//import "std.zh" //import "ffcscript.zh" //import "string.zh" //import "std_extra.zh" //import "arguments.zh" //////////////// /// Whip XII //////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// /// D0 (#.x) : Number of Hearts to Use when Activating Subweapon. /// /// D0 (x.0###) : HP to Use when Activating Subweapon. /// /// D1 (#.x) : Damage to Enemies. /// /// D1 (x.0###) : Duration to Stun Enemies (in frames). /// /// D2 (#.x) : Base Tile for whip item. /// /// D2 (x.0###) : CSet for Whip Tile. /// /// D3 (#.x) : FFC Slot for WhipPartI FFC Effects. /// /// D3 (x.0###) : FFC Slot for WhipSecondTile FFC. /// /// D4 (#.x) : Type of lweapon to generate (see std_constsnts.zh). /// /// D4 (x.0###) : Time bfore Link can use Subweapon Again. /// /// D5 (#.x) : Sound Effects for using this Subweapon. /// /// D5 (x.0###) : Error Sound Effects for this Subweapon. /// /// Select Sounds from Quest->Audio->SFX Data /// /// D6 (#.x) : Item number (in item editor) for this Subweapon. /// /// D6 (x.0###) : Slot of eFlash FFC. /// /// select from: Quest->Graphics->Sprites->WeaponsMisc. /// /// D7 (#.x) : SWITCHES /// ///////////////////////////////////////////////////////////////////////////// // Whip Item Originally By: jsm116 ////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// item script WhipXII { void run(int hearts_pain, int hurt_stun, int tile_cset, int FFCSlot1_FFCSlot2, int lType_nouse, int sfx_errorFX, int itemnumber_eFlashFFC, int switches) { int hearts = GetHighArgument(hearts_pain); int pain = GetLowArgument(hearts_pain); int hurt = GetHighArgument(hurt_stun); int stunduration = GetLowArgument(hurt_stun); int tilenum = GetHighArgument(tile_cset); int whipcset = GetLowArgument(tile_cset); int sfx = GetHighArgument(sfx_errorFX); int error_FX = GetLowArgument(sfx_errorFX); int FFCSlot1 = GetHighArgument(FFCSlot1_FFCSlot2); int FFCSlot2 = GetLowArgument(FFCSlot1_FFCSlot2); int lType = GetHighArgument(lType_nouse); int nouse = GetLowArgument(lType_nouse); int itemnumber = GetHighArgument(itemnumber_eFlashFFC); int eFlashFFC = GetLowArgument(itemnumber_eFlashFFC); int switch0 = GetDigit(switches, 0); int switch1 = GetDigit(switches, 1); int switch2 = GetDigit(switches, 2); int switch3 = GetDigit(switches, 3); int switch4 = GetDigit(switches, 4); int switch5 = GetDigit(switches, -1); int switch6 = GetDigit(switches, -2); int switch7 = GetDigit(switches, -3); int switch8 = GetDigit(switches, -4); // On the A button. if (GetEquipmentA() == itemnumber) { Cooldown_ATimer = nouse;} // On the B button. else if (GetEquipmentB() == itemnumber) { Cooldown_BTimer = nouse;} //int args[5] = {hurt, stunduration, tilenum, whipcset, sfx}; int args[8] = {hearts_pain, hurt_stun, tile_cset, FFCSlot1_FFCSlot2, lType_nouse, sfx_errorFX, itemnumber_eFlashFFC, switches}; RunFFCScript(FFCSlot1, args); Game->Counter[CR_LIFE] -= pain; } }