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A new utility routine for std.zh

4 replies · 1,624 views · Started 09 November 2007

Looking at the utility routines in std.zh, would it be possible to add a new one that worked for Link->Warp(dmap, screen);, so that instead of having to input a single number for the screen, you could input its coordinates?

Would this be simmilar to the ComboAt integer?

Is Link->Warp

different from

Link->PitWarp?

If Link->Warp uses the side warp he would spawn on the green square right?

I haven't tested any of that though. That could fix it....if it works. :shrug:

Well, Link->PitWarp(); sends Link with his current (x,y) coordinate, and I can't really remember how the warp return point is set on the screen when you use Link->Warp(); but I think it's one of the squares.

That's not really what I meant though.

What I meant was, how you input the screen coordinates, not Link's (x,y) once on the screen, as if to be something like:

Link->PitWarp(DMap, ScreenAt(0,A));

Have you forgotten that those screen "coordinates" are hexadecimal numbers?

Link->PitWarp(Dmap, 0x0A);

Urm...
I've heard the word hexadecimal but I'm afraid I'm not sure what it means.

And for that integer, you have to just put in one number, that counts across from the top,
0, 1, 2, 3 ... 15
16, 17, 18, 19 ... 31
32, 33, 34, 35 ... 47

like that. Or at least, that's how I was told and how I've been using it.