import "std.zh" import "ffcscript.zh" import "stdExtra.zh" import "string.zh" import "std_arguments.zh" import "ghost.zh" import "ghost_legacy.zh" import "itemFunctions.zh" const int TIME_PER_MP = 15; //How many frames 1 unit of MP lasts items. bool gogglesOn; int gogglesTimer; float LinkX = 0; float LinkY = 0; int nextLifeScore = 0; const int I_FASTWALK = 17; //ID of the fast walk item const int I_LEADERSHIP = 17; //ID of the leadership item const int I_TREASUREHUNTER = 17; //ID of the treasure hunter item const int HP_DEAD = -999; //Enemy has been counted for Points (don't touch) //const int MAX_LW = Game->Counter[CR_SCRIPT12]; const int SFX_ERROR = 65; //In case you want an error SFX const int SFX_SUBWEAPON = 66; //In case you want an error int healsfx = 39; //Sound effect to play when Link is healed int errorsfx = 65; //Sound effect to play when Link's HP is full or MP is empty const int LW_MISC_TIMEOUT = 7; const int CR_POINTS = 15; //Counters for EXP and level (default 3 & 4) const int CR_LIVES = 16; const int CR_EXP = 15; //Counters for EXP and level (default 3 & 4) const int CR_LEVEL = 16; const int EXP_HP_RATIO = 1; //Enemy EXP value = HP divided by this const int EXP_PER_LEVEL = 999999; //Amount of EXP to level up const int EXP_MAX_LEVEL = 99; //Highest possible level const int NPC_MISC_MAXHP = 0; //Which npc->Misc[] value to store HP in (don't touch) const int SFX_LEVEL = 32; //SFX to play when you level up (0 = disable) const int SFX_TREASURESCREEN = 27; //SFX to play when Treasure Hunter activates const int EXP_LEADERSHIPCHANCE = 10; //One in {this} chance to get +1 exp const int EXP_FASTWALKRATE = 5; //Every {this} frames, walk an extra pixel const int EXP_METER_X = 50; //Starting coordinates of the EXP meter const int EXP_METER_Y = -8; //Subscreen Y values are < 0; need to play around with this const int EXP_METER_WIDTH = 8; //How wide the meter is const int EXP_METER_LENGTH = 64; //How long the meter can get const int EXP_METER_COLOR = 1; //Color = (CSet# * 16) + color within CSet from 0 to 15 const int WLS_LASERCOLOR = 181; //Color of the laser beam: [CSet# * 16] + [Color within CSet from 0 to 15] const int WLS_LASEROPACITY = 90; //128 = Opaque, 64 = Transparent const float WLS_LASERSIDEDAMAGE = 0.5; //Percent damage dealt by touching side of beam (0 = disable) const int SF_TREASURE = 0; //Which screen flag to check for treasure (default Script1) bool IsSolid; bool PressR; bool InputR; bool InputL; bool PressL; bool SkipContinue = false; int LivesGainedFromPoints = 0; import "goggles_global_V.z" import "gogglesitem.z" import "goggles_ffc.z" import "cv_whip12.z" import "cv_whip_FFC_VII.z" import "cv_subweapon_V.z" import "gun.z" import "cv_points.z" import "cv_1up.z" import "goggles_enemy.z" import "bottomless_pit.z" import "cv_bottomless_pit.z" import "cv_bottomless_pit_II.z" import "bottomless_pit_IV.z" import "bottomless_pit_V.z" import "bottomless_pit_VI.z" import "bottomless_pit_VII.z" import "bottomless_pit_VIII.z" import "bottomless_pit_IX.z" import "bottomless_pit_X.z" import "bottomless_pit_First.z" import "bottomless_pit_Second.z" import "ghost_ew.z" import "ffc_enemyII.z" import "callitem.z" import "proton_pack_ffc.z"