//Phantom.zh //Automates running an FFC script from any item, using its Level, and itemdata to set script args. void Phantom(){ int it_scriptA; itemdata itA = GetEquipmentA(); if ( itA->Level > 10 && Link->PressA ){ int args[]={ itA-> , itA-> , itA-> , itA-> , itA-> }; it_ScriptA = itA->Level - 10; RunFFCScript(it_ScriptA,args); } int it_scriptB; itemdata itB = GetEquipmentB(); if ( itB->Level > 10 && Link->PressB ){ int args[]={ itB-> , itB-> , itB-> , itB-> , itB-> }; it_ScriptB = itB->Level - 10; RunFFCScript(it_ScriptB,args); } } //* We can use the following itemdata attributes to set flags for the ffc script: // int book_dmg = book->Power; // int book_ltype = book->Amount; //(Item Editor->Pickup: Increase Amount) // int book_sprite = book->MaxIncrement; //(Item Editor->Pickup: Increase Counter Max) // int book_speed = book->Max; //(Item Editor->Pickup: But Not ABove) // int book_useFFC = book->Level; //(Item Editor->Data: Level) // int book_sfx = book->UseSound; //(Item Editor->Action: Sound) // int book_layer = book->Counter; //The selectionhere is extremely limited, 0 to 31. // int book_deadState = book->Family; //The range here is 0 to 254. Use IC_ constants for values 0 to 88. //Values 89 through 254 are equivalent to the zz### item class number. //We can use counter refs that are set at zero, as arguments, because the book item is never directly used. //Silently add the book to Link->Items, with an indirect pickup, so that the counter refs are never utilised. //void run(int dmg, int ltype, int flameLType, int flameSprite, int flameSFX, int flameLifespan, int flameSpeed. int flameFFC){