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イベントコマンド effect の使用例

イベントコマンド説明
effect x xエフェクトの表示
x は左から
image_effect.txt のエフェクト番号(0 〜)
エフェクト後に実行されるイベントコマンド番号(省略可)
fade_in_pcPC のフェードイン
fade_out_pcPC のフェードアウト
scene x x x x場面変更
x は左から
移動先の場面ファイル番号
移動先のPC位置(X)
移動先のPC位置(Y)
移動先で実行するイベントコマンド番号(省略可。移動先場面の番号)

以下のデータを入力し、店の魔方陣から宿屋2Fへ移動する。


============= image_effect.txt の例 =============

<image_effect_number>
7
</image_effect_number>
-------------------------
0
-------------------------
<image_effect_data>
<image_effect_main_data>
0 20 13 11 0 0 arrow2.bmp 0 1 255 0 255 0 0 26 11
</image_effect_main_data>
<image_effect_pos_number>
2
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
</image_effect_pos_data>
</image_effect_data>
-------------------------
1
-------------------------
<image_effect_data>
<image_effect_main_data>
0 20 17 13 0 0 arrow.bmp 0 1 255 0 255 0 0 34 13
</image_effect_main_data>
<image_effect_pos_number>
2
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
</image_effect_pos_data>
</image_effect_data>
-------------------------
2
-------------------------
<image_effect_data>
<image_effect_main_data>
0 20 17 13 0 0 arrow.bmp 0 1 255 0 255 0 13 34 13
</image_effect_main_data>
<image_effect_pos_number>
2
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
</image_effect_pos_data>
</image_effect_data>
-------------------------
3
-------------------------
<image_effect_data>
<image_effect_main_data>
0 2 128 128 0 0 rapier008.bmp 1 1 0 0 0
</image_effect_main_data>
<image_effect_pos_number>
10
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
2 0
3 0
4 0
0 1
1 1
2 1
3 1
4 1
</image_effect_pos_data>
</image_effect_data>
-------------------------
4
-------------------------
<image_effect_data>
<image_effect_main_data>
0 6 32 32 0 0 treasure.bmp 0 1 120 195 128 0 0 32 128
</image_effect_main_data>
<image_effect_pos_number>
4
</image_effect_pos_number>
<image_effect_pos_data>
0 0
0 1
0 2
0 3
</image_effect_pos_data>
</image_effect_data>
-------------------------
5
-------------------------
<image_effect_data>
<image_effect_main_data>
0 2 96 96 0 0 ef15.bmp 1 1 0 0 0
</image_effect_main_data>
<image_effect_pos_number>
15
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
2 0
3 0
4 0
0 1
1 1
2 1
3 1
4 1
0 2
1 2
2 2
3 2
4 2
</image_effect_pos_data>
</image_effect_data>
-------------------------
6
-------------------------
<image_effect_data>
<image_effect_main_data>
1 2 60 60 -14 -8 warp_s.bmp 1 1 0 0 0 0 0 300 120
</image_effect_main_data>
<image_effect_pos_number>
10
</image_effect_pos_number>
<image_effect_pos_data>
0 0
1 0
2 0
3 0
4 0
0 1
1 1
2 1
3 1
4 1
</image_effect_pos_data>
</image_effect_data>


============= scene3.txt の例 =============

<scene_kind>
2
</scene_kind>
<scene_name>
宿屋 2F
</scene_name>
<filename_map_data>
map3.bin
</filename_map_data>
<filename_bg_map_chip>
map3_bk.bmp
</filename_bg_map_chip>
<lyer_map_chip>
map3_ly.bmp 2 0 0 0 0
</lyer_map_chip>
<midi_index>
3
</midi_index>
<scene_change_number>
4
</scene_change_number>
<scene_change_data>
2 8 0 4
2 8 1 4
2 8 2 4
8 5 4 5
</scene_change_data>
<flag_number>
7
</flag_number>
-------------------------
0
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
nar 0
</flag_cmd_data>
</flag_data>
-------------------------
1
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>

</flag_cmd_data>
</flag_data>
-------------------------
2
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
load
</flag_cmd_data>
</flag_data>
-------------------------
3
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
exit
</flag_cmd_data>
</flag_data>
-------------------------
4
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
scene 2 2 3
</flag_cmd_data>
</flag_data>
-------------------------
5
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
scene 4 1 4
</flag_cmd_data>
</flag_data>
-------------------------
6
-------------------------
<flag_data>
<flag_cmd_number>
2
</flag_cmd_number>
<flag_cmd_data>
fade_in_pc
effect 6
</flag_cmd_data>
</flag_data>


============= scene4.txt の例 =============

<scene_kind>
2
</scene_kind>
<scene_name>
店
</scene_name>
<filename_map_data>
map4.bin
</filename_map_data>
<filename_bg_map_chip>
map4_bk.bmp
</filename_bg_map_chip>
<lyer_map_chip>
map4_ly.bmp 2 0 0 0 0
</lyer_map_chip>
<midi_index>
3
</midi_index>
<scene_change_number>
2
</scene_change_number>
<scene_change_data>
5 8 0 4
1 4 4 5
</scene_change_data>
<npc_index_number>
1
</npc_index_number>
<npc_index_data>
2
</npc_index_data>
<event_pos_number>
1
</event_pos_number>
<event_pos_data>
0 5 5 3 6 0
</event_pos_data>
<flag_number>
8
</flag_number>
-------------------------
0
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
nar 0
</flag_cmd_data>
</flag_data>
-------------------------
1
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>

</flag_cmd_data>
</flag_data>
-------------------------
2
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
load
</flag_cmd_data>
</flag_data>
-------------------------
3
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
exit
</flag_cmd_data>
</flag_data>
-------------------------
4
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
scene 0 16 18
</flag_cmd_data>
</flag_data>
-------------------------
5
-------------------------
<flag_data>
<flag_cmd_number>
2
</flag_cmd_number>
<flag_cmd_data>
fade_out_pc
effect 6 7
</flag_cmd_data>
</flag_data>
-------------------------
6
-------------------------
<flag_data>
<flag_cmd_number>
2
</flag_cmd_number>
<flag_cmd_data>
face 2
talk 3
</flag_cmd_data>
</flag_data>
-------------------------
7
-------------------------
<flag_data>
<flag_cmd_number>
1
</flag_cmd_number>
<flag_cmd_data>
scene 3 8 5 6
</flag_cmd_data>
</flag_data>