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Copy file name to clipboardExpand all lines: webdocs/zsdocs_main.json
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"name": "String Control Codes ;; SCCs",
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"val": "<h3>String Control Codes</h3> [[v|Rev March 30th, 2023 for 2.55 A113]] \n\nSpecial effects can be created when ${message strings} are displayed by inserting special control codes into the string. All valid codes are listed below.\n\n<h3>Formatting Codes</h3>\nThese codes have formatting effects on the string being displayed, such as changing the font, text color, or inserting characters or tiles into the message.\n#{<ul><li>`\\1\\cset\\color` : Changes the text color to the specified color.</li>\n<li>`\\26\\cset\\color` : Changes the shadow color to the specified color.</li>\n<li>`\\27\\[[shadow_type|$Shadow Type]]` : Changes the shadow type to the specified style.</li>\n<li>`\\2\\speed` : Changes the text speed. 'speed' is the number of frames between each character, where '0' is instantaneous.</li>\n<li>`\\135\\font` : Changes the text font. 'font' is the ID number of the new font to use.</li>\n<li>`\\25` : New Line - breaks to the next line</li>\n<li>`\\22` : Inserts the save file name as text</li>\n<li>`\\28\\tile\\cset\\[[width|In pixels]]\\[[height|In pixels]]\\flip` : Draws a tile block inline with the text, as though it were a custom font character.</li>\n<li>`\\32` through `\\126` : Inserts the corresponding ASCII character. Ex: `\\91` shows `\\`</li>\n<li>`\\24\\???` : Unimplemented; reserved for changing portrait</li></ul>}\n\n<h3>Menu Codes</h3>\nThese codes relate to popping up a menu for the player to select a choice from.\n#{<ul><li>`\\128\\tile\\cset\\width\\height\\flip` : Sets the menu cursor, args same as '\\28' above.</li>\n<li>`\\129\\pos\\up_pos\\down_pos\\left_pos\\right_pos` : Creates a menu cursor position. 'pos' is the index of this position, while the 4 directional values are the position that will be moved to when that direction is pressed. If a directional pos is the same as 'pos', that direction will be disabled.</li>\n<li>`\\130` : Start running menu. If no '\\129' codes have been run, the menu instantly exitswith the '0' pos selected.</li>\n<li>`\\131\\pos\\newstring` : Goto if menu selection. Switches to the new string if 'pos' is the selected menu position.</li></ul>}\n\n<h3>Switch Codes</h3>\nThese codes change from the current string immediately to a different string. If you attempt to switch to a string that does not exist, it will instead act as though you switched to a string that is entirely empty.\n#{<ul><li>`\\3\\register\\value\\newstring` : if `Screen->D[register] >= value`, switches to `newstring`.</li>\n<li>`\\23\\dmap\\screen\\register\\value\\newstring` : Same as `\\3`, but for any screen.</li>\n<li>`\\4\\factor\\newstring` : Randomly has a `1/factor` chance to switch to `newstring`.</li>\n<li>`\\5\\itemid\\newstring` : Goes to `newstring` if the specified item is owned.</li>\n<li>`\\6\\counter\\value\\newstring` : Goto `newstring` if the specified counter is `>= value`.</li>\n<li>`\\7\\counter\\percent\\newstring` : Goto `newstring` if the specified counter is at least `percent` full.</li>\n<li>`\\8\\levelid\\newstring` : Goto `newstring` if the triforce from the specified level is owned.</li>\n<li>`\\9\\numtriforce\\newstring` : Goto `newstring` if at least `numtriforce` triforce pieces are owned.</li>\n<li>`\\131\\pos\\newstring` : Goto if menu selection. Switches to the new string if 'pos' is the selected menu position.</li></ul>}\n\n<h3>Counter Mod Codes</h3>\nThese codes all center around modifying counter values.\n#{<ul><li>`\\10\\ctr\\val` : Adds 'val' to 'ctr'.</li>\n<li>`\\11\\ctr\\val` : Subtracts 'val' from 'ctr'.</li>\n<li>`\\12\\ctr\\val` : Sets 'ctr' to 'val'.</li>\n<li>`\\13\\ctr\\percent` : Adds 'percent' % to 'ctr'.</li>\n<li>`\\14\\ctr\\percent` : Subtracts 'percent' % from 'ctr'.</li>\n<li>`\\15\\ctr\\percent` : Sets 'ctr' to 'percent' % full.</li>\n<li>`\\16\\itemid` : Gives the player 'itemid', silently. The item is not held up, nor does its' pickup script run; though its' counter effects will.</li>\n<li>`\\17\\itemid` : Takes 'itemid' from the player, silently. Its' pickup counter modifications will be reversed when removed.</li></ul>}\n\n<h3>Misc Codes</h3>\n#{<ul><li>`\\18\\dmap\\screen\\[[x\\y|<block>If `x < 0`, then y is treated as a return square(0-3 for return squares A-D, 5 for pit warp).\nIf `x >= 0`, then x+y act as destination coordinates.</block>]]\\[[effect|$WARPEFFECT_]]\\sound` : Warps the player to 'dmap,screen'.</li>\n<li>`\\19\\dmap\\screen\\register\\value` : Sets `Screen->D[register] = value;` for the specified screen.</li>\n<li>`\\20\\sfxid` : Plays a specified sfx</li>\n<li>`\\21\\MIDIid` : Plays a specified quest midi (cannot play the built-in midis)</li>\n<li>`\\29` : Immediately exits the current string. If there is a 'next string', it will begin immediately. The prompt to press 'A' to continue will be skipped.</li>\n<li>`\\30` : Pauses the string and prompts the player to press A to continue (as normally occurs at the end of a string)</li>\n<li>`\\132\\perm` : Triggers secrets, which are permanent unless 'perm' is '0'</li>\n<li>`\\133\\[[flag|Use the 'ST_' constants from 'std_constants.zh']]\\[[state|1 for on, 0 for off]]` : Sets a screen state on the current screen.</li>\n<li>`\\134\\map\\screen\\[[flag|Use the 'ST_' constants from 'std_constants.zh']]\\[[state|1 for on, 0 for off]]` : Same as \\133 above, for a remote map/screen</li></ul>}"
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"val": "<h3>String Control Codes</h3> [[v|Rev April 16th, 2023 for 2.55 A114]] \n\nSpecial effects can be created when ${message strings} are displayed by inserting special control codes into the string. All valid codes are listed below.\n\n<h3>Formatting Codes</h3>\nThese codes have formatting effects on the string being displayed, such as changing the font, text color, or inserting characters or tiles into the message.\n#{<ul><li>`\\1\\cset\\color` : Changes the text color to the specified color.</li>\n<li>`\\26\\cset\\color` : Changes the shadow color to the specified color.</li>\n<li>`\\27\\[[shadow_type|$Shadow Type]]` : Changes the shadow type to the specified style.</li>\n<li>`\\2\\speed` : Changes the text speed. 'speed' is the number of frames between each character, where '0' is instantaneous.</li>\n<li>`\\135\\font` : Changes the text font. 'font' is the ID number of the new font to use.</li>\n<li>`\\25` : New Line - breaks to the next line</li>\n<li>`\\22` : Inserts the save file name as text</li>\n<li>`\\28\\tile\\cset\\[[width|In pixels]]\\[[height|In pixels]]\\flip` : Draws a tile block inline with the text, as though it were a custom font character.</li>\n<li>`\\32` through `\\126` : Inserts the corresponding ASCII character. Ex: `\\91` shows `\\`</li>\n<li>`\\24\\???` : Unimplemented; reserved for changing portrait</li></ul>}\n\n<h3>Menu Codes</h3>\nThese codes relate to popping up a menu for the player to select a choice from.\n#{<ul><li>`\\128\\tile\\cset\\width\\height\\flip` : Sets the menu cursor, args same as '\\28' above.</li>\n<li>`\\129\\pos\\up_pos\\down_pos\\left_pos\\right_pos` : Creates a menu cursor position. 'pos' is the index of this position, while the 4 directional values are the position that will be moved to when that direction is pressed. If a directional pos is the same as 'pos', that direction will be disabled.</li>\n<li>`\\130` : Start running menu. If no '\\129' codes have been run, the menu instantly exitswith the '0' pos selected.</li>\n<li>`\\131\\pos\\newstring` : Goto if menu selection. Switches to the new string if 'pos' is the selected menu position.</li></ul>}\n\n<h3>Switch Codes</h3>\nThese codes change from the current string immediately to a different string. If you attempt to switch to a string that does not exist, it will instead act as though you switched to a string that is entirely empty.\n#{<ul><li>`\\3\\register\\value\\newstring` : if `Screen->D[register] >= value`, switches to `newstring`.</li>\n<li>`\\23\\dmap\\screen\\register\\value\\newstring` : Same as `\\3`, but for any screen.</li>\n<li>`\\4\\factor\\newstring` : Randomly has a `1/factor` chance to switch to `newstring`.</li>\n<li>`\\5\\itemid\\newstring` : Goes to `newstring` if the specified item is owned.</li>\n<li>`\\6\\counter\\value\\newstring` : Goto `newstring` if the specified counter is `>= value`.</li>\n<li>`\\7\\counter\\percent\\newstring` : Goto `newstring` if the specified counter is at least `percent` full.</li>\n<li>`\\8\\levelid\\newstring` : Goto `newstring` if the triforce from the specified level is owned.</li>\n<li>`\\9\\numtriforce\\newstring` : Goto `newstring` if at least `numtriforce` triforce pieces are owned.</li>\n<li>`\\131\\pos\\newstring` : Goto if menu selection. Switches to the new string if 'pos' is the selected menu position.</li></ul>}\n\n<h3>Counter Mod Codes</h3>\nThese codes all center around modifying counter values.\n#{<ul><li>`\\10\\ctr\\val` : Adds 'val' to 'ctr'.</li>\n<li>`\\11\\ctr\\val` : Subtracts 'val' from 'ctr'.</li>\n<li>`\\12\\ctr\\val` : Sets 'ctr' to 'val'.</li>\n<li>`\\13\\ctr\\percent` : Adds 'percent' % to 'ctr'.</li>\n<li>`\\14\\ctr\\percent` : Subtracts 'percent' % from 'ctr'.</li>\n<li>`\\15\\ctr\\percent` : Sets 'ctr' to 'percent' % full.</li>\n<li>`\\16\\itemid` : Gives the player 'itemid', silently. The item is not held up, nor does its' pickup script run; though its' counter effects will.</li>\n<li>`\\17\\itemid` : Takes 'itemid' from the player, silently. Its' pickup counter modifications will be reversed when removed.</li></ul>}\n\n<h3>Misc Codes</h3>\n#{<ul><li>`\\18\\dmap\\screen\\[[x\\y|<block>If `x < 0`, then y is treated as a return square(0-3 for return squares A-D, 5 for pit warp).\nIf `x >= 0`, then x+y act as destination coordinates.</block>]]\\[[effect|$WARPEFFECT_]]\\sound` : Warps the player to 'dmap,screen'.</li>\n<li>`\\19\\dmap\\screen\\register\\value` : Sets `Screen->D[register] = value;` for the specified screen.</li>\n<li>`\\20\\sfxid` : Plays a specified sfx</li>\n<li>`\\21\\MIDIid` : Plays a specified quest midi (cannot play the built-in midis)</li>\n<li>`\\29` : Immediately exits the current string. If there is a 'next string', it will begin immediately. The prompt to press 'A' to continue will be skipped.</li>\n<li>`\\30` : Pauses the string and prompts the player to press A to continue (as normally occurs at the end of a string)</li>\n<li>`\\132\\perm` : Triggers secrets, which are permanent unless 'perm' is '0'</li>\n<li>`\\133\\[[flag|Use the 'ST_' constants from 'std_constants.zh']]\\[[state|1 for on, 0 for off]]` : Sets a screen state on the current screen.</li>\n<li>`\\134\\map\\screen\\[[flag|Use the 'ST_' constants from 'std_constants.zh']]\\[[state|1 for on, 0 for off]]` : Same as \\133 above, for a remote map/screen</li>\n<li>`\\136\\generic_script_id\\[[force_redraw|If !=0, force the entire screen to redraw before running the frozen script.]]` : Run the specified generic script, in the ${genericdata::RunFrozen|RunFrozen} mode.</li></ul>}"
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