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_pc | PC のフェードイン |
fade_out_pc | PC 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) |
============= 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>