std_extension.zh#
Functions#
int |
AdjacentCombo(int cmb, int dir, int dist) |
int |
BoolToFloat(bool input) |
int |
BoolToInt(bool input) |
int |
CenterLinkY(bool hitoffset, bool drawoffset) |
int |
CenterX(itemsprite it, bool usehitbox) |
int |
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int |
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int |
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int |
CenterX(lweapon anLWeapon, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterX(eweapon anEWeapon, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterX(npc n, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterX(itemsprite i, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
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int |
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int |
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int |
CenterY(itemsprite it, bool usehitbox) |
int |
CenterY(lweapon anLWeapon, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterY(eweapon anEWeapon, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterY(npc n, bool usehitbox, bool trueoffset, bool drawoffset) |
int |
CenterY(itemsprite i, bool usehitbox, bool trueoffset, bool drawoffset) |
bool |
Collision(int cmb) |
bool |
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bool |
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bool |
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bool |
Collision(int cmb, itemsprite l) |
bool |
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bool |
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bool |
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bool |
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bool |
Collision(itemsprite i, int cmb) |
bool |
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bool |
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bool |
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bool |
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bool |
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bool |
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bool |
Collision(int cmb, bool checkcoldetection) |
bool |
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bool |
Collision(int cmb, ffc f, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
Collision(int cmb, lweapon l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
Collision(int cmb, eweapon l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
Collision(int cmb, npc l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
Collision(int cmb, itemsprite l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
Collision(int cmb, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) |
bool |
CollisionDir(int cmb, lweapon l, int dir, bool checkcoldetection) |
bool |
CollisionDir(int cmb, lweapon l, int dir, bool facingspecificdir, bool checkcoldetection) |
int |
DecimalToInt(int v) |
int |
DirRev(int dir) |
void |
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void |
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void |
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int |
DirX(int dir) |
int |
DirY(int dir) |
int |
Distance2(int x1, int y1, int x2, int y2) |
bool |
DistX(int a, int distance) |
bool |
DistX(T a, int distance) |
bool |
DistY(int a, int distance) |
bool |
DistY(T a, int distance) |
bool |
DistX(int a, int b, int distance) |
bool |
DistX(int a, T b, int distance) |
bool |
DistX(T a, int b, int distance) |
bool |
DistX(T1 a, T2 b, int distance) |
bool |
DistY(int a, int b, int distance) |
bool |
DistY(int a, T b, int distance) |
bool |
DistY(T a, int b, int distance) |
bool |
DistY(T1 a, T2 b, int distance) |
void |
EToLWeapon(lweapon b, eweapon a) |
void |
EToLWeapon(eweapon a, lweapon b) |
int |
EtoLWeaponID(int type) |
void |
EWeaponToLWeapon(lweapon b, eweapon a) |
void |
EWeaponToLWeapon(eweapon a, lweapon b) |
int |
EWeaponToLWeaponID(int type) |
int |
GetDigitValue(int n, int place) |
int |
GetHighFloat(int n) |
int |
GetLowFloat(int n) |
int |
GetPartialValue(int n, int place, int num) |
void |
GiveLinkItem(int itm_id, int holdtype) |
void |
GiveLinkItem(int itm_id) |
int |
GreatestIndex(int[] arr) |
int |
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int |
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int |
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int |
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void |
HoldUpItem(int id, int twohands) |
void |
HoldUpItem(itemsprite i, int twohands) |
void |
HoldUpItem(itemdata i, int twohands) |
int |
ImpactVelocity(int mass1, int velocity1, int mass2, int velociy2) |
int |
ImpactVelocityA(int massA, int velocityA, int massB, int velociyB) |
int |
ImpactVelocityB(int massA, int velocityA, int massB, int velociyB) |
void |
ImpactVelocity(lweapon a, eweapon b, int massA, int velocityA, int massB, int velociyB) |
bool |
inRoom() |
int |
Least(int[] arr) |
int |
LeastIndex(int[] arr) |
bool |
LinkFacing(ffc f) |
bool |
LinkFacing(npc f) |
bool |
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bool |
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bool |
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bool |
LinkFacing(int combo_pos) |
void |
LtoEWeapon(eweapon b, lweapon a) |
void |
LtoEWeapon(lweapon a, eweapon b) |
int |
LtoEWeaponID(int type) |
void |
LWeaponToEWeapon(eweapon b, lweapon a) |
void |
LWeaponToEWeapon(lweapon a, eweapon b) |
int |
LWeaponToEWeaponID(int type) |
bool |
MatchAction(int[] list) |
bool |
MatchComboC(int[] list, int cmb) |
bool |
MatchComboD(int[] list, int cmb) |
bool |
MatchComboF(int[] list, int cmb) |
bool |
MatchComboI(int[] list, int cmb) |
bool |
MatchComboS(int[] list, int cmb) |
bool |
MatchComboT(int[] list, int cmb) |
bool |
MatchEWeaponType(int[] list, eweapon e) |
int |
MatchFFCScript(int script_id) |
int |
MatchFFCScript(int script_id, int[] list) |
bool |
MatchItem(int[] list, itemsprite i) |
bool |
MatchLayerComboC(int[] list, int layer, int cmb) |
bool |
MatchLayerComboD(int[] list, int layer, int cmb) |
bool |
MatchLayerComboF(int[] list, int layer, int cmb) |
bool |
MatchLayerComboI(int[] list, int layer, int cmb) |
bool |
MatchLayerComboS(int[] list, int layer, int cmb) |
bool |
MatchLayerComboT(int[] list, int layer, int cmb) |
bool |
MatchLWeaponType(int[] list, lweapon l) |
bool |
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bool |
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void |
NoInput() |
void |
NoInput(bool stick) |
void |
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void |
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void |
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void |
NoPress() |
void |
NoPress(bool stick) |
int |
ProximityX(ffc a, ffc b) |
int |
ProximityX(ffc a, lweapon b) |
int |
ProximityX(ffc a, eweapon b) |
int |
ProximityX(ffc a, npc b) |
int |
ProximityX(ffc a, itemsprite b) |
int |
ProximityX(lweapon a, ffc b) |
int |
ProximityX(lweapon a, lweapon b) |
int |
ProximityX(lweapon a, eweapon b) |
int |
ProximityX(lweapon a, npc b) |
int |
ProximityX(lweapon a, itemsprite b) |
int |
ProximityX(eweapon a, ffc b) |
int |
ProximityX(eweapon a, lweapon b) |
int |
ProximityX(eweapon a, eweapon b) |
int |
ProximityX(eweapon a, npc b) |
int |
ProximityX(eweapon a, itemsprite b) |
int |
ProximityX(npc a, ffc b) |
int |
ProximityX(npc a, lweapon b) |
int |
ProximityX(npc a, eweapon b) |
int |
ProximityX(npc a, npc b) |
int |
ProximityX(npc a, itemsprite b) |
int |
ProximityX(itemsprite a, ffc b) |
int |
ProximityX(itemsprite a, lweapon b) |
int |
ProximityX(itemsprite a, eweapon b) |
int |
ProximityX(itemsprite a, npc b) |
int |
ProximityX(itemsprite a, itemsprite b) |
int |
ProximityX(int b, ffc a) |
int |
ProximityX(int b, lweapon a) |
int |
ProximityX(int b, eweapon a) |
int |
ProximityX(int b, npc a) |
int |
ProximityX(int b, itemsprite a) |
int |
ProximityX(ffc a, int b) |
int |
ProximityX(lweapon a, int b) |
int |
ProximityX(eweapon a, int b) |
int |
ProximityX(npc a, int b) |
int |
ProximityX(itemsprite a, int b) |
int |
ProximityX(int b, int a) |
int |
ProximityX(ffc a) |
int |
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int |
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int |
ProximityX(npc a) |
int |
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int |
ProximityX(ffc a, ffc b, bool fromcentre) |
int |
ProximityX(ffc a, lweapon b, bool fromcentre) |
int |
ProximityX(ffc a, eweapon b, bool fromcentre) |
int |
ProximityX(ffc a, npc b, bool fromcentre) |
int |
ProximityX(ffc a, itemsprite b, bool fromcentre) |
int |
ProximityX(lweapon a, ffc b, bool fromcentre) |
int |
ProximityX(lweapon a, lweapon b, bool fromcentre) |
int |
ProximityX(lweapon a, eweapon b, bool fromcentre) |
int |
ProximityX(lweapon a, npc b, bool fromcentre) |
int |
ProximityX(lweapon a, itemsprite b, bool fromcentre) |
int |
ProximityX(eweapon a, ffc b, bool fromcentre) |
int |
ProximityX(eweapon a, lweapon b, bool fromcentre) |
int |
ProximityX(eweapon a, eweapon b, bool fromcentre) |
int |
ProximityX(eweapon a, npc b, bool fromcentre) |
int |
ProximityX(eweapon a, itemsprite b, bool fromcentre) |
int |
ProximityX(npc a, ffc b, bool fromcentre) |
int |
ProximityX(npc a, lweapon b, bool fromcentre) |
int |
ProximityX(npc a, eweapon b, bool fromcentre) |
int |
ProximityX(npc a, npc b, bool fromcentre) |
int |
ProximityX(npc a, itemsprite b, bool fromcentre) |
int |
ProximityX(itemsprite a, ffc b, bool fromcentre) |
int |
ProximityX(itemsprite a, lweapon b, bool fromcentre) |
int |
ProximityX(itemsprite a, eweapon b, bool fromcentre) |
int |
ProximityX(itemsprite a, npc b, bool fromcentre) |
int |
ProximityX(itemsprite a, itemsprite b, bool fromcentre) |
int |
ProximityX(int b, ffc a, bool center) |
int |
ProximityX(int b, lweapon a, bool center) |
int |
ProximityX(int b, eweapon a, bool center) |
int |
ProximityX(int b, npc a, bool center) |
int |
ProximityX(int b, itemsprite a, bool center) |
int |
ProximityX(ffc a, int b, bool center) |
int |
ProximityX(lweapon a, int b, bool center) |
int |
ProximityX(eweapon a, int b, bool center) |
int |
ProximityX(npc a, int b, bool center) |
int |
ProximityX(itemsprite a, int b, bool center) |
int |
ProximityX(int b, int a, bool center) |
int |
ProximityX(int a) |
int |
ProximityY(ffc a, ffc b) |
int |
ProximityY(ffc a, lweapon b) |
int |
ProximityY(ffc a, eweapon b) |
int |
ProximityY(ffc a, npc b) |
int |
ProximityY(ffc a, itemsprite b) |
int |
ProximityY(lweapon a, ffc b) |
int |
ProximityY(lweapon a, lweapon b) |
int |
ProximityY(lweapon a, eweapon b) |
int |
ProximityY(lweapon a, npc b) |
int |
ProximityY(lweapon a, itemsprite b) |
int |
ProximityY(eweapon a, ffc b) |
int |
ProximityY(eweapon a, lweapon b) |
int |
ProximityY(eweapon a, eweapon b) |
int |
ProximityY(eweapon a, npc b) |
int |
ProximityY(eweapon a, itemsprite b) |
int |
ProximityY(npc a, ffc b) |
int |
ProximityY(npc a, lweapon b) |
int |
ProximityY(npc a, eweapon b) |
int |
ProximityY(npc a, npc b) |
int |
ProximityY(npc a, itemsprite b) |
int |
ProximityY(itemsprite a, ffc b) |
int |
ProximityY(itemsprite a, lweapon b) |
int |
ProximityY(itemsprite a, eweapon b) |
int |
ProximityY(itemsprite a, npc b) |
int |
ProximityY(itemsprite a, itemsprite b) |
int |
ProximityY(int b, ffc a) |
int |
ProximityY(int b, lweapon a) |
int |
ProximityY(int b, eweapon a) |
int |
ProximityY(int b, npc a) |
int |
ProximityY(int b, itemsprite a) |
int |
ProximityY(ffc a, int b) |
int |
ProximityY(lweapon a, int b) |
int |
ProximityY(eweapon a, int b) |
int |
ProximityY(npc a, int b) |
int |
ProximityY(itemsprite a, int b) |
int |
ProximityY(int b, int a) |
int |
ProximityY(ffc a) |
int |
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int |
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int |
ProximityY(npc a) |
int |
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int |
ProximityY(int a) |
int |
ProximityY(ffc a, ffc b, bool fromcentre) |
int |
ProximityY(ffc a, lweapon b, bool fromcentre) |
int |
ProximityY(ffc a, eweapon b, bool fromcentre) |
int |
ProximityY(ffc a, npc b, bool fromcentre) |
int |
ProximityY(ffc a, itemsprite b, bool fromcentre) |
int |
ProximityY(lweapon a, ffc b, bool fromcentre) |
int |
ProximityY(lweapon a, lweapon b, bool fromcentre) |
int |
ProximityY(lweapon a, eweapon b, bool fromcentre) |
int |
ProximityY(lweapon a, npc b, bool fromcentre) |
int |
ProximityY(lweapon a, itemsprite b, bool fromcentre) |
int |
ProximityY(eweapon a, ffc b, bool fromcentre) |
int |
ProximityY(eweapon a, lweapon b, bool fromcentre) |
int |
ProximityY(eweapon a, eweapon b, bool fromcentre) |
int |
ProximityY(eweapon a, npc b, bool fromcentre) |
int |
ProximityY(eweapon a, itemsprite b, bool fromcentre) |
int |
ProximityY(npc a, ffc b, bool fromcentre) |
int |
ProximityY(npc a, lweapon b, bool fromcentre) |
int |
ProximityY(npc a, eweapon b, bool fromcentre) |
int |
ProximityY(npc a, npc b, bool fromcentre) |
int |
ProximityY(npc a, itemsprite b, bool fromcentre) |
int |
ProximityY(itemsprite a, ffc b, bool fromcentre) |
int |
ProximityY(itemsprite a, lweapon b, bool fromcentre) |
int |
ProximityY(itemsprite a, eweapon b, bool fromcentre) |
int |
ProximityY(itemsprite a, npc b, bool fromcentre) |
int |
ProximityY(itemsprite a, itemsprite b, bool fromcentre) |
int |
ProximityY(int b, ffc a, bool center) |
int |
ProximityY(int b, lweapon a, bool center) |
int |
ProximityY(int b, eweapon a, bool center) |
int |
ProximityY(int b, npc a, bool center) |
int |
ProximityY(int b, itemsprite a, bool center) |
int |
ProximityY(ffc a, int b, bool center) |
int |
ProximityY(lweapon a, int b, bool center) |
int |
ProximityY(eweapon a, int b, bool center) |
int |
ProximityY(npc a, int b, bool center) |
int |
ProximityY(itemsprite a, int b, bool center) |
int |
ProximityY(int b, int a, bool center) |
bool |
RandB() |
bool |
RandB(int percentTrue) |
int |
SafeDistance(int x1, int y1, int x2, int y2) |
int |
SafeSqrt(int val) |
int |
SafeSqrt(int val, int specifyNegRet) |
void |
ScreenToLayer(int sourceMap, int sourceScreen, int layerMin, int layerMax, int drawOpacity, int destLayer) |
void |
ScreenToLayer(int sourceMap, int sourceScreen, int drawOpacity, int destLayer) |
void |
SetCombo(int pos, int data, int type, int flag, int inh_flag, int cset, int solid) |
void |
SetLayerComboValues(int layer, int pos, int data, int type, int flag, int inh_flag, int cset, int solid) |
void |
Shuffle(untyped ptr) |
void |
ShuffleString(char32[] ptr) |
int |
SpeedRev(int speed, int reduceinertia) |
void |
TraceArray(untyped[] arr) |
void |
TraceArray(untyped[] arr, bool verbose) |
void |
TraceArrayB(bool[] arr, int size) |
void |
TraceArrayB(bool[] arr, int size, bool verbose) |
void |
TraceStr(char32[] ptr, int value) |
void |
TraceStrB(char32[] ptr, bool val) |
int |
Distance(int x1, int y1, int x2, int y2, int scale) |
Function descriptions#
int AdjacentCombo(int cmb, int dir, int dist) π Source
As AdjacentCombo, but βdistβ squares away in a given direction.
int BoolToFloat(bool input) π Source
Convert boolean variable βinputβ to floating point, or int.
int BoolToInt(bool input) π Source
int CenterLinkY(bool hitoffset, bool drawoffset) π Source
int CenterX(itemsprite it, bool usehitbox) π Source
Returns center of npc, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(npc n, bool usehitbox) π Source
Returns center of npc, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(eweapon anEWeapon, bool usehitbox) π Source
Returns center of eweapon, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(lweapon anLWeapon, bool usehitbox) π Source
Returns center of lweapon, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(lweapon anLWeapon, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of lweapon, with option to include its HitXOffset and DrawXOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(eweapon anEWeapon, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of eweapon, with option to include its HitXOffset and DrawXOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(npc n, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of npc, with option to include its HitXOffset and DrawXOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterX(itemsprite i, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of item, with option to include its HitXOffset and DrawXOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(lweapon anLWeapon, bool usehitbox) π Source
Returns center of lweapon, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(eweapon anEWeapon, bool usehitbox) π Source
Returns center of eweapon, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(npc n, bool usehitbox) π Source
Returns center of npc, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(itemsprite it, bool usehitbox) π Source
Returns center of npc, with option to use either its actual coordinates, or those of its sprite. Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(lweapon anLWeapon, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of lweapon, with option to include its HitYOffset and DrawYOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(eweapon anEWeapon, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of eweapon, with option to include its HitYOffset and DrawYOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(npc n, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of npc, with option to include its HitYOffset and DrawYOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
int CenterY(itemsprite i, bool usehitbox, bool trueoffset, bool drawoffset) π Source
Returns center of item, with option to include its HitYOffset and DrawYOffset (individually). Set βusehitboxβ true to use the hitbox center, or false to use the sprite center.
bool Collision(int cmb) π Source
Check for collision between Link and a combo at location βcmbβ.
bool Collision(int cmb, lweapon l) π Source
Check for collision between lweapon βlβ and a combo at location βcmbβ.
bool Collision(int cmb, eweapon l) π Source
Check for collision between eweapon βeβ and a combo at location βcmbβ.
bool Collision(int cmb, npc l) π Source
Check for collision between npc βnβ and a combo at location βcmbβ.
bool Collision(int cmb, itemsprite l) π Source
Check for collision between item βiβ and a combo at location βcmbβ.
bool Collision(ffc f, int cmb) π Source
bool Collision(lweapon l, int cmb) π Source
bool Collision(eweapon e, int cmb) π Source
bool Collision(npc n, int cmb) π Source
bool Collision(itemsprite i, int cmb) π Source
bool Collision(lweapon l, int cmb, bool checkcoldetection) π Source
Check for collision between lweapon βlβ and a combo at location βcmbβ. Set checkcoldetection to true if you wish to return false from an lweapon with ColDetection disabled.
bool Collision(int cmb, lweapon l, bool checkcoldetection) π Source
bool Collision(eweapon e, int cmb, bool checkcoldetection) π Source
Check for collision between eweapon βeβ and a combo at location βcmbβ . Set checkcoldetection to true if you wish to return false from an eweapon with ColDetection disabled.
bool Collision(int cmb, eweapon e, bool checkcoldetection) π Source
bool Collision(npc n, int cmb, bool checkcoldetection) π Source
Check for collision between NPC βnβ and a combo at location βcmbβ . Set checkcoldetection to true if you wish to return false from an NPC with ColDetection disabled.
bool Collision(int cmb, npc n, bool checkcoldetection) π Source
bool Collision(int cmb, bool checkcoldetection) π Source
Check for collision between Link and a combo at location βcmbβ . Set checkcoldetection to true if you wish to return false from an NPC with ColDetection disabled.
bool Collision(int cmb, ffc f) π Source
Check for collision between ffc βfβ and a combo at location βcmbβ.
bool Collision(int cmb, ffc f, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
! Collision with hitbox constraints. Check for collision between ffc βfβ and a combo at location βcmbβ.
bool Collision(int cmb, lweapon l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
Check for collision between lweapon βlβ and a combo at location βcmbβ.
bool Collision(int cmb, eweapon l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
bool Collision(int cmb, npc l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
bool Collision(int cmb, itemsprite l, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
bool Collision(int cmb, int a1, int b1, int c1, int d1, int a2, int b2, int c2, int d2) π Source
Check for collision between Link and a combo at location βcmbβ.
bool CollisionDir(int cmb, lweapon l, int dir, bool checkcoldetection) π Source
Returns collision between an lweapon and a combo, only if its direction is βdirβ. Set checkcoldetection true if you wish weapons without collision to automatically return false.
bool CollisionDir(int cmb, lweapon l, int dir, bool facingspecificdir, bool checkcoldetection) π Source
Returns collision between an lweapon and a combo. Returns false base don direction: Set βfacingspecificdirβ to true, to check only if a weapon is facing a specific direction. Set it false, if you want to check if a weapon is NOT facing a specific direction. Set checkcoldetection true if you wish weapons without collision to automatically return false.
int DecimalToInt(int v) π Source
D Converts floating point value βvβ, after the decimal, to an integer.
int DirRev(int dir) π Source
void DirRev(lweapon l) π Source
void DirRev(eweapon l) π Source
void DirRev(npc l) π Source
Returns a multiplication factor for ->Step based on direction. Specifically, return the x component of a line with a length of 1 extending in the given direction from origin. Step = step * DirX(dir); Valid only if dir is 0 to 7.
Returns a multiplication factor for ->Step based on direction. Step = step * DirY(dir); Valid only if dir is 0 to 7. Specifically, return the y component of a line with a length of 1 extending in the given direction from origin.
int Distance2(int x1, int y1, int x2, int y2) π Source
Returns the distance between two sets of coordinates using Pythagorasβ Theorem
bool DistX(int a, int distance) π Source
Returns if two pointers are within a proximity of βdistanceβ in pixels. Link and an object (X-Axis)
bool DistX(T a, int distance) π Source
bool DistY(int a, int distance) π Source
Returns if two pointers are within a proximity of βdistanceβ in pixels. Link and an object (Y-Axis)
bool DistY(T a, int distance) π Source
bool DistX(int a, int b, int distance) π Source
Returns if two pointers are within a proximity of βdistanceβ in pixels. Two objects (X-Axis)
bool DistX(int a, T b, int distance) π Source
bool DistX(T a, int b, int distance) π Source
bool DistX(T1 a, T2 b, int distance) π Source
bool DistY(int a, int b, int distance) π Source
Returns if two pointers are within a proximity of βdistanceβ in pixels. Link and an object (X-Axis)
bool DistY(int a, T b, int distance) π Source
bool DistY(T a, int b, int distance) π Source
bool DistY(T1 a, T2 b, int distance) π Source
void EToLWeapon(lweapon b, eweapon a) π Source
void EToLWeapon(eweapon a, lweapon b) π Source
lweapon EtoLWeapon(eweapon a) π Source
int EtoLWeaponID(int type) π Source
void EWeaponToLWeapon(lweapon b, eweapon a) π Source
lweapon EWeaponToLWeapon(eweapon a) π Source
Copy the attributes of a given eweapon to a new lweapon. Returns -1 on error, including if the type (weap->ID) conversion is illegal.
void EWeaponToLWeapon(eweapon a, lweapon b) π Source
Copy the attributes of a given eweapon to an lweapon. Returns -1 on error, including if the type (weap->ID) conversion is illegal.
int EWeaponToLWeaponID(int type) π Source
not assigning weapon script stuff here, because that would never work. not assigning ->Parent, because that would be invalid. not assigning Weapon or ->Defence because that would be invalid. Not assigning ->Level, because that would be invalid. Converts the ID (type) of a given weapon to its opposite class. Returns -1 if the type is illegal.
int GetDigitValue(int n, int place) π Source
Extracts a single digit from n at the place specified. -4 is the ten-thousandTHs place, 0 is the ones spot, and 4 is the ten-thousanDs spot.
int GetHighFloat(int n) π Source
Takes a float as input βnβ, and returns the integer portion as int.
int GetLowFloat(int n) π Source
Takes a float as input βnβ, and returns the decimal portion as int.
int GetPartialValue(int n, int place, int num) π Source
Extracts an integer using specific places of any value βnβ, from position βplaceβ plus a number of places βnumβ.
void GiveLinkItem(int itm_id, int holdtype) π Source
Creates an item on the screen at linkβs position, giving it to him,a nd running its pick-up script. itm_id is the item ID number if holdtype is set to a Link->Action for holding up an item then Link will hold the item up as desired.
void GiveLinkItem(int itm_id) π Source
Creates an item ont he screen at linkβs position, giving it to him,a nd running its pick-up script. itm_id is the item ID number Link does not hold up this item.
int GreatestIndex(int[] arr) π Source
Returns the index holding the highest value in an array If the highest value is present in two or more indices, this will return the highest-numbered index of the set.
int HitboxBottom() π Source
Read linkβs HitBox values
void HoldUpItem(int id, int twohands) π Source
void HoldUpItem(itemsprite i, int twohands) π Source
void HoldUpItem(itemdata i, int twohands) π Source
int ImpactVelocity(int mass1, int velocity1, int mass2, int velociy2) π Source
I Accepts the mass, and velocity if two objects. Determins the acceleration on impact. Returns the net change that would affect both objects.
int ImpactVelocityA(int massA, int velocityA, int massB, int velociyB) π Source
Accepts the mass, and velocity if two objects. Determins the acceleration on impact. Returns the change of acceleration for object βBβ.
int ImpactVelocityB(int massA, int velocityA, int massB, int velociyB) π Source
Accepts the mass, and velocity if two objects. Determins the acceleration on impact. Returns the change of acceleration for object βBβ.
void ImpactVelocity(lweapon a, eweapon b, int massA, int velocityA, int massB, int velociyB) π Source
Accepts the mass, and velocity if two weapons. Determins the acceleration on impact. Changes the Step of both to reflect their mass on collision.
Returns true if the Hero is inside a dungeon screen room. If he is still in a doorway, it returns false.
int Least(int[] arr) π Source
J K L Returns the lowest value in an array
int LeastIndex(int[] arr) π Source
Returns the index holding the lowest value in an array If the lowest value is present in two or more indices, this will return the highest-numbered index of the set.
bool LinkFacing(ffc f) π Source
Returns if Link is facing an object.
bool LinkFacing(npc f) π Source
bool LinkFacing(lweapon f) π Source
bool LinkFacing(eweapon f) π Source
bool LinkFacing(itemsprite f) π Source
bool LinkFacing(int combo_pos) π Source
void LtoEWeapon(eweapon b, lweapon a) π Source
void LtoEWeapon(lweapon a, eweapon b) π Source
eweapon LtoEWeapon(lweapon a) π Source
int LtoEWeaponID(int type) π Source
void LWeaponToEWeapon(eweapon b, lweapon a) π Source
void LWeaponToEWeapon(lweapon a, eweapon b) π Source
Copy the attributes of a given lweapon to an eweapon. Returns -1 on error, including if the type (weap->ID) conversion is illegal.
eweapon LWeaponToEWeapon(lweapon a) π Source
not assigning weapon script stuff here, because that would never work. not assigning ->Parent, because that would be invalid. not assigning Weapon or ->Defence because that would be invalid. Not assigning ->Level, because that would be invalid. Copy the attributes of a given lweapon to a new eweapon. Returns -1 on error, including if the type (weap->ID) conversion is illegal.
int LWeaponToEWeaponID(int type) π Source
Converts the ID (type) of a given weapon to its opposite class. Returns -1 if the type is illegal.
bool MatchAction(int[] list) π Source
M Match the present Link->Action to those on array βlistβ. Returns true of any of the entries on the list match. Checks if the present Link->Action is one from a predefined list.
bool MatchComboC(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its CSet.
bool MatchComboD(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Data.
bool MatchComboF(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Flag.
bool MatchComboI(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Inherent Flag.
bool MatchComboS(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Solidity.
bool MatchComboT(int[] list, int cmb) π Source
Compares combo βcmbβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Type.
bool MatchEWeaponType(int[] list, eweapon e) π Source
Match a given eweapon to the contents of an array βlistβ Returns true of any of the entries on the list match.
int MatchFFCScript(int script_id) π Source
Matches a running ffc script to script_id.
int MatchFFCScript(int script_id, int[] list) π Source
Compares the scripts of all running ffcs, to all indices of an array βlistβ searching for a match to ffc script βscript_idβ. If there is a match, it MatchScript() will return the first match (FFC number) found.
bool MatchItem(int[] list, itemsprite i) π Source
Match a given item ID number to the contents of an array βlistβ Returns true of any of the entries on the list match.
bool MatchLayerComboC(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its CSet.
bool MatchLayerComboD(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Data.
bool MatchLayerComboF(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Flag.
bool MatchLayerComboI(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Inherent Flag.
bool MatchLayerComboS(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Solidity.
bool MatchLayerComboT(int[] list, int layer, int cmb) π Source
Compares combo βcmbβ on Layer βlayerβ and compares it to the values in array βlistβ. Returns true of any of the entries on the list match its Type.
bool MatchLWeaponType(int[] list, lweapon l) π Source
Match a given lweapon to the contents of an array βlistβ Returns true of any of the entries on the list match.
bool MatchNPC(int[] list, npc n) π Source
Match a given npc ID number to the contents of an array βlistβ Returns true of any of the entries on the list match.
bool MatchNPCT(int[] list, npc n) π Source
Match a given NPC TYPE to the contents of an array βlistβ Returns true of any of the entries on the list match.
N Kills inputs from A, B, L, R, Start, Map, and Ex buttons.
void NoInput(bool stick) π Source
Kills inputs from A, B, L, R, Start, Map, and Ex buttons.
void NoLinkKnockback() π Source
Negates engine knockback for Link on land, or in water.
void NoLinkKnockbackLand() π Source
Negates engine knockback for Link only on land.
void NoLinkKnockbackWater() π Source
Negates engine knockback for Link only in water.
Kills presses from A, B, L, R, Start, Map, and Ex buttons.
void NoPress(bool stick) π Source
Kills presses from A, B, L, R, Start, Map, and Ex buttons.
int ProximityX(ffc a, ffc b) π Source
O P Proximinity between Link and object, or two objects.
int ProximityX(ffc a, lweapon b) π Source
int ProximityX(ffc a, eweapon b) π Source
int ProximityX(ffc a, npc b) π Source
int ProximityX(ffc a, itemsprite b) π Source
int ProximityX(lweapon a, ffc b) π Source
int ProximityX(lweapon a, lweapon b) π Source
int ProximityX(lweapon a, eweapon b) π Source
int ProximityX(lweapon a, npc b) π Source
int ProximityX(lweapon a, itemsprite b) π Source
int ProximityX(eweapon a, ffc b) π Source
int ProximityX(eweapon a, lweapon b) π Source
int ProximityX(eweapon a, eweapon b) π Source
int ProximityX(eweapon a, npc b) π Source
int ProximityX(eweapon a, itemsprite b) π Source
int ProximityX(npc a, ffc b) π Source
int ProximityX(npc a, lweapon b) π Source
int ProximityX(npc a, eweapon b) π Source
int ProximityX(npc a, npc b) π Source
int ProximityX(npc a, itemsprite b) π Source
int ProximityX(itemsprite a, ffc b) π Source
int ProximityX(itemsprite a, lweapon b) π Source
int ProximityX(itemsprite a, eweapon b) π Source
int ProximityX(itemsprite a, npc b) π Source
int ProximityX(itemsprite a, itemsprite b) π Source
int ProximityX(int b, ffc a) π Source
int ProximityX(int b, lweapon a) π Source
int ProximityX(int b, eweapon a) π Source
int ProximityX(int b, npc a) π Source
int ProximityX(int b, itemsprite a) π Source
int ProximityX(ffc a, int b) π Source
int ProximityX(lweapon a, int b) π Source
int ProximityX(eweapon a, int b) π Source
int ProximityX(npc a, int b) π Source
int ProximityX(itemsprite a, int b) π Source
int ProximityX(int b, int a) π Source
int ProximityX(ffc a) π Source
int ProximityX(lweapon a) π Source
int ProximityX(eweapon a) π Source
int ProximityX(npc a) π Source
int ProximityX(itemsprite a) π Source
int ProximityX(ffc a, ffc b, bool fromcentre) π Source
Proximity from center of objectβs hitbox:
int ProximityX(ffc a, lweapon b, bool fromcentre) π Source
Rid these of varible declaration inefficiency?
int ProximityX(ffc a, eweapon b, bool fromcentre) π Source
int ProximityX(ffc a, npc b, bool fromcentre) π Source
int ProximityX(ffc a, itemsprite b, bool fromcentre) π Source
int ProximityX(lweapon a, ffc b, bool fromcentre) π Source
int ProximityX(lweapon a, lweapon b, bool fromcentre) π Source
int ProximityX(lweapon a, eweapon b, bool fromcentre) π Source
int ProximityX(lweapon a, npc b, bool fromcentre) π Source
int ProximityX(lweapon a, itemsprite b, bool fromcentre) π Source
int ProximityX(eweapon a, ffc b, bool fromcentre) π Source
int ProximityX(eweapon a, lweapon b, bool fromcentre) π Source
int ProximityX(eweapon a, eweapon b, bool fromcentre) π Source
int ProximityX(eweapon a, npc b, bool fromcentre) π Source
int ProximityX(eweapon a, itemsprite b, bool fromcentre) π Source
int ProximityX(npc a, ffc b, bool fromcentre) π Source
int ProximityX(npc a, lweapon b, bool fromcentre) π Source
int ProximityX(npc a, eweapon b, bool fromcentre) π Source
int ProximityX(npc a, npc b, bool fromcentre) π Source
int ProximityX(npc a, itemsprite b, bool fromcentre) π Source
int ProximityX(itemsprite a, ffc b, bool fromcentre) π Source
int ProximityX(itemsprite a, lweapon b, bool fromcentre) π Source
int ProximityX(itemsprite a, eweapon b, bool fromcentre) π Source
int ProximityX(itemsprite a, npc b, bool fromcentre) π Source
int ProximityX(itemsprite a, itemsprite b, bool fromcentre) π Source
int ProximityX(int b, ffc a, bool center) π Source
int ProximityX(int b, lweapon a, bool center) π Source
int ProximityX(int b, eweapon a, bool center) π Source
int ProximityX(int b, npc a, bool center) π Source
int ProximityX(int b, itemsprite a, bool center) π Source
int ProximityX(ffc a, int b, bool center) π Source
int ProximityX(lweapon a, int b, bool center) π Source
int ProximityX(eweapon a, int b, bool center) π Source
int ProximityX(npc a, int b, bool center) π Source
int ProximityX(itemsprite a, int b, bool center) π Source
int ProximityX(int b, int a, bool center) π Source
int ProximityX(int a) π Source
ProximityY Functions
int ProximityY(ffc a, ffc b) π Source
int ProximityY(ffc a, lweapon b) π Source
int ProximityY(ffc a, eweapon b) π Source
int ProximityY(ffc a, npc b) π Source
int ProximityY(ffc a, itemsprite b) π Source
int ProximityY(lweapon a, ffc b) π Source
int ProximityY(lweapon a, lweapon b) π Source
int ProximityY(lweapon a, eweapon b) π Source
int ProximityY(lweapon a, npc b) π Source
int ProximityY(lweapon a, itemsprite b) π Source
int ProximityY(eweapon a, ffc b) π Source
int ProximityY(eweapon a, lweapon b) π Source
int ProximityY(eweapon a, eweapon b) π Source
int ProximityY(eweapon a, npc b) π Source
int ProximityY(eweapon a, itemsprite b) π Source
int ProximityY(npc a, ffc b) π Source
int ProximityY(npc a, lweapon b) π Source
int ProximityY(npc a, eweapon b) π Source
int ProximityY(npc a, npc b) π Source
int ProximityY(npc a, itemsprite b) π Source
int ProximityY(itemsprite a, ffc b) π Source
int ProximityY(itemsprite a, lweapon b) π Source
int ProximityY(itemsprite a, eweapon b) π Source
int ProximityY(itemsprite a, npc b) π Source
int ProximityY(itemsprite a, itemsprite b) π Source
int ProximityY(int b, ffc a) π Source
int ProximityY(int b, lweapon a) π Source
int ProximityY(int b, eweapon a) π Source
int ProximityY(int b, npc a) π Source
int ProximityY(int b, itemsprite a) π Source
int ProximityY(ffc a, int b) π Source
int ProximityY(lweapon a, int b) π Source
int ProximityY(eweapon a, int b) π Source
int ProximityY(npc a, int b) π Source
int ProximityY(itemsprite a, int b) π Source
int ProximityY(int b, int a) π Source
int ProximityY(ffc a) π Source
int ProximityY(lweapon a) π Source
int ProximityY(eweapon a) π Source
int ProximityY(npc a) π Source
int ProximityY(itemsprite a) π Source
int ProximityY(int a) π Source
int ProximityY(ffc a, ffc b, bool fromcentre) π Source
Proximity from center of objectβs hitbox:
int ProximityY(ffc a, lweapon b, bool fromcentre) π Source
Rid these of varible declaration inefficiency?
int ProximityY(ffc a, eweapon b, bool fromcentre) π Source
int ProximityY(ffc a, npc b, bool fromcentre) π Source
int ProximityY(ffc a, itemsprite b, bool fromcentre) π Source
int ProximityY(lweapon a, ffc b, bool fromcentre) π Source
int ProximityY(lweapon a, lweapon b, bool fromcentre) π Source
int ProximityY(lweapon a, eweapon b, bool fromcentre) π Source
int ProximityY(lweapon a, npc b, bool fromcentre) π Source
int ProximityY(lweapon a, itemsprite b, bool fromcentre) π Source
int ProximityY(eweapon a, ffc b, bool fromcentre) π Source
int ProximityY(eweapon a, lweapon b, bool fromcentre) π Source
int ProximityY(eweapon a, eweapon b, bool fromcentre) π Source
int ProximityY(eweapon a, npc b, bool fromcentre) π Source
int ProximityY(eweapon a, itemsprite b, bool fromcentre) π Source
int ProximityY(npc a, ffc b, bool fromcentre) π Source
int ProximityY(npc a, lweapon b, bool fromcentre) π Source
int ProximityY(npc a, eweapon b, bool fromcentre) π Source
int ProximityY(npc a, npc b, bool fromcentre) π Source
int ProximityY(npc a, itemsprite b, bool fromcentre) π Source
int ProximityY(itemsprite a, ffc b, bool fromcentre) π Source
int ProximityY(itemsprite a, lweapon b, bool fromcentre) π Source
int ProximityY(itemsprite a, eweapon b, bool fromcentre) π Source
int ProximityY(itemsprite a, npc b, bool fromcentre) π Source
int ProximityY(itemsprite a, itemsprite b, bool fromcentre) π Source
int ProximityY(int b, ffc a, bool center) π Source
int ProximityY(int b, lweapon a, bool center) π Source
int ProximityY(int b, eweapon a, bool center) π Source
int ProximityY(int b, npc a, bool center) π Source
int ProximityY(int b, itemsprite a, bool center) π Source
int ProximityY(ffc a, int b, bool center) π Source
int ProximityY(lweapon a, int b, bool center) π Source
int ProximityY(eweapon a, int b, bool center) π Source
int ProximityY(npc a, int b, bool center) π Source
int ProximityY(itemsprite a, int b, bool center) π Source
int ProximityY(int b, int a, bool center) π Source
Q R Randomly returns true, or false.
bool RandB(int percentTrue) π Source
Randomly returns true, or false, using input percentTrue to determine the percentage change of a βtrue returnβ
int SafeDistance(int x1, int y1, int x2, int y2) π Source
S Returns the distance between two sets of coordinates using Pythagorasβ Theorem
int SafeSqrt(int val) π Source
Safe Sqrt functions if an irrational number would be involved.
Returns 464
(square root of 215296), if the value passed is negative.
Returns 0
on Sqrt(0).
int SafeSqrt(int val, int specifyNegRet) π Source
Returns square root of βvalβ. Returns βspecifyNegRetβ if a negative value is passed as βvalβ. Returns 0
for Sqrt(0).
void ScreenToLayer(int sourceMap, int sourceScreen, int layerMin, int layerMax, int drawOpacity, int destLayer) π Source
Draws a screen specified by βsourceMap and sourceScreen;, from layers specified by βlayerMin and layerMaxβ, at a desired opacity, to the layer specified by βdestLayerβ of the current screen.
void ScreenToLayer(int sourceMap, int sourceScreen, int drawOpacity, int destLayer) π Source
Draws all layers of a screen specified by βsourceMap and sourceScreen;, at a desired opacity, to the layer specified by βdestLayerβ of the current screen.
void SetCombo(int pos, int data, int type, int flag, int inh_flag, int cset, int solid) π Source
Sets the values for combo at position βposβ to those specified. Pass -1 to leave a value unchanged.
void SetLayerComboValues(int layer, int pos, int data, int type, int flag, int inh_flag, int cset, int solid) π Source
Sets the values for a combo on layer βlayerβ, at position βposβ to the values specified. Pass -1 to any value to leave it unchanged.
void Shuffle(untyped ptr) π Source
Shuffles the values of an array.
void ShuffleString(char32[] ptr) π Source
Shuffles the values of an string.
int SpeedRev(int speed, int reduceinertia) π Source
Returns a reversed speed, given a new speed for an object given a base speed and an interia factor.
void TraceArray(untyped[] arr) π Source
Trace the indices of an array, with a space between each. max 20 per line. NOT overloaded to accept all array types. Trace() does not work on ffc, item, itemdata, lweapon, or eweapon until 2.54.x->2.55.
void TraceArray(untyped[] arr, bool verbose) π Source
void TraceArrayB(bool[] arr, int size) π Source
Trace the indices of a Boolean array, with a space between each. max 20 per line.
void TraceArrayB(bool[] arr, int size, bool verbose) π Source
Trace the indices of a Boolean array, allows verbose logging.
void TraceStr(char32[] ptr, int value) π Source
Traces a float, or int; whether a variable, an internal variable, array index, or other along with a given string in one function.
void TraceStrB(char32[] ptr, bool val) π Source
As TraceStr, but for boolean values.
int Distance(int x1, int y1, int x2, int y2, int scale) π Source
Returns the distance between two sets of coordinates using Pythagorasβ Theorem
Allows scaling for large distance determinations.
Argument βscaleβ represents a ratio of 1:scale.
Argument βscaleβ is most precise when using powers of 10 (e.g.. 0.1, 1, 10, 100, 1000, 10000).
If arg βscaleβ is set to 0, it defaults to 1
.
Returns -1 on error.