 131072 πŸ”— Source


const int DOOR_UP = 0 πŸ”— Source

Door Positions; indices of Screen->Door[]


const int DOOR_DOWN = 1 πŸ”— Source


const int DOOR_LEFT = 2 πŸ”— Source


const int DOOR_RIGHT = 3 πŸ”— Source


const int D_WALL = 0 πŸ”— Source

Door types. Use with Screen->Door[]


const int D_OPEN = 1 πŸ”— Source


const int D_LOCKED = 2 πŸ”— Source


const int D_UNLOCKED = 3 πŸ”— Source


const int D_SHUTTER = 4 πŸ”— Source


const int D_BOMB = 6 πŸ”— Source


const int D_BOMBED = 7 πŸ”— Source


const int D_WALKTHRU = 8 πŸ”— Source


const int D_BOSSLOCKED = 10 πŸ”— Source


const int D_BOSSUNLOCKED = 11 πŸ”— Source


const int D_OPENSHUTTER = 12 πŸ”— Source


const int D_1WAYSHUTTER = 14 πŸ”— Source


const int D_NONE = 16 πŸ”— Source


const int SL_GUYS = 0 πŸ”— Source

Sprite lists. Use with Screen->ClearSprites()


const int SL_ITEMS = 1 πŸ”— Source


const int SL_EWPNS = 2 πŸ”— Source


const int SL_LWPNS = 3 πŸ”— Source


const int SL_DECORATIONS = 4 πŸ”— Source


const int SL_PARTICLES = 5 πŸ”— Source


const int CF_NONE = 0 πŸ”— Source

Combo flags. Use with Screen->ComboF[]


const int CF_PUSHUPDOWN = 1 πŸ”— Source


const int CF_PUSH4WAY = 2 πŸ”— Source


const int CF_WHISTLE = 3 πŸ”— Source


const int CF_CANDLE1 = 4 πŸ”— Source


const int CF_ARROW = 5 πŸ”— Source


const int CF_BOMB = 6 πŸ”— Source


const int CF_FAIRY = 7 πŸ”— Source


const int CF_RAFT = 8 πŸ”— Source


const int CF_ARMOSSECRET = 9 πŸ”— Source


const int CF_ARMOSITEM = 10 πŸ”— Source


const int CF_SBOMB = 11 πŸ”— Source


const int CF_RAFTBRANCH = 12 πŸ”— Source


const int CF_DIVEITEM = 13 πŸ”— Source


const int CF_LENSMARKER = 14 πŸ”— Source


const int CF_ZELDA = 15 πŸ”— Source


const int CF_SECRETS01 = 16 πŸ”— Source


const int CF_SECRETS02 = 17 πŸ”— Source


const int CF_SECRETS03 = 18 πŸ”— Source


const int CF_SECRETS04 = 19 πŸ”— Source


const int CF_SECRETS05 = 20 πŸ”— Source


const int CF_SECRETS06 = 21 πŸ”— Source


const int CF_SECRETS07 = 22 πŸ”— Source


const int CF_SECRETS08 = 23 πŸ”— Source


const int CF_SECRETS09 = 24 πŸ”— Source


const int CF_SECRETS10 = 25 πŸ”— Source


const int CF_SECRETS11 = 26 πŸ”— Source


const int CF_SECRETS12 = 27 πŸ”— Source


const int CF_SECRETS13 = 28 πŸ”— Source


const int CF_SECRETS14 = 29 πŸ”— Source


const int CF_SECRETS15 = 30 πŸ”— Source


const int CF_SECRETS16 = 31 πŸ”— Source


const int CF_TRAPH = 32 πŸ”— Source


const int CF_TRAPV = 33 πŸ”— Source


const int CF_TRAP4WAY = 34 πŸ”— Source


const int CF_TRAPLR = 35 πŸ”— Source


const int CF_TRAPUD = 36 πŸ”— Source


const int CF_ENEMY0 = 37 πŸ”— Source


const int CF_ENEMY1 = 38 πŸ”— Source


const int CF_ENEMY2 = 39 πŸ”— Source


const int CF_ENEMY3 = 40 πŸ”— Source


const int CF_ENEMY4 = 41 πŸ”— Source


const int CF_ENEMY5 = 42 πŸ”— Source


const int CF_ENEMY6 = 43 πŸ”— Source


const int CF_ENEMY7 = 44 πŸ”— Source


const int CF_ENEMY8 = 45 πŸ”— Source


const int CF_ENEMY9 = 46 πŸ”— Source


const int CF_PUSHLR = 47 πŸ”— Source


const int CF_PUSHUP = 48 πŸ”— Source


const int CF_PUSHDOWN = 49 πŸ”— Source


const int CF_PUSHLEFT = 50 πŸ”— Source


const int CF_PUSHRIGHT = 51 πŸ”— Source


const int CF_PUSHUPDOWNNS = 52 πŸ”— Source


const int CF_PUSHLEFTRIGHTNS = 53 πŸ”— Source


const int CF_PUSH4WAYNS = 54 πŸ”— Source


const int CF_PUSHUPNS = 55 πŸ”— Source


const int CF_PUSHDOWNNS = 56 πŸ”— Source


const int CF_PUSHLEFTNS = 57 πŸ”— Source


const int CF_PUSHRIGHTNS = 58 πŸ”— Source


const int CF_PUSHUPDOWNINS = 59 πŸ”— Source


const int CF_PUSHLEFTRIGHTINS = 60 πŸ”— Source


const int CF_PUSH4WAYINS = 61 πŸ”— Source


const int CF_PUSHUPINS = 62 πŸ”— Source


const int CF_PUSHDOWNINS = 63 πŸ”— Source


const int CF_PUSHLEFTINS = 64 πŸ”— Source


const int CF_PUSHRIGHTINS = 65 πŸ”— Source


const int CF_BLOCKTRIGGER = 66 πŸ”— Source


const int CF_NOBLOCKS = 67 πŸ”— Source


const int CF_BRANG1 = 68 πŸ”— Source


const int CF_BRANG2 = 69 πŸ”— Source


const int CF_BRANG3 = 70 πŸ”— Source


const int CF_ARROW2 = 71 πŸ”— Source


const int CF_ARROW3 = 72 πŸ”— Source


const int CF_CANDLE2 = 73 πŸ”— Source


const int CF_WANDFIRE = 74 πŸ”— Source


const int CF_DINSFIRE = 75 πŸ”— Source


const int CF_WANDMAGIC = 76 πŸ”— Source


const int CF_REFMAGIC = 77 πŸ”— Source


const int CF_REFFIREBALL = 78 πŸ”— Source


const int CF_SWORD1 = 79 πŸ”— Source


const int CF_SWORD2 = 80 πŸ”— Source


const int CF_SWORD3 = 81 πŸ”— Source


const int CF_SWORD4 = 82 πŸ”— Source


const int CF_SWORD1BEAM = 83 πŸ”— Source


const int CF_SWORD2BEAM = 84 πŸ”— Source


const int CF_SWORD3BEAM = 85 πŸ”— Source


const int CF_SWORD4BEAM = 86 πŸ”— Source


const int CF_HOOKSHOT = 87 πŸ”— Source


const int CF_WAND = 88 πŸ”— Source


const int CF_HAMMER = 89 πŸ”— Source


const int CF_STRIKE = 90 πŸ”— Source


const int CF_BLOCKHOLE = 91 πŸ”— Source


const int CF_MAGICFAIRY = 92 πŸ”— Source


const int CF_ALLFAIRY = 93 πŸ”— Source


const int CF_SINGLE = 94 πŸ”— Source


const int CF_SINGLE16 = 95 πŸ”— Source


const int CF_NOENEMY = 96 πŸ”— Source


const int CF_NOGROUNDENEMY = 97 πŸ”— Source


const int CF_SCRIPT1 = 98 πŸ”— Source


const int CF_SCRIPT2 = 99 πŸ”— Source


const int CF_SCRIPT3 = 100 πŸ”— Source


const int CF_SCRIPT4 = 101 πŸ”— Source


const int CF_SCRIPT5 = 102 πŸ”— Source


const int CF_RAFTBOUNCE = 103 πŸ”— Source


const int CF_PUSHED = 104 πŸ”— Source


const int CF_SCRIPT6 = 105 πŸ”— Source

2.54+ Flags


const int CF_SCRIPT7 = 106 πŸ”— Source


const int CF_SCRIPT8 = 107 πŸ”— Source


const int CF_SCRIPT9 = 108 πŸ”— Source


const int CF_SCRIPT10 = 109 πŸ”— Source


const int CF_SCRIPT11 = 110 πŸ”— Source


const int CF_SCRIPT12 = 111 πŸ”— Source


const int CF_SCRIPT13 = 112 πŸ”— Source


const int CF_SCRIPT14 = 113 πŸ”— Source


const int CF_SCRIPT15 = 114 πŸ”— Source


const int CF_SCRIPT16 = 115 πŸ”— Source


const int CF_SCRIPT17 = 116 πŸ”— Source


const int CF_SCRIPT18 = 117 πŸ”— Source


const int CF_SCRIPT19 = 118 πŸ”— Source


const int CF_SCRIPT20 = 119 πŸ”— Source


const int CF_SCRIPT_PIT = 120 πŸ”— Source


const int CF_SCRIPT_PIT_FALL = 121 πŸ”— Source


const int CF_SCRIPT_LAVA = 122 πŸ”— Source


const int CF_SCRIPT_ICE = 123 πŸ”— Source


const int CF_SCRIPT_ICE_DMG = 124 πŸ”— Source


const int CF_SCRIPT_DAMAGE_1 = 125 πŸ”— Source


const int CF_SCRIPT_DAMAGE_2 = 126 πŸ”— Source


const int CF_SCRIPT_DAMAGE_4 = 127 πŸ”— Source


const int CF_SCRIPT_DAMAGE_8 = 128 πŸ”— Source


const int CF_SCRIPT_DAMAGE_16 = 129 πŸ”— Source


const int CF_SCRIPT_DAMAGE_32 = 130 πŸ”— Source


const int CF_SCRIPT_FREEZE_SCREEN = 131 πŸ”— Source


const int CF_SCRIPT_FREEZE_SCREEN_EXCEPT_FFCS = 132 πŸ”— Source


const int CF_SCRIPT_FREEZE_FFCS_ONLY = 133 πŸ”— Source


const int CF_LW_SCRIPT1 = 134 πŸ”— Source


const int CF_LW_SCRIPT2 = 135 πŸ”— Source


const int CF_LW_SCRIPT3 = 136 πŸ”— Source


const int CF_LW_SCRIPT4 = 137 πŸ”— Source


const int CF_LW_SCRIPT5 = 138 πŸ”— Source


const int CF_LW_SCRIPT6 = 139 πŸ”— Source


const int CF_LW_SCRIPT7 = 140 πŸ”— Source


const int CF_LW_SCRIPT8 = 141 πŸ”— Source


const int CF_LW_SCRIPT9 = 142 πŸ”— Source


const int CF_LW_SCRIPT10 = 143 πŸ”— Source


const int CF_SCRIPT_DIG = 144 πŸ”— Source


const int CF_SCRIPT_DIG_NEXT = 145 πŸ”— Source


const int CF_SCRIPT_DIG_ITEM = 146 πŸ”— Source


const int CF_SCRIPT_POT_SLASH = 147 πŸ”— Source


const int CF_SCRIPT_POT_LIFT = 148 πŸ”— Source


const int CF_SCRIPT_POT_SLASH_OR_LIFT = 149 πŸ”— Source


const int CF_SCRIPT_LIFT_NORMAL = 150 πŸ”— Source


const int CF_SCRIPT_LIFT_HEAVY = 151 πŸ”— Source


const int CF_SCRIPT_DROPSET_ITEM = 152 πŸ”— Source


const int CF_SCRIPT_SPECIAL_ITEM = 153 πŸ”— Source


const int CF_SCRIPT_DROP_KEY = 154 πŸ”— Source


const int CF_SCRIPT_DROP_LKEY = 155 πŸ”— Source


const int CF_SCRIPT_DROP_COMPASS = 156 πŸ”— Source


const int CF_SCRIPT_DROP_MAP = 157 πŸ”— Source


const int CF_SCRIPT_DROP_BOSS_KEY = 158 πŸ”— Source


const int CF_SCRIPT_SPAWN_NPC = 159 πŸ”— Source


const int CF_SCRIPT_SWITCHHOOK = 160 πŸ”— Source


const int CF_SCRIPT21 = 120 πŸ”— Source


const int CF_SCRIPT22 = 121 πŸ”— Source


const int CF_SCRIPT23 = 122 πŸ”— Source


const int CF_SCRIPT24 = 123 πŸ”— Source


const int CF_SCRIPT25 = 124 πŸ”— Source


const int CF_SCRIPT26 = 125 πŸ”— Source


const int CF_SCRIPT27 = 126 πŸ”— Source


const int CF_SCRIPT28 = 127 πŸ”— Source


const int CF_SCRIPT29 = 128 πŸ”— Source


const int CF_SCRIPT30 = 129 πŸ”— Source


const int CF_SCRIPT31 = 130 πŸ”— Source


const int CF_SCRIPT32 = 144 πŸ”— Source


const int CF_SCRIPT33 = 145 πŸ”— Source


const int CF_SCRIPT34 = 146 πŸ”— Source


const int CF_SCRIPT35 = 147 πŸ”— Source


const int CF_SCRIPT36 = 148 πŸ”— Source


const int CF_SCRIPT37 = 149 πŸ”— Source


const int CF_SCRIPT38 = 150 πŸ”— Source


const int CF_SCRIPT39 = 151 πŸ”— Source


const int CF_SCRIPT40 = 152 πŸ”— Source


const int CF_SCRIPT41 = 153 πŸ”— Source


const int CF_SCRIPT42 = 154 πŸ”— Source


const int CF_SCRIPT43 = 155 πŸ”— Source


const int CF_SCRIPT44 = 156 πŸ”— Source


const int CF_SCRIPT45 = 157 πŸ”— Source


const int CF_SCRIPT46 = 158 πŸ”— Source


const int CF_SCRIPT47 = 159 πŸ”— Source


const int CF_SCRIPT48 = 160 πŸ”— Source


const int CF_SIDEVIEW_LADDER = 161 πŸ”— Source


const int CF_SIDEVIEW_PLATFORM = 162 πŸ”— Source


const int CF_NO_ENEMIES_SPAWN = 163 πŸ”— Source


const int CF_ALL_ENEMIES_SPAWN = 164 πŸ”— Source


const int CF_SECRETS_NEXT = 165 πŸ”— Source


const int FFCF_OVERLAY = 0 πŸ”— Source

FFC Flags. To be used as indices into ffc->Flags[].


const int FFCF_TRANS = 1 πŸ”— Source


const int FFCF_SOLID = 2 πŸ”— Source


const int FFCF_CARRYOVER = 3 πŸ”— Source


const int FFCF_STATIONARY = 4 πŸ”— Source


const int FFCF_CHANGER = 5 πŸ”— Source


const int FFCF_PRELOAD = 6 πŸ”— Source


const int FFCF_LENSVIS = 7 πŸ”— Source


const int FFCF_RESET = 8 πŸ”— Source


const int FFCF_ETHEREAL = 9 πŸ”— Source


const int FFCF_IGNOREHOLDUP = 10 πŸ”— Source


const int FFCF_IGNORECHANGER = 11 πŸ”— Source


const int FFCF_IMPRECISIONCHANGER = 12 πŸ”— Source


const int FFCF_LENSINVIS = 13 πŸ”— Source


const int FFCBF_OVERLAY = 1 πŸ”— Source

FFC Bitwise Flags. To be used for bitwise checking of mapdata->FFCFlags[].


const int FFCBF_TRANS = 2 πŸ”— Source


const int FFCBF_SOLID = 4 πŸ”— Source


const int FFCBF_CARRYOVER = 8 πŸ”— Source


const int FFCBF_STATIONARY = 16 πŸ”— Source


const int FFCBF_CHANGER = 32 πŸ”— Source


const int FFCBF_PRELOAD = 64 πŸ”— Source


const int FFCBF_LENSVIS = 128 πŸ”— Source


const int FFCBF_RESET = 256 πŸ”— Source


const int FFCBF_ETHEREAL = 512 πŸ”— Source


const int FFCBF_IGNOREHOLDUP = 1024 πŸ”— Source


const int FFCBF_IGNORECHANGER = 2048 πŸ”— Source


const int FFCBF_IMPRECISIONCHANGER = 4096 πŸ”— Source


const int FFCBF_LENSINVIS = 8192 πŸ”— Source


const int AT_NONE = 0 πŸ”— Source

Aim-type constants, for use with AimEWeapon


const int AT_4DIR = 1 πŸ”— Source


const int AT_8DIR = 2 πŸ”— Source


const int AT_ANGULAR = 3 πŸ”— Source


const int AT_RAND4DIR = 4 πŸ”— Source


const int AT_RAND8DIR = 5 πŸ”— Source


const int AT_RANDANGULAR = 6 πŸ”— Source


const int GOS_BACKGROUND = 0 πŸ”— Source

Game Over Screen Values : Game->GameOverScreen[20]


const int GOS_TEXT_COLOUR = 1 πŸ”— Source


const int GOS_CURSOR_TILE = 2 πŸ”— Source


const int GOS_CURSOR_CSET = 3 πŸ”— Source


const int GOS_CURSOR_SOUND = 4 πŸ”— Source


const int GOS_TEXT_CONTINUE_COLOUR = 5 πŸ”— Source


const int GOS_TEXT_SAVE_COLOUR = 6 πŸ”— Source


const int GOS_TEXT_RETRY_COLOUR = 7 πŸ”— Source


const int GOS_TEXT_CONTINUE_FLASH = 8 πŸ”— Source


const int GOS_TEXT_SAVE_FLASH = 9 πŸ”— Source


const int GOS_TEXT_RETRY_FLASH = 10 πŸ”— Source


const int GOS_MIDI = 11 πŸ”— Source


const int GOS_CUR_FLIP = 12 πŸ”— Source


const int GOS_TEXT_DONTSAVE_COLOUR = 13 πŸ”— Source


const int GOS_TEXT_SAVEQUIT_COLOUR = 14 πŸ”— Source


const int GOS_TEXT_SAVE2_COLOUR = 15 πŸ”— Source


const int GOS_TEXT_QUIT_COLOUR = 16 πŸ”— Source


const int GOS_TEXT_DONTSAVE_FLASH = 17 πŸ”— Source


const int GOS_TEXT_SAVEQUIT_FLASH = 18 πŸ”— Source


const int GOS_TEXT_SAVE2_FLASH = 19 πŸ”— Source


const int GOS_TEXT_QUIT_FLASH = 20 πŸ”— Source


const int GOS_EXTRA1 = 21 πŸ”— Source


const int GOS_EXTRA2 = 22 πŸ”— Source


const int GOS_EXTRA3 = 23 πŸ”— Source


const int GOS_STR_CONTINUE = 0 πŸ”— Source

Strings : Game->GameOverStrings[7]


const int GOS_STR_SAVE = 1 πŸ”— Source


const int GOS_RETRY = 2 πŸ”— Source


const int GOS_DONT_SAVE = 3 πŸ”— Source


const int GOS_SAVEANDQUIT = 4 πŸ”— Source


const int GOS_SAVE2 = 5 πŸ”— Source


const int GOS_QUIT = 6 πŸ”— Source


const int BITDX_NORMAL = 0 πŸ”— Source

Constants for DrawBitmapEX Modes These work as FLAGS that you may sum, or stack, to combine effects.


const int BITDX_TRANS = 1 πŸ”— Source


const int BITDX_PIVOT = 2 πŸ”— Source


const int BITDX_VFLIP = 4 πŸ”— Source


const int BITDX_HFLIP = 8 πŸ”— Source


const int WARPFX_NONE = 0 πŸ”— Source

Note: Some modes cannot be combined. if a combination is not supported, an error detailing this will be shown in allegro.log. Effects for Link->WarpEffect


const int WARPFX_INSTANT = 1 πŸ”— Source


const int WARPFX_BLACKOUT = 2 πŸ”— Source


const int WARPFX_OPEN = 3 πŸ”— Source


const int WARPFX_ZAP = 4 πŸ”— Source


const int WARPFX_WAVE = 5 πŸ”— Source


const int WARPFX_CANCEL = 6 πŸ”— Source


const int WARPFX_SCROLL = 7 πŸ”— Source


const int LSPR_NORMAL = 1 πŸ”— Source

Sprites for Link->SetTile(sprite, int, int, int) See Quest->Graphics->Sprites->Link for what these are.


const int LSPR_FLOAT = 2 πŸ”— Source


const int LSPR_SWIM = 3 πŸ”— Source


const int LSPR_DIVE = 4 πŸ”— Source


const int LSPR_SPLASH = 5 πŸ”— Source


const int LSPR_JUMP = 6 πŸ”— Source


const int LSPR_CHARGE = 7 πŸ”— Source


const int LSPR_STAB = 8 πŸ”— Source


const int LSPR_POUND = 9 πŸ”— Source


const int LSPR_CAST = 10 πŸ”— Source


const int LSPR_HOLD1LAND = 11 πŸ”— Source


const int LSPR_HOLD2LAND = 12 πŸ”— Source


const int LSPR_HOLD1WATER = 13 πŸ”— Source


const int LSPR_HOLD2WATER = 14 πŸ”— Source


const int ANIM_ORIG = 0 πŸ”— Source

Animation Styles in Quest->Graphics->Spries->Link for use with: Link->Animation Link->WalkASpeed Link->SwimASpeed


const int ANIM_BS = 1 πŸ”— Source


const int ANIM_Z3 = 2 πŸ”— Source


const int ANIM_Z3SLOW = 3 πŸ”— Source


const int SWIM_SLOW = 0 πŸ”— Source


const int SWIM_FAST = 1 πŸ”— Source


const int WALK_SLOW = 0 πŸ”— Source


const int WALK_FAST = 1 πŸ”— Source


const int WALK_NEW = 2 πŸ”— Source


const int LINKTILE_OFS_NORMAL = -261 πŸ”— Source

Link Tile Offsets


const int ITM_REQUIRE_NONE = 0 πŸ”— Source

Determine the offsetws for each sprite, each anim type, and each extend. Make a function to set the tiles with these offsets. Constants for SetItemSlot() These stack as flags.


const int ITM_REQUIRE_INVENTORY = 1 πŸ”— Source


const int ITM_REQUIRE_A_SLOT_RULE = 2 πŸ”— Source


const int MOUSE_X = 0 πŸ”— Source

Input->Mouse[]


const int MOUSE_Y = 1 πŸ”— Source


const int MOUSE_Z = 2 πŸ”— Source


const int MOUSE_LEFT = 3 πŸ”— Source


const int MOUSE_RIGHT = 4 πŸ”— Source


const int MOUSE_MIDDLE = 5 πŸ”— Source


const int SECCMB_BCANDLE = 0 πŸ”— Source

MapData GetSecretCombo()


const int SECCMB_ARROW = 1 πŸ”— Source


const int SECCMB_BOMB = 2 πŸ”— Source


const int SECCMB_STAIRS = 3 πŸ”— Source


const int SECCMB_SECRET01 = 4 πŸ”— Source


const int SECCMB_SECRET02 = 5 πŸ”— Source


const int SECCMB_SECRET03 = 6 πŸ”— Source


const int SECCMB_SECRET04 = 7 πŸ”— Source


const int SECCMB_SECRET05 = 8 πŸ”— Source


const int SECCMB_SECRET06 = 9 πŸ”— Source


const int SECCMB_SECRET07 = 10 πŸ”— Source


const int SECCMB_SECRET08 = 11 πŸ”— Source


const int SECCMB_SECRET09 = 12 πŸ”— Source


const int SECCMB_SECRET10 = 13 πŸ”— Source


const int SECCMB_SECRET11 = 14 πŸ”— Source


const int SECCMB_SECRET12 = 15 πŸ”— Source


const int SECCMB_SECRET13 = 16 πŸ”— Source


const int SECCMB_SECRET14 = 17 πŸ”— Source


const int SECCMB_SECRET15 = 18 πŸ”— Source


const int SECCMB_SECRET16 = 19 πŸ”— Source


const int SECCMB_RCANDLE = 20 πŸ”— Source


const int SECCMB_WANDFIRE = 21 πŸ”— Source


const int SECCMB_DINSFIRE = 22 πŸ”— Source


const int SECCMB_SARROW = 23 πŸ”— Source


const int SECCMB_GARROW = 24 πŸ”— Source


const int SECCMB_SBOMB = 25 πŸ”— Source


const int SECCMB_BRANG = 26 πŸ”— Source


const int SECCMB_MBRANG = 27 πŸ”— Source


const int SECCMB_FBRANG = 28 πŸ”— Source


const int SECCMB_WANDMAGIC = 29 πŸ”— Source


const int SECCMB_REFMAGIC = 30 πŸ”— Source


const int SECCMB_REFFIREBALL = 31 πŸ”— Source


const int SECCMB_SWORD = 32 πŸ”— Source


const int SECCMB_WSWORD = 33 πŸ”— Source


const int SECCMB_MSWORD = 34 πŸ”— Source


const int SECCMB_XSWORD = 35 πŸ”— Source


const int SECCMB_SWORDBEAM = 36 πŸ”— Source


const int SECCMB_WSWORDBEAM = 37 πŸ”— Source


const int SECCMB_MSWORDBEAM = 38 πŸ”— Source


const int SECCMB_XSWORDBEAM = 39 πŸ”— Source


const int SECCMB_HOOKSHOT = 40 πŸ”— Source


const int SECCMB_WAND = 41 πŸ”— Source


const int SECCMB_HAMMER = 42 πŸ”— Source


const int SECCMB_STRIKE = 43 πŸ”— Source


const int SECCMB_SECRETSNEXT = 44 πŸ”— Source


const int SECCMB_MAX = 45 πŸ”— Source


const int VOL_MIDI = 0 πŸ”— Source

45 to 127 unused. Audio-> Audio->Volume[]


const int VOL_DIGI = 1 πŸ”— Source


const int VOL_MUSIC = 2 πŸ”— Source


const int VOL_SFX = 3 πŸ”— Source


const int CMB_QUADRANT_UL = 1 πŸ”— Source

Combo Quadrants used for Combo Solidity and CSet2vMasks


const int CMB_QUADRANT_UR = 4 πŸ”— Source


const int CMB_QUADRANT_DL = 2 πŸ”— Source


const int CMB_QUADRANT_DR = 8 πŸ”— Source


const int CMB_QUADRANT_UPLEFT = 1 πŸ”— Source


const int CMB_QUADRANT_UPRIGHT = 4 πŸ”— Source


const int CMB_QUADRANT_DOWNLEFT = 2 πŸ”— Source


const int CMB_QUADRANT_DOWNRIGHT = 8 πŸ”— Source


const int CMB_QUADRANT_LEFTUP = 1 πŸ”— Source


const int CMB_QUADRANT_RIGHTUP = 4 πŸ”— Source


const int CMB_QUADRANT_LEFTDOWN = 2 πŸ”— Source


const int CMB_QUADRANT_RIGHTDOWN = 8 πŸ”— Source


const int DIR16_DEG_INCREMENT = 22.5 πŸ”— Source

DEFINE CB_UP = 0; DEFINE CB_DOWN = 1; DEFINE CB_LEFT = 2; DEFINE CB_RIGHT = 3; DEFINE CB_A = 4; DEFINE CB_B = 5; DEFINE CB_L = 7; DEFINE CB_R = 8; DEFINE CB_START = 6; DEFINE CB_MAP = 9; DEFINE CB_EX1 = 10; DEFINE CB_EX2 = 11; DEFINE CB_EX3 = 12; DEFINE CB_EX4 = 13; DEFINE CB_AXIS_UP = 14; DEFINE CB_AXIS_DOWN = 15; DEFINE CB_AXIS_LEFT = 16; DEFINE CB_AXIS_RIGHT = 17;


const int DIR16_DEG_UP = 270 πŸ”— Source


const int DIR16_DEG_UPUPLEFT = 247.5 πŸ”— Source


const int DIR16_DEG_UPLEFT = 225 πŸ”— Source


const int DIR16_DEG_LEFTLEFTUP = 202.5 πŸ”— Source


const int DIR16_DEG_LEFT = 180 πŸ”— Source


const int DIR16_DEG_LEFTLEFTDOWN = 157.5 πŸ”— Source


const int DIR16_DEG_LEFTDOWN = 135 πŸ”— Source


const int DIR16_DEG_DOWNDOWNLEFT = 112.5 πŸ”— Source


const int DIR16_DEG_DOWN = 90 πŸ”— Source


const int DIR16_DEG_DOWNDOWNRIGHT = 67.5 πŸ”— Source


const int DIR16_DEG_RIGHTDOWN = 45 πŸ”— Source


const int DIR16_DEG_RIGHTRIGHTDOWN = 22.5 πŸ”— Source


const int DIR16_DEG_RIGHT = 0 πŸ”— Source


const int DIR16_DEG_RIGHTUPUP = 292.5 πŸ”— Source


const int DIR16_DEG_RIGHTUP = 315 πŸ”— Source


const int DIR16_DEG_RIGHTRIGHTUP = 337.5 πŸ”— Source


const int DIR_16_RADS_INCREMENT = 0.3927 πŸ”— Source


const int DIR16_RADS_UP = 4.7214 πŸ”— Source


const int DIR16_RADS_UPUPLEFT = 4.3197 πŸ”— Source


const int DIR16_RADS_UPLEFT = 3.927 πŸ”— Source


const int DIR16_RADS_LEFTLEFTUP = 3.5343 πŸ”— Source


const int DIR16_RADS_LEFT = 3.1416 πŸ”— Source


const int DIR16_RADS_LEFTLEFTDOWN = 2.7489 πŸ”— Source


const int DIR16_RADS_LEFTDOWN = 2.3562 πŸ”— Source


const int DIR16_RADS_DOWNDOWNLEFT = 1.9635 πŸ”— Source


const int DIR16_RADS_DOWN = 1.5708 πŸ”— Source


const int DIR16_RADS_DOWNDOWNRIGHT = 1.1781 πŸ”— Source


const int DIR16_RADS_RIGHTDOWN = 0.7854 πŸ”— Source


const int DIR16_RADS_RIGHTRIGHTDOWN = 0.3927 πŸ”— Source


const int DIR16_RADS_RIGHT = 0 πŸ”— Source


const int DIR16_RADS_RIGHTRIGHTUP = 5.8905 πŸ”— Source


const int DIR16_RADS_RIGHTUP = 5.4978 πŸ”— Source


const int DIR16_RADS_RIGHTUPUP = 5.1141 πŸ”— Source


const int TINT_NONE = 0 πŸ”— Source

for use with Graphics->Monochrome(int mode) Add together the MODE and the TINT, e.g.: Graphics->Monochrome(TINT_MODE_DISTRIBUTED+TINT_AMBER); //Set amber, distribuyted

Set to TINT_NONE to disable Monochrome: Graphics->Monochrome(TINT_NONE);

Tint Options


const int TINT_GREY = 1 πŸ”— Source


const int TINT_RED = 2 πŸ”— Source


const int TINT_GREEN = 3 πŸ”— Source


const int TINT_BLUE = 4 πŸ”— Source


const int TINT_VIOLET = 5 πŸ”— Source


const int TINT_TEAL = 6 πŸ”— Source


const int TINT_AMBER = 7 πŸ”— Source


const int TINT_CYAN = 8 πŸ”— Source


const int TINT_MODE_UNIFORM = 0 πŸ”— Source


const int TINT_MODE_DISTRIBUTED = 1000 πŸ”— Source


const int RTC_YEAR = 0 πŸ”— Source

System Real Time Clock (RTC) categories for GetSystemTime(int category)


const int RTC_MONTH = 1 πŸ”— Source


const int RTC_DAYOFMONTH = 2 πŸ”— Source


const int RTC_DAYOFWEEK = 3 πŸ”— Source


const int RTC_HOUR = 4 πŸ”— Source


const int RTC_MINUTE = 5 πŸ”— Source


const int RTC_SECOND = 6 πŸ”— Source


const int RTC_DAYOFYEAR = 7 πŸ”— Source


const int RTC_DAYLIGHTTIME = 8 πŸ”— Source


const int RTC_LAST = 9 πŸ”— Source


const int WARPEFFECT_NONE = 0 πŸ”— Source

Warp Effects for Link->WarpEx


const int WARPEFFECT_ZAP = 1 πŸ”— Source


const int WARPEFFECT_WAVE = 2 πŸ”— Source


const int WARPEFFECT_INSTANT = 3 πŸ”— Source


const int WARPEFFECT_OPENWIPE = 4 πŸ”— Source


const int WARP_FLAG_SCRIPTDRAW = 1 πŸ”— Source

Warp Flags for Link->WarpEx()


const int WARP_FLAG_PLAYSOUNDS = 2 πŸ”— Source


const int WARP_FLAG_FORCE_RESET_MUSIC = 4 πŸ”— Source


const int WARP_FLAG_SETENTRANCESCREEN = 8 πŸ”— Source


const int WARP_FLAG_SETENTRANCEDMAP = 16 πŸ”— Source


const int WARP_FLAG_SETCONTINUESCREEN = 32 πŸ”— Source


const int WARP_FLAG_SETCONTINUEDMAP = 64 πŸ”— Source


const int WARP_FLAG_DONT_RESET_DM_SCRIPT = 128 πŸ”— Source


const int WARP_FLAG_DONT_CLEAR_SPRITES = 256 πŸ”— Source


const int WARP_FLAG_FORCE_CONTINUE_MUSIC = 512 πŸ”— Source


const int WARP_FLAG_PLAYMUSIC = 4 πŸ”— Source

Old name for compat of old scripts


const int WARP_FLAG_DONTCLEARSPRITES = 256 πŸ”— Source

Manual Sprite Carryover


const int WARP_FLAG_CLEARITEMS = 512 πŸ”— Source


const int WARP_FLAG_CLEARGUYS = 1024 πŸ”— Source


const int WARP_FLAG_CLEARLWEAPONS = 2048 πŸ”— Source


const int WARP_FLAG_CLEAREWEAPONS = 4096 πŸ”— Source


const int WARP_FLAG_CLEARHOOKSHOT = 8192 πŸ”— Source


const int WARP_FLAG_CLEARDECORATIONS = 16384 πŸ”— Source


const int WARP_FLAG_CLEARPARTICLES = 32768 πŸ”— Source


const int WARP_FLAG_NOSTEPFORWARD = 65536 πŸ”— Source

Prevent Stepping forward in dungeon screens (experimental)


const int SRAM_ALL = 0 πŸ”— Source

Flags for SaveSRAM() and LoadSRAM()


const int SRAM_NPCDATA = 1 πŸ”— Source


const int SRAM_ITEMDATA = 2 πŸ”— Source


const int SRAM_SPRITEDATA = 4 πŸ”— Source


const int SRAM_COMBODATA = 8 πŸ”— Source


const int SRAM_DMAPDATA = 16 πŸ”— Source


const int SRAM_MAPDATA = 32 πŸ”— Source


const int NOCARRY_B_SECRET = 8192 πŸ”— Source


const int NOCARRY_B_ITEM = 16 πŸ”— Source


const int NOCARRY_B_SPECIALITEM = 32 πŸ”— Source


const int NOCARRY_B_LOCKBLOCK = 256 πŸ”— Source


const int NOCARRY_B_BOSSLOCKBLOCK = 512 πŸ”— Source


const int NOCARRY_B_CHEST = 1024 πŸ”— Source


const int NOCARRY_B_LOCKEDCHEST = 2048 πŸ”— Source


const int NOCARRY_B_BOSSCHEST = 4096 πŸ”— Source


const int NORESET_B_SECRET = 8192 πŸ”— Source


const int NORESET_B_ITEM = 16 πŸ”— Source


const int NORESET_B_SPECIALITEM = 32 πŸ”— Source


const int NORESET_B_LOCKBLOCK = 256 πŸ”— Source


const int NORESET_B_BOSSLOCKBLOCK = 512 πŸ”— Source


const int NORESET_B_CHEST = 1024 πŸ”— Source


const int NORESET_B_LOCKEDCHEST = 2048 πŸ”— Source


const int NORESET_B_BOSSCHEST = 4096 πŸ”— Source


const int NORESET_B_DOOR_B_UP = 1 πŸ”— Source


const int NORESET_B_DOOR_B_DOWN = 2 πŸ”— Source


const int NORESET_B_DOOR_B_LEFT = 4 πŸ”— Source


const int NORESET_B_DOOR_B_RIGHT = 8 πŸ”— Source


const int CHRT_VISITED = 128 πŸ”— Source


const int CHRT_UP = 1 πŸ”— Source


const int CHRT_DOWN = 2 πŸ”— Source


const int CHRT_LEFT = 4 πŸ”— Source


const int CHRT_RIGHT = 8 πŸ”— Source


const int UNBLOCK_NONE = 0 πŸ”— Source


const int UNBLOCK_NORM = 1 πŸ”— Source


const int UNBLOCK_IGNR = 2 πŸ”— Source


const int UNBLOCK_SHLD = 4 πŸ”— Source


const int UNBLOCK_REFL = 8 πŸ”— Source


const int UNBLOCK_ALL = 15 πŸ”— Source


const int BIT_INTBTN_A = 1 πŸ”— Source


const int BIT_INTBTN_B = 2 πŸ”— Source


const int BIT_INTBTN_L = 4 πŸ”— Source


const int BIT_INTBTN_R = 8 πŸ”— Source


const int BIT_INTBTN_EX1 = 16 πŸ”— Source


const int BIT_INTBTN_EX2 = 32 πŸ”— Source


const int BIT_INTBTN_EX3 = 64 πŸ”— Source


const int BIT_INTBTN_EX4 = 128 πŸ”— Source


const int INTBTN_X = 4 πŸ”— Source


const int INTBTN_Y = 5 πŸ”— Source


const int BIT_INTBTN_X = 16 πŸ”— Source


const int BIT_INTBTN_Y = 32 πŸ”— Source


const int BLOCKFLAG_ROCK = 1 πŸ”— Source


const int BLOCKFLAG_ARROW = 2 πŸ”— Source


const int BLOCKFLAG_BRANG = 4 πŸ”— Source


const int BLOCKFLAG_FIREBALL = 8 πŸ”— Source


const int BLOCKFLAG_SWORD = 16 πŸ”— Source


const int BLOCKFLAG_MAGIC = 32 πŸ”— Source


const int BLOCKFLAG_FLAME = 64 πŸ”— Source


const int BLOCKFLAG_SCRIPT = 128 πŸ”— Source


const int BLOCKFLAG_FIREBALL2 = 256 πŸ”— Source


const int BLOCKFLAG_LIGHTBEAM = 512 πŸ”— Source


const int BLOCKFLAG_SCRIPT1 = 1024 πŸ”— Source


const int BLOCKFLAG_SCRIPT2 = 2048 πŸ”— Source


const int BLOCKFLAG_SCRIPT3 = 4096 πŸ”— Source


const int BLOCKFLAG_SCRIPT4 = 8192 πŸ”— Source


const int BLOCKFLAG_SCRIPT5 = 16384 πŸ”— Source


const int BLOCKFLAG_SCRIPT6 = 32768 πŸ”— Source


const int BLOCKFLAG_SCRIPT7 = 65536 πŸ”— Source


const long L_BLOCKFLAG_ROCK = 1L πŸ”— Source

Higher blockflag bits are too high for zscript! Use long access…


const long L_BLOCKFLAG_ARROW = 2L πŸ”— Source


const long L_BLOCKFLAG_BRANG = 4L πŸ”— Source


const long L_BLOCKFLAG_FIREBALL = 8L πŸ”— Source


const long L_BLOCKFLAG_SWORD = 16L πŸ”— Source


const long L_BLOCKFLAG_MAGIC = 32L πŸ”— Source


const long L_BLOCKFLAG_FLAME = 64L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT = 128L πŸ”— Source


const long L_BLOCKFLAG_FIREBALL2 = 256L πŸ”— Source


const long L_BLOCKFLAG_LIGHTBEAM = 512L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT1 = 1024L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT2 = 2048L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT3 = 4096L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT4 = 8192L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT5 = 16384L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT6 = 32768L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT7 = 65536L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT8 = 131072L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT9 = 262144L πŸ”— Source


const long L_BLOCKFLAG_SCRIPT10 = 524288L πŸ”— Source


const int HIT_BY_NPC = 0 πŸ”— Source

For Screen->LoadNPC() and etc; the screen index of the thing


const int HIT_BY_EWEAPON = 1 πŸ”— Source


const int HIT_BY_LWEAPON = 2 πŸ”— Source


const int HIT_BY_FFC = 3 πŸ”— Source


const int HIT_BY_NPC_UID = 4 πŸ”— Source

For Screen->LoadNPCByUID() and etc; corresponds with the ->UID of the thing. Not to be confused with the internal UID used by the engine.


const int HIT_BY_EWEAPON_UID = 5 πŸ”— Source


const int HIT_BY_LWEAPON_UID = 6 πŸ”— Source


const int HIT_BY_FFC_UID = 7 πŸ”— Source


const int HIT_BY_LWEAPON_PARENT_ID = 8 πŸ”— Source

Returns the item id of the item that the weapon that hit came from; -1 if the lweapon is script created


const int HIT_BY_LWEAPON_PARENT_FAMILY = 9 πŸ”— Source

Returns the item class of the item that the weapon that hit came from (see IC_ constants); -1 if the lweapon is script created


const int HIT_BY_NPC_TYPE = 10 πŸ”— Source

Returns the enemy class of the enemy that hit the Hero (see NpcType (NPCT_) constants)


const int HIT_BY_EWEAPON_TYPE = 11 πŸ”— Source

Returns the ID of the weapon that hit (see LW_ and EW_ constants)


const int HIT_BY_LWEAPON_TYPE = 12 πŸ”— Source


const int HIT_BY_NPC_PTR = 13 πŸ”— Source

Returns the internal UID used by the engine for the thing. Can case these to their respective types (example: npc n = <npc>(Hero->HitBy:ref:HIT_BY_NPC_PTR<libs_std_var_hit_by_npc_ptr>);)


const int HIT_BY_EWEAPON_PTR = 14 πŸ”— Source


const int HIT_BY_LWEAPON_PTR = 15 πŸ”— Source


const int HIT_BY_NPC_ID = 16 πŸ”— Source

Returns the ID of the enemy that hit the Hero


const int AF_FRESH = 1 πŸ”— Source


const int AF_CYCLE = 2 πŸ”— Source


const int AF_CYCLENOCSET = 4 πŸ”— Source


const int AF_TRANSPARENT = 8 πŸ”— Source


const int IPSTR_ALWAYS = 1 πŸ”— Source


const int IPSTR_ONLYHELD = 2 πŸ”— Source


const int IMISC_FLASH = 1 πŸ”— Source


const int IMISC_TWOHAND = 2 πŸ”— Source


const int IMISC_HFLIP = 4 πŸ”— Source


const int IMISC_VFLIP = 8 πŸ”— Source


const int SZFLAG_TILEWIDTH = 1 πŸ”— Source


const int SZFLAG_TILEHEIGHT = 2 πŸ”— Source


const int SZFLAG_HIT_WIDTH = 4 πŸ”— Source


const int SZFLAG_HIT_HEIGHT = 8 πŸ”— Source


const int SZFLAG_HIT_Z_HEIGHT = 16 πŸ”— Source


const int SZFLAG_HIT_X_OFFSET = 32 πŸ”— Source


const int SZFLAG_HIT_Y_OFFSET = 64 πŸ”— Source


const int SZFLAG_DRAW_X_OFFSET = 128 πŸ”— Source


const int SZFLAG_DRAW_Y_OFFSET = 256 πŸ”— Source


const int SZFLAG_DRAW_Z_OFFSET = 512 πŸ”— Source


const int SZFLAG_ALL = 1023 πŸ”— Source


const int SZOF_TILEWIDTH = 1 πŸ”— Source

0000000001b, 0x001


const int SZOF_TILEHEIGHT = 2 πŸ”— Source

0000000010b, 0x002


const int SZOF_HITWIDTH = 4 πŸ”— Source

0000000100b, 0x004


const int SZOF_HITHEIGHT = 8 πŸ”— Source

0000001000b, 0x008


const int SZOF_HITZHEIGHT = 16 πŸ”— Source

0000010000b, 0x010


const int SZOF_HITXOFFSET = 32 πŸ”— Source

0000100000b, 0x020


const int SZOF_HITYOFFSET = 64 πŸ”— Source

0001000000b, 0x040


const int SZOF_DRAWXOFFSET = 128 πŸ”— Source

0010000000b, 0x080


const int SZOF_DRAWYOFFSET = 256 πŸ”— Source

0100000000b, 0x100


const int SZOF_DRAWZOFFSET = 512 πŸ”— Source

1000000000b, 0x200, Enemies only.


const int CIID_FLAG_CHECKCOST = 1 πŸ”— Source


const int CIID_FLAG_CHECKJINX = 2 πŸ”— Source


const int CIID_FLAG_CHECKBUNNY = 4 πŸ”— Source


const int SUBSEL_FLAG_NO_NONEQUIP = 1 πŸ”— Source


const int SUBSEL_FLAG_NEED_ITEM = 2 πŸ”— Source