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blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 3550/4196 EXP: 21533995 Next: 302606 Since: 02-19-07 From: Ithaca, NY, US Last post: 472 days Last view: 84 days |
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TheBlueEcho |
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Level: 19 Posts: 58/60 EXP: 34926 Next: 851 Since: 11-09-08 Last post: 4651 days Last view: 4921 days |
Posted by blackhole89Oh, that's ok. Thanks again! |
TheBlueEcho |
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Level: 19 Posts: 59/60 EXP: 34926 Next: 851 Since: 11-09-08 Last post: 4651 days Last view: 4921 days |
Yep. I need somebody to translate again.
http://monz.sp.land.to/wp/archives/135/ Thanks for all your help. |
Aquamancia |
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Crow Level: 43 Posts: 372/378 EXP: 553188 Next: 11858 Since: 10-22-08 Last post: 3088 days Last view: 1440 days |
Sorry for the bump, but a new version (20120108beta) has just been released.
Posted by "mon" Short version: New TRY functions, events, parts, and various other things that I can't be bothered to mention. More info here. ____________________ Fraxy Creations Youtube Channel |
Garoslaw |
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Level: 33 Posts: 111/211 EXP: 219530 Next: 9649 Since: 04-10-10 From: Poland Last post: 2662 days Last view: 2634 days |
Don't forget about the calculator added in the Misc window. ____________________
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Garoslaw |
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Level: 33 Posts: 172/211 EXP: 219530 Next: 9649 Since: 04-10-10 From: Poland Last post: 2662 days Last view: 2634 days |
New Fraxy Version: 20120623_beta
http://monz.sp.land.to/wp/archives/194/ Newly Added: -Texture Effector, Charge 2 Effector -Added Events to Thunder Effectors -Ability to reverse the colour of the Effectors (you can make a sprite from the effector display in a Negative) -Mosaic Effector -Ability to make E-Walls erase bullets, instead of hitting. -New TRY Functions: CHOICERESET, CHOICEPOS, CHOISEWORD, CHOICEIMAGE, CHOICEIMAGEFONT, MOSAIC (28225 bytes collapsed: Version Changelog) (collapse Version Changelog) - Add the parts "texture" effector new This effect as of the texture to draw the sprite using the spare parts. Please note that because behavior patterns that are registered in the attack, but this part has been classified as effector. How to specify the drawing area There are two types of texture. Texture point 4 (Texture type: 0) 4-point texture is in the drawing area to specify the four points in the 1 ~ 4 (P1 ~ P4) spare parts. Please specify in the order in which to make a rectangle basically like A. You can also be cross as B, by position and orientation may not be drawn correctly. (This can not be modified in the specification of HSP) Pair parts textures (Texture type: 1 ~ 8) Textures are spare parts to draw a rectangle area of the part that is specified in the spare parts. Can specify up to four pairs of 1 to 4 parts subject, contact determination is applied to only one pair parts. Starting point is different for each type value. In addition, the normal type value of 1 to 4 clockwise, 5-8 will be in a counterclockwise direction. (5 to 8 sprite that is inverted with respect to 1-4) Contact determination is enabled by setting specific parameters. If a player is in contact with the contact determination area, returns & 2 in the status notification. Afterimage by 12 specific parameters does not have a contact determination. This part is you can change the following specific parameters. 1-specific parameters: option (option: 0 ~) Drawing type: 2-specific parameters (draw type: 0 ~) Three specific parameters: Sprite ID (sprite ID) Four specific parameters: texture type (texture type: 0 ~ 8) 5-specific parameters: options for drawing (draw option: 0 ~) Hue: 6-specific parameters (Hue: ~ 0 ~, 4096 = 360.0) Saturation: 7-specific parameters (Saturation: -4096 ~ 0, -4096 = 0.0, 0 = 1.0) Brightness: 8-specific parameters (Lightness: -4096 ~ 0 ~ 4096, -4096 = 0.0, 0 = 0.5, 4096 = 1.0) Blend mode: 9-specific parameters (blend mode: 0 ~ 6) 10-specific parameters: alpha blending (alpha blend: -1 ~ 6) Blend ratio: 11-specific parameters (blend rate: 0 ~, 0 = 0%, 256 = 100%) Value frame effect: 12-specific parameters (effect frame value: 1 ~ 255) Coefficient Operating speed: 13-specific parameters (action speed coefficient: -4000 ~ 4000%) X magnification factor: 14-specific parameters (zoom X coefficient: -4000 ~ 4000%) Y expansion coefficient: 15-specific parameters (zoom Y coefficient: -4000 ~ 4000%) A specific parameter sets the following values. Default: 0 (default) A: 2-specific parameters to reflect the later (refer exparam) 2: always reflect the subsequent 2-specific parameters (always refer exparam) & 4: Enabling contact determination (enable hitbox) Drawing of two type-specific parameters are set the following values. : 0-color fill (solid (HSL color)) 1: Sprite (sprite) (Solid) is specified without sprite, and then draw in the (HSL) color fill color specification. (Sprite) is a sprite (1 -), both can be specified (-127 to -1) Sprites animation. 3-specific parameter sets the sprite ID. If the drawing type (solid) will be ignored-color fill. Four parameters that are specific to set the texture type. 0: Texture point 4 (4point texture) : 1 to 8 parts texture pair (pair parts texture) 4-point texture is in the drawing area to specify the four points in the 1 ~ 4 (P1 ~ P4) spare parts. Spare parts the texture of parts to draw a rectangle area that is specified in the spare parts. The target pair parts can specify up to four of from 1 to 4, and judgment will be applied only contact a spare parts. 5-specific parameter sets the following values. & 1: automatic attenuation of blend ratio (auto attenuation of blend rate) & 2: Enabling the fade-in (enable fadein) & 4: Enabling the fade-out (enable fadeout) & 128: Do not change the animation speed (don't adjust animation speed) & 256: the animation to loop (loop animation) & 512: How to start a random frame of animation (animation starts from random frame) & 1024: Using a counter to the start of the animation frames (use sub counter for start frame of animation) & 4096: Enable (enable effect scrolling) scroll effect Type-specific parameters are drawing 6-8 if (-1), set the foreground color in the HSL color fill. If the drawing type (sprite) is ignored sprite. Value will automatically roll (Hue) 4096 = 360 degrees, if you specify more than one 4096 H. (Saturation) is the saturation is reduced by decreasing the value 0 as a reference, you will monochrome -4096 S. Bright and darker, smaller (Lightness) is a higher value relative to the 0 L. 9 unique blend mode of the parameter is set the following values. Default: 0 (default (addition)) 3: Synthesis of semi-transparent (translucent) 4: Synthesis of semi-transparent (translucent (black disregard)) 5: additive synthesis (addition) 6: Synthesis of subtraction (subtraction) Blend of 10 alpha-specific parameters are set the following values. -1: OFF 0: ON (default (subtraction)) 3: Synthesis of semi-transparent (translucent) 4: Synthesis of semi-transparent (translucent (black disregard)) 5: additive synthesis (addition) 6: Synthesis of subtraction (subtraction) 11-specific parameter sets the blend ratio. When the drawing is treated as a blended rate of 100% 0% 0, 256 to 100%, even if you set more than 256. 12-specific parameter sets the duration of the effect object that has been generated. If (& 1) is specified blend ratio will now automatically decay decay automatic 5-specific parameters. 13-specific parameter sets the speed factor. Operating speed factor will affect the basic rate for each pattern. 14 and 15 are specific parameters to set the magnification factor. 4-point texture will be applied only 14 specific parameters. Spare parts and 15 texture-specific parameter 14 will be applied. - Add the parts "(mosaic) screen" new This effect raises the mosaic effect to the entire screen. "Screen (mosaic)" This part is you can change the following specific parameters. A specific parameter: flag (flag: 0 ~ 2) Two specific parameters: block size X (blocksize X: 0 or 1 ~) Three specific parameters: block size Y (blocksize Y: 0 or 1 ~) 4-specific parameters: fade-in frame (fadein frame: 0 ~) 5-specific parameters: Hold frame (hold frame: 0 ~) 6-specific parameters: fade-out frame (fadeout frame: 0 ~) A specific parameter sets the following values. 0: to remove the mosaic (disable mosaic) 1: Use the half-tone mosaic (enable halftone mosaic) 2: Using the mosaic (enable mosaic) Processing speed is slightly reduced half-tone mosaic will be better quality. Specific parameters 2 and 3 specifies the block size of the mosaic. Window size will be applied If you specify a block size to 0. - Add the parts "(Charge 2) effector" new Effector and the existing difference (charge), operate in a normal sprite. It has also some different specific parameters. This part is you can change the following specific parameters. A specific parameter: flag (flag: 0 ~) Two specific parameters: size (size rate: 0 ~ 500%) Angle range generate: 3-specific parameters (arc range: 0 ~ 4096) Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%) Specific parameters 5-12: Sprite ID (sprite ID) Generation range: 13-specific parameters (generate range: 0 ~ 100) X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%) Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%) 16-specific parameters: blend rate coefficient (blendrate coefficient) A specific parameter sets the following values. & 1: apply (change size (ex2)) to change the size & 2: apply (change arc range (ex3)) to change the angle range generate & 4: Application (change draw frame rate (ex4)) to change the frame rate drawing & 8: Application (change sprite (ex5 ~ 12)) to change the sprite & 16: a random angle (random angle) & 32: OFF (disable alpha blend) blend the α & 64: ON (enable alpha blend) blend the α & 128: Do not change the animation speed (dont change animation speed) & 256: the animation to loop (loop animation) & 512: How to start a random frame of animation (start frame at random) & 1024: How to sprite upside down (turn the sprite) & 2048: Hittsuki attribute (sticky) & 4096: Enable (enable effect scrolling) scroll effect & 8192: How to subtract the blend mode (subtract blending) & 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor Tri-relationship - Added a function chr Please note also outputs the code to handle because they can not normally enter such characters as a string return the specified character code: chr (). - Added a function getinfo Specify the same parameters as the "GETINFO" Basically, each to obtain information: getinfo (,). Of parameters can not be omitted, however. Please note that there may be a problem because there are a lot of parts to fix, including the "GETINFO". - Add the item can be retrieved by getinfo There is a document that outlines the value of the getinfo in the tri-folder. type, param Parts of enemy endurance: 15, ID (parts: durability) Maximum endurance of enemy parts: 16, ID (parts: maximum durability) Energy part of the enemy: 17, ID (parts: energy) Maximum energy of enemy parts: 18, ID (parts: maximum energy) Energy resilience of enemy parts: 19, ID (parts: energy regeneration) Score of enemy parts: 20, ID (parts: score) Stan enemy value of parts: 21, ID (parts: stun value) Destruction of enemy status parts: 22, ID (parts: destroy status) (0 = living, 1 ~ = destroying) Part ID of enemy core parts: 23, ID (parts: core ID) Parent ID of enemy parts parts: 24, ID (parts: parent ID) Part ID of enemy pointer parts: 25, ID (parts: pointer ID) Of spare parts Parts enemy 1ID: 26, ID (parts: pair1 ID) Of spare parts Parts enemy 2ID: 27, ID (parts: pair2 ID) Of spare parts Parts enemy 3ID: 28, ID (parts: pair3 ID) Of spare parts Parts enemy 4ID: 29, ID (parts: pair4 ID) Operating status of enemy parts: 30, ID (parts: movement flag) (0 = play, -1 = stop, 1 ~ = stop (frame)) Enemy behavior patterns of parts: 31, ID (parts: move action) Parts of enemy action frame: 32, ID (parts: move frame) Stopped state behavior of enemy parts: 33, ID (parts: move flag) (0 = play, -1 = stop, 1 ~ = stop (frame)) Parts of enemy attack patterns: 34, ID (parts: attack action) Enemy attack frame of parts: 35, ID (parts: attack frame) Enemy attack stopped state of parts: 36, ID (parts: attack flag) (0 = play, -1 = stop, 1 ~ = stop (frame)) Destruction of the enemy pattern parts: 37, ID (parts: destroy action) Destruction of the enemy frame parts: 38, ID (parts: destroy frame) Notification status of enemy parts: 40, ID (parts: notify status) A variable part of the enemy: 41, ID (parts: variable1) Two variable parts of the enemy: 42, ID (parts: variable2) Variable parts of the enemy 3: 43, ID (parts: variable3) 4 variable parts of the enemy: 44, ID (parts: variable4) Parts of a specific enemy parameters: 201, ID (parts: extra parameter1) ~ Enemy-specific parameters of the part 16: 216, ID (parts: extra parameter16) - Added a "WAITFOR" instruction to wait depending on the conditions "WAITFOR", int1, int2 int1: value or conditional ex weight values: int2 (wait frame: 0 ~) if (int1 = 0), between stops (int2) frame to abort the script running is false int1. After stopping, this instruction is executed again. if (int1! 0) will continue the script without interruption is true also stop int1. This instruction Please note that if the condition is not true, the script is called stay down forever. If you have a + + and in the sub-script with the 3 (a = 10), the weight value in a conditional ex Determined that more than 10 missing while waiting in a wait occurs. Will be similar to the following script to reproduce the same behavior in the existing instruction and this instruction. "REPEAT", -1 "IF", int1 "EXITLOOP" "ENDIF" "WAIT", int2 "LOOP" - Added the "MOSAIC" instruction screen effect "MOSAIC", int1, int2, int3, int4, int5, int6 int1: fade-in frame (fadein frame: 0 ~) int2: Hold frame (hold frame: 0 ~) int3: fade-out frame (fadeout frame: 0 ~) int4: flag (flag: 0 ~ 2) int5: block size X (blocksize X: 0 or 1 ~) int6: block size Y (blocksize Y: 0 or 1 ~) - Fixed several bugs related to the sub-script · And · "TIMEREND" Fixed a bug cause strange values (_cnt) system variable to put such "WAIT" running at the same time "REPEAT" multiple-Fixed handling of running at the same time the "CHOICES" more than one still, there might be a temporary fix handling of "PLAYERDESTROYED" - Add some instruction related to "CHOICES" Must be set prior to running the "CHOICES" "CHOICEWORD", "CHOICEIMAGE", "CHOICEIMAGEFONT" and "CHOICEPOS" is. String that you specify in the "CHOICES" is a string of "CHOICEIMAGEFONT" and "CHOICEWORD" will be used. Please see the sample in the tri-folder. "CHOICERESET", int1 Instruction set to initialize the type and location of each item in the "CHOICES". If you specify -1 initializes all items. item ID to be initialized: int1 (itemID: -1 or 0 ~ 7) "CHOICEPOS", int1, int2, int3, int4, int5 Instruction to set the position of each item in the "CHOICES". target item ID: int1 (itemID: 0 ~ 7) Alignment: int2 (align: 0 ~ 15) origin position: int3 (base pos: 0 ~ 7) int4: X position (pos X) int5: Y position (pos Y) "CHOICEWORD", int1 Set each item type to a string of "CHOICES". You need to set the position in the "CHOICEPOS" item was set by this instruction. target item ID: int1 (itemID: 0 ~ 7) "CHOICEIMAGE", int1, int2, int3, int4, int5, int6, int7, int8 Set the image type each item in the "CHOICES". You need to set the position in the "CHOICEPOS" item was set by this instruction. target item ID: int1 (itemID: 0 ~ 7) int2: ID image (image ID) int3: X yuan image (image X) int4: Y yuan image (image Y) int5: X size image (size X) int6: Y image size (size Y) int7: blend mode (blend mode: 3 ~ 6) blend ratio: int8 (blend rate: 0 ~ 255) "CHOICEIMAGEFONT", int1, int2, int3, int4, int5, int6, int7, int8 Set the font type image of each item "CHOICES". You need to set the position in the "CHOICEPOS" item was set by this instruction. target item ID: int1 (itemID: 0 ~ 7) int2: ID image (image ID) int3: font size X (font size X) int4: font size Y (font size Y) int5: X position correction for each character drawing of 1 (pos shift X) int6: Y position correction for each character drawing of 1 (pos shift Y) int7: blend mode (blend mode: 3 ~ 6) blend ratio: int8 (blend rate: 0 ~ 255) Relations editor - Extend the set of spare parts Was added to specify from 1 to 4 to set the spare parts spare parts. If not specified, please specify a particular spare parts. Existing data event is supposed to be replaced by a spare parts specified, please note, because it may cause a malfunction and that another value is specified for some reason. - To add an event condition "(Pair) distance" and "(Pointer) distance" Returns the distance between the pointer and parts spare parts. If a part does not already exist, it returns -1. True if is determined that for "the distance between the target part (Distance - Added "previous event" in the event condition This is a special condition. Returns the execution state of the event (on one of the event list) just before. If one is running, if it is not will be 0. If this is the event itself at the top of the list, it returns -1. Also returns -1 if it is run for the first time in the event of its parts. (For example, was the top event has been deleted) - Special events in addition to the settings to "or determined by the condition" To run the event will be True if any one of the conditions in and checked. - Added (& 16) to clear the bullet and ship (& 8) always reflect specific parameters to the parameters of a specific wall energy 1-specific parameters: behavior options (option) Length: 2-specific parameters (length: -1 or 1 ~ 1024 dot) Width: 3-specific parameters (width: 1 ~ 100 dot) Specific parameters not ship collisions and bullet Indestructible = -2: (-2 ~ -1,1 ~ 999999 durability) -1 = 5: Durability: 4-specific parameters for drawing options (draw option) Frame trigger value: 6-specific parameters (frame until finish generating: 1 ~ frame) Reflection attribute value: 9-specific parameters (reflect attribute: -1 ~) Wall attribute value: 11-specific parameters (wall attribute: -1 ~) Options of a specific parameter to specify the following values. & 1: Disable (invalidate collision with player) the determination of contact with player & 8: always reflect the specific parameters (always refer exparam) & 16: To clear the ship bullet (eliminate player bullet) 3,5,6,9,11 (& 8) 2-specific parameters and always reflect the specific parameters are valid. (& 16) will clear the bullet effects and sound effects without the ship was in contact with the ship to clear the bullet. The length of the parameter is specified in units of 2-specific dot the length of the wall energy. If you specify -1 to the length, to generate the energy wall between himself and spare parts. 5 options of parameters specific to the drawing, specify the following values. Parts fit into the middle of the start and end points: 0 (cardinal point: center) Fit into parts starting point: 1 (cardinal point: start point) Fit the end parts: 2 (cardinal point: end point) & 4: Do not draw a starting point (don't draw start point) & 8: Do not draw the end (don't draw end point) & 16: Do not draw a stick (don't draw bar) & 32: Do not draw the lightning (don't draw lightning) & 64: Do not draw the trigger at the start of emission (don't draw light of generate) 0 to 2 can be specified only one of them. You can specify more than one and four since that adds the values of 0 to 2 respectively. Frame-specific activation of the parameter value is a value in six frames to generate a complete end wall energy. Will be generated if you specify an instant. If you are no longer destroyed the durability, returns & 1 to status notification. If you are in contact with the player, returns & 2 in the status notification. If you are in contact with the bullet of player, returns & 4 in the status notification. - Added (& 16) to clear the ship bullets to a specific parameter of barrier A specific parameter: use flag-specific parameters (exparam flag and option) Two specific parameters: size (size: 1 ~ 2000 dot) The size of the arc: 4-specific parameters and the bullet does not ship collision -2 = non-destruction: (-2 ~ -1,1 ~ 999999 durability) -1 = endurance: 3-specific parameters (arc size: 1 ~ 2048) Reflection attribute value: 9-specific parameters (reflect attribute: -1 ~) Wall attribute value: 11-specific parameters (wall attribute: -1 ~) 1-4 specific parameters will be applied if you specify a value other than 0 to a specific parameter. Options of a specific parameter to specify the following values. -1: (Will be converted to two internally) counter-clockwise (counterclockwise, it's changed to 2 automatically) 0: Do not apply specific parameters (default) 1: clockwise (clockwise) 2: counter-clockwise (counterclockwise) & 4: hidden (invisible) & 8: always reflect the specific parameters (always refer exparam) & 16: To clear the ship bullet (eliminate player bullet) 4,9,11 (& 8) 2-specific parameters and always reflect the specific parameters are valid. (& 16) will clear the bullet effects and sound effects without the ship was in contact with the ship to clear the bullet. If the barrier is destroyed, returns & a notification on the status of the part. Will be sent only once at the moment this notification has been destroyed. Status notification can be referenced in the conditions of the event. If you are in contact with the player, returns & 2 in the status notification. If you are in contact with the bullet of player, returns & 4 in the status notification. - Added (& 16384) and apply the change of each coefficient (& 8192) to subtract the blend mode to a specific parameter of the effector A specific parameter: flag (flag: 0 ~) Two specific parameters: size (size rate: 0 ~ 500%) Three specific parameters: rotational speed (rotate speed) Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%) Specific parameters 5-12: Sprite ID (sprite ID) 13-specific parameters: the velocity factor (speed coefficient) 14-specific parameters: coefficient of X (X coefficient) 15-specific parameters: coefficient Y (Y coefficient) 16 specific parameters: blend rate coefficient (blendrate coefficient) A specific parameter sets the following values. & 1: apply (change size (ex2)) to change the size & 2: apply (change rotate speed (ex3)) to change the rotational speed & 4: Application (change draw frame rate (ex4)) to change the frame rate drawing & 8: Application (change sprite (ex5 ~ 12)) to change the sprite & 16: a random angle (random angle) & 32: OFF (disable alpha blend) blend the α & 64: ON (enable alpha blend) blend the α & 128: Do not change the animation speed (dont change animation speed) & 256: the animation to loop (loop animation) & 512: How to randomly start frame of the animation (start frame at random) & 1024: How to sprite upside down (turn the sprite) & 2048: Hittsuki attribute (sticky) & 4096: Enable (enable effect scrolling) scroll effect & 8192: How to subtract the blend mode (subtract blending) & 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor Effect to change the sprite of 5-12 specific parameters are set. Please note that a different number of sprites that are used by the effector. In addition, several effector can not be changed. Sprite ID is a value that is defined internally. ID of the sprite can be specified, please refer to the sprite list of chores window. Drawing frame rate of 4-specific parameters will be 32 frames to eight frames, if you specify 200 for 16 frames, if you specify a 50 yuan. If you specify a sprite animation, this value will also apply to animation speed. If you & 128 are specified in a specific parameter, the animation speed is not changed. Factor of 13 to 16 parameters that are specific effect differs depending on each effector. Normal-effector system (common) Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%) X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%) Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%) Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%) Kay effector shock wave (shockwave) Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%) 14-specific parameters: none (none) 15-specific parameters: none (none) Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%) Kay effector explosion (explosion) Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%) 14-specific parameters: none (none) 15-specific parameters: none (none) Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%) - Change of system-specific parameters (shock) effector A specific parameter: flag (flag: 0 ~) Two specific parameters: size (size rate: 0 ~ 500%) Angle range generate: 3-specific parameters (arc range: 0 ~ 4096) Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%) Specific parameters 5-12: Sprite ID (sprite ID) Random numbers: 13-specific parameters (random number: 0 ~ 100 ~ n%) X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%) Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%) Blend ratio factor: 16 specific parameters (blendrate coefficient: 0 ~ 100 ~ n%) A specific parameter sets the following values. & 1: apply (change size (ex2)) to change the size & 2: apply (change arc range (ex3)) to change the angle range generate & 4: Application (change draw frame rate (ex4)) to change the frame rate drawing & 8: Application (change sprite (ex5 ~ 12)) to change the sprite & 16: a random angle (random angle) & 32: OFF (disable alpha blend) blend the α & 64: ON (enable alpha blend) blend the α & 128: Do not change the animation speed (dont change animation speed) & 256: the animation to loop (loop animation) & 512: How to start a random frame of animation (start frame at random) & 1024: How to sprite upside down (turn the sprite) & 2048: Hittsuki attribute (sticky) & 4096: Enable (enable effect scrolling) scroll effect & 8192: How to subtract the blend mode (subtract blending) & 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor Effect to change the sprite of 5-12 specific parameters are set. Please note that a different number of sprites that are used by the effector. In addition, several effector can not be changed. Sprite ID is a value that is defined internally. ID of the sprite can be specified, please refer to the sprite list of chores window. Drawing frame rate of 4-specific parameters will be 32 frames to eight frames, if you specify 200 for 16 frames, if you specify a 50 yuan. If you specify a sprite animation, this value will also apply to animation speed. If you & 128 are specified in a specific parameter, the animation speed is not changed. Other - Fixed a bug in the player would use suicide bombers equipped with And the remaining amount of energy consumption occurred when the same. This is terrible. - Fixed the process of determining contact of laser energy and wall system Point was funny, such as the direction of the effect under specific conditions. - Fixed various sub-processes of the main health bar and health bar So there is no fixed bonus in a state of rapid change. Fixed a bug that strange bar when you change various display the current value and maximum value. Behavior may have been changed a little because we modify accordingly. - Fixed a little bit related processing of the editor interface Modification of settings window and event window chore. Please report to us if you have part does not work. (2638 bytes collapsed: Downloads) (collapse Downloads) http://monz.sp.land.to/fraxy/fraxy_20120623beta.zip Event/Extra Parameter Samples http://monz.sp.land.to/fraxy/etc/sample_event_or.fed http://monz.sp.land.to/fraxy/etc/sample_distance_pair.fed http://monz.sp.land.to/fraxy/etc/sample_previousevent.fed http://monz.sp.land.to/fraxy/etc/sample_mosaic.fed http://monz.sp.land.to/fraxy/etc/sample_ewalloption.fed Effector Samples http://monz.sp.land.to/fraxy/etc/sample_effector_subtract.fed http://monz.sp.land.to/fraxy/etc/sample_effector_thunder_ex13.fed Charge 2 Samples http://monz.sp.land.to/fraxy/etc/sample_effector_charge2_1.fed http://monz.sp.land.to/fraxy/etc/sample_effector_charge2_2.fed http://monz.sp.land.to/fraxy/etc/sample_effector_charge2_3.fed http://monz.sp.land.to/fraxy/etc/sample_effector_charge2_4.fed Texture Effector Samples http://monz.sp.land.to/fraxy/etc/sample_texeffector1.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector2.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector3.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector4.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector5.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector6.fed http://monz.sp.land.to/fraxy/etc/sample_texeffector7.fed ____________________
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Garoslaw |
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Level: 33 Posts: 198/211 EXP: 219530 Next: 9649 Since: 04-10-10 From: Poland Last post: 2662 days Last view: 2634 days |
Sorry guys, kinda skipped the previous update, but I'll add what's new in this post all together.
New Fraxy Version: 20130810_beta http://monz.sp.land.to/wp/archives/202/ New Features (prior to 20130701/02beta): -Number of consequentive actions in an event was raised from 16 to 32. -Two new player weapons: Player Laser and Flash Bullet, which has loads of customization options. -Distortion effector -Debug Mode for TRY, now you may view logs of the TRY script in the game whenever an issue occurs, activates using "DEBUGMODE" -New TRY functions: "OBJECTANGLE" that allows you to change angles of objects created in the TRY, "OBJECTZOOM" that can magnify objects created in the TRY. -Several bug fixes relating to the calculation properties of Fraxy, as well as the Replay files. -Changes made to the Boss editor: New target icon, Values in the editor can be changed by clicking on the box, then rolling the mouse wheel up/down (The altered value can be greater when holding Shift or Ctrl, though all this can be modified easily), New ways variables can be altered (via rand(), for example), New events -Added Player Heat (It works when the player is being grazed with an Ion Ring or projectiles from Flamethrowers, after it reaches it's peak, the HP goes down. This seems to also work when a player uses the Laser weapon.) -Fatal errors can be exported to a file. -20130702beta features mainly more bugfixes and tweaks to the player weapons. New Features (prior to 20130810beta): -"CHOICES" can now have added countdown using "SETCOOPERATIVE" and "DESTROYCHOICES" -Fixed bugs relating to the TRY code (Fixed "variables with the letter d create just the variable 'd'", ""FRAXY_TRY" error"), if you had a TRY in the works that did not work at all, despite the correct code, it should work now. -Barriers and Energy Walls can now transfer damage (After adding the value 32 to Ex. Parameter 1 and setting Transfer damage to another part.) -Other bugfixes (41786 bytes collapsed: Version Changelog) (collapse Version Changelog) 20130701beta Part relationship - Add "effector (distortion)" the new parts This effect to make the deformation such as the expansion and contraction and expansion in the range of round. I have a specific parameters different from the normal effector. This part can be used to change the specific parameters of the next. Specific parameters: 1 flag (flag: 0 ~) 2-specific parameters: deformation fade type (transform fadetype: 0 ~ n) Three specific parameters: deformation rate A (transform rate A:-n ~ n, 4096 = 1.0) Specific parameters 4: deformation ratio B (transform rate B:-n ~ n, 4096 = 1.0) 5-specific parameters: minimum size A (min size A:-n ~ n dot) 6-specific parameters: minimum size B (min size B:-n ~ n dot) 7-specific parameters: maximum size A (max size A:-n ~ n dot) 8-specific parameters: maximum size B (max size B:-n ~ n dot) Specific parameters 9: blend mode (blend mode: -7 ~ -2 or 2 ~ 6) Specific parameters 10: blended rate Fade (blend rate fadetype: 0 ~ n) (: 0 ~ n, 4096 = 100% blend rate) blend rate: 11 specific parameters 12 specific parameters: duration frame value (lifetime: 1 ~ frame) (: -4096 ~ -1 Or 0 ~ 4095 angle) direction: 13 specific parameters (:-N ~ n, 4096 = 360deg arc range): specific parameters 14 central angle Specific parameters: 15 mesh precision X (mesh X: -8 ~ 32) Specific parameters: 16 mesh precision Y (mesh Y: -8 ~ 32) 1-specific parameters to set the value of the following. & 1: Apply the specific parameters (enable exparam) & 2: Use the preset (use preset) & 4096: Enable (enable effect scrolling) the effect scroll Only specific parameters of the following applies: If you're using a preset. 2-specific parameters: deformation preset (transform preset:-n ~ n) (:-N ~ n, 4096 = 1.0 transform rate): specific parameters 3 deformation rate 7-specific parameters: size (size:-n ~ n dot) (: 0 ~ n, 4096 = 100% blend rate) blend rate: 11 specific parameters 12 specific parameters: duration frame value (lifetime: 1 ~ frame) Please specify the following values specific parameters 2. And deformation Fade 0 ~ n: any type of fade (fadetype) And deformation preset 1: Preset - Hamon (preset - wave circle) 2: preset - expansion (preset - expansion) 3: Preset - Ring (preset - ring) 4: Preset - gel (preset - gel) Specifies the deformation ratio of 4 and 3-specific parameters or deform how much. I will be no deformation almost 0.0, and 2.0 times ... in 1.0,8192 in 4096 is 0. A changes to B over time in the rate of deformation (0frame) immediately after generation. It is larger than the maximum size you can reverse when you specify a negative number, if you specify a large value. Size of 5-8 specific parameters are specified in units of dots radius of each of the minimum and maximum. A changes to B over time in the size of (0frame) immediately after generation. Please specify the following values of the blend mode-specific parameters 9. -7 To -1: wireframe (wireframe) 2: Usually the synthesis (disable blend rate) 3: Semi-transparent synthetic (translucent) 4: Semi-transparent synthetic (translucent (black disregard)) 5: additive synthesis (addition) 6: Subtract synthetic (subtraction) Draw a wire frame mesh If it is negative to blend mode. Please be used to verify the accuracy and range. In this case, drawing deformation does not occur blended rate is ignored. Fade and blend ratio of 11 and 10 specific parameters to control the blend ratio between the minimum and maximum size. Blended rate will be interpreted as 100% in 4096. Fade You can use anything that is defined but please use the following values usually. 0: No change (no change) 3: mountain type (mountain) 6: linear (linear) 7: linear (linear) 10: curve (curve) 11: curve (curve) Direction of specific parameters 13 is used to specify the direction of adding to the orientation of the parts. It is in a random direction in the range of values obtained by removing the sign if you specify a negative number. 14 specific parameters to specify the central angle. Special deformation correction is added, which will be full circle if 4096, When you specify a value for the other. I will be fan-shaped 90-degree semicircle, if 1024 if 2048. It will be a random angle in the range of values obtained by removing the sign if you specify a negative number. I specify mesh accuracy and 16 15-specific parameters you want to calculate how much finely during deformation. Mesh precision X is the number of divisions of the circumference. Mesh accuracy Y is the number of divisions circumference (maximum size) from the center (minimum size). Please note processing load is likely to be higher and also increase the value of both. It automatically calculates the number of divisions from the minimum and maximum size of the current If it is negative. In this case, I will correct the calculation result in condition 1 times, if -1, double that if -2. - Added (type = 11) and laser flash Barrett (type = 10) to the player Barrett This part can be used to change the specific parameters of the next. Specific parameters: 1 flag (flag: 0 ~) 2-specific parameters: type (type: 1 ~ 10) Specific parameters 3: Attack (fire power: 0 ~) Frame to extinction: specific parameters 4 (frame: -1 ~) 5-specific parameters: speed (speed: -4096 ~ 4096) (: ~ 0 ~ speed rate): specific parameters 6 acceleration value Specific parameters 7: base size A (size A: 1 ~ 1024) 8-specific parameters: base size B (size B: 1 ~ 1024) Specific parameters 9: EMP value (emp value: 0 ~ 4096) 1-specific parameters to set the value of the following. & 1: Apply the change of type (change speed value (ex2)) & 2: Apply the change of attack power (change fire power (ex3)) & 4: Apply the change of frame to extinction (change frame (ex4)) & 8: Apply the change of speed (change speed (ex5)) & 16: Apply the change of acceleration value (change speed rate (ex6)) & 32: Apply the changes of the basic size A (change size A (ex7)) & 64: Apply the changes of the basic size B (change size B (ex8)) & 128: Apply change the EMP value (change emp value (ex9)) Type specific parameter 2 to set the value of the following. 1: Barrett (bullet) 2: Stan Barrett (stun bullet) 3: blaster (blaster) 4: Stan Blaster (stun blaster) 6: Buradekoi (blur decoy) 7: sole diffuser (soll diffuser) 10: Barrett flash (flash bullet) 11: Laser (laser) Acceleration value of specific parameters 6 is the acceleration deceleration, if -1 or less if one or more. A basic size of 7-specific parameters to set the collision size of the bullet itself. 2-3, blaster is set to about 4-6 Barrett normal. Basic size of the B-specific parameters 8 to set the size of the explosion blaster. Setting of each parameter change and sole diffuser and Buradekoi, the several types. - Please set the following parameters if Buradekoi of (type = 6). Specific parameters: 1 flag (flag: 7) 2-specific parameters: type (type: 6) Attribute value: 3-specific parameters (attribute: 255) Frame to extinction: specific parameters 4 (frame: -1 ~) Attribute value is not implemented yet, but please set the 255 because there is a possibility to change the specifications in the future. - Please set the following parameters: If sole diffuser (type = 7). Specific parameters: 1 flag (flag: 111) 2-specific parameters: type (type: 7) Attribute value: 3-specific parameters (attribute: 255) Frame to extinction: specific parameters 4 (frame: -1 ~) Specific parameters 5: option (option: 0 ~ 1) Specific parameters 6: None (none) Area of Effect: 7-specific parameters (size: 1 ~ 1024) 8-specific parameters: absorption rate (absorb rate: 0 ~ 1024%) Attribute value is not implemented yet, but please specify the 255 because there is a possibility to change the specifications in the future. Effective range is about radius dot unit. Absorption rate is the absorption efficiency of the energy stock. (Equivalent to the diffuser normal absorption without, at 100 if you specify 0) Please set the value of the following options specific parameters 5. & 1: stiction (sticky) - Please set the following parameters if flash Barrett (type = 10). Specific parameters: 1 flag (flag: 3 ~) 2-specific parameters: type (type: 10) Specific parameters 3: Attack (fire power: 0 ~) Frame to extinction: specific parameters 4 (frame: 1 ~ 512) Initial velocity: 5-specific parameters (initial speed: 1 ~ 4096 dot) Maximum speed: 6-specific parameters (maximum speed: 1 ~ 4096 dot) Specific parameters 7: base size (line size: 1 ~ 512 dot) 8-specific parameters: explosion size (effect size: 2 ~ 512 dot) Specific parameters 9: EMP value (emp value: 0 ~ 4096) Specific parameters 10: drawing options (draw option: 0 ~ n) Options and reflection contact: specific parameters 11 (collision and reflection option: 0 ~ 65535) 12 specific parameters: number of reflections (reflect number: 0 ~ 65535) Specific parameters 13: reflection delay (reflect delay: 0 ~ 65535) Specific parameters 14: induction options (homing option: -1 or 0 ~ 1) Induction performance and rotation: specific parameters 15 (rotate: 1 ~ 256) 16 specific parameters: target direction fixed option (target direction option: -1 or 0 ~ 4095) Flag specific parameter 1 to set the value of the following. 3: Apply the parameters (enable exparam) & 4096: Enable (enable effect scroll) the effect scroll Please note the dot unit speed and 6-specific parameters 5. Initial velocity can also be set faster than the maximum speed. Basic size of specific parameters 7 is the thickness of the line of contact determination. In case of contact with this decision, it raises the damage determination by the explosion of the size-specific parameters 8 contact points. Explosion of size-specific parameters 8 is the size that a damage judgment actually. You may damage does not enter the contact target and do not specify a value one greater or more than the basic size for this. 10-specific parameters to set the options for drawing lines related. Please to be a combination of the values of 8 and later the basic type of 0-3. 0: None (line - none) 1: monochromatic (line - solid) 2: Laser (line - laser) 3: Blitz (line - lightning) & 8: zigzag +1 (zigzag +1) & 16: zigzag +2 (zigzag +2) & 32: zigzag +4 (zigzag +4) & 64: random width +1 (random width +1) & 128: random width +2 (random width +2) & 256: random width +4 (random width +4) & 512: to shrink the width (reduce width) & 1024: extending the width (enlarge width) Zigzag, random width to the width random time division by dividing the zigzag line. Both are not reflected because they can not be split if speed is constant below. Options and reflection of contact-specific parameters 11 to set the value of the following. & 1: to defer to the distance the reflection delay upon reflection (reflection: distance affects the reflect delay) & 2: to attenuate the maximum speed upon reflection (reflection: attenuates the maximum speed when reflected) & 4: do a little directed against enemy upon reflection (reflection: low guidance when reflected) & 8: a directed against the enemy upon reflection (reflection: guidance when reflected) & 16: How to disable the target direction after reflection (reflection: disable the target direction after reflection) & 256: If the contact object can be destroyed to penetrate without annihilation / reflected (collision / refrection: pierces the target if that has lower durability) & 512: Do not consume the number of reflections in the through-time (collision / refrection: don't decrease the reflect number when piercing the target) Number of reflections of specific parameters 12 is reflected up to the number of times specified. It does not reflect the value of 0. Reflection delay of 13 specific parameters are set in the frame, the amount of time to wait until the reflection from the contact. Waiting is the state that is stuck to the target contact. Number of induction of specific parameters option 14 to set the value of the following. 0: Do not induce (disable homing) The 1: to induce (enable homing) & 2: +2 frame rotation induction invalid time of reflection or after launch (+2 frame disable homing after launch or reflection) & 4: +4 frame rotation induction invalid time of reflection and post-launch (+4 frame disable homing after launch or reflection) & 8: +8 frame rotation induction invalid time of reflection or after launch (+8 frame disable homing after launch or reflection) & 16: +16 frame rotation induction invalid time of reflection and post-launch (+16 frame disable homing after launch or reflection) & The 32: re-induction (search new target if current target is destroyed) (Which was determined to be breakable) that endurance is set inducible It is for the enemy parts. It does not induced to enemy bullets. I can be used in conjunction with reflection. Induction performance with the rotation of the 15 specific parameters will be high performance smaller value. Target direction fixed options specific parameter 16 to set the value of the following. -1: Disable (disable target direction) 0-4095: firing direction and enable (enable and launch direction) Is set to target direction the direction of the parts if you want to enable, then launch to launch the specified direction. Firing direction is specified relative to the direction of the parts. It can be used in conjunction with reflection, target direction will be maintained even after reflection. When used with inductive option, the fixed target direction is disabled when the induced target is found. - Please use five or behavior pattern 3 when generating a laser: significant. It will continue to multiple production If you accept the pattern 1. Please set the following parameters: the case of laser (type = 11). Specific parameters: 1 flag (flag: 3 ~) 2-specific parameters: type (type: 11) Specific parameters 3: Attack (fire power: 0 ~) Frame to extinction: specific parameters 4 (frame: -1 or 1 ~ 512) Speed: 5-specific parameters (speed: 1 ~ 4096 dot) Maximum range distance: 6-specific parameters (maximum range: 1 ~ 4096 dot) Specific parameters 7: base size (line size: 1 ~ 512 dot) 8-specific parameters: explosion size (effect size: 2 ~ 512 dot) Specific parameters 9: EMP value (emp value: 0 ~ 4096) Specific parameters 10: behavior options (option: 0 ~ n) Specific parameters 11: drawing options (draw option: 0 ~ n) Specific parameters 12: Charge frame (charge frame: 1 ~ 512 frame) Specific parameters 13: afterimage frame (afterimage frame: 1 ~ 64 frame) Flag specific parameter 1 to set the value of the following. 3: Apply the parameters (enable exparam) And to always reflect the four specific parameters (always refer exparam) Specific parameters that you can always reflect is 3,5,6,7,8,9,10,11,13. 4-specific parameters to set the frame of up to extinction. It will continue to fire until you stop working any if you have set to -1. Please note the dot unit and 6-specific parameters 5. Basic size of specific parameters 7 is the thickness of the line of contact determination. In case of contact with this decision, it raises the damage determination by the explosion of the size-specific parameters 8 contact points. Explosion of size-specific parameters 8 is the size that a damage judgment actually. You may damage does not enter the contact target and do not specify a value one greater or more than the basic size for this. 10 specific parameters you to set the options. Please to be a combination of the values of 4 or later and the basic type of 0-3. 0: Do through (no pierce) 1: Semi-through (semi pierce) 2: penetrate (pierce) 3: to penetrate all (perfect pierce) & 4: Clear the enemy bullets (erases enemy bullets) Drawing options specific parameter 11 to set the value of the following. & 1: to correct the size of the effect (adjust effect size) & 2: fire mouth - emission effects (muzzle effect: lighting) & 4: fire mouth - Basic Effects A (muzzle effect: base A) & 8: fire mouth - basic effect B (muzzle effect: base B) & 16: Tip - emission effect (tip effect: lighting) & 32: Tip - basic effect A (tip effect: base A) & 64: Tip - basic effect B (tip effect: base B) & 256: Laser Effects (line effect: laser) & 512: shock A-line (line effect: lightning A) & 1024: Blitz A-random (line effect: lightning A-random) & 2048: Blitz B-line (line effect: lightning B) & 4096: Blitz B-random (line effect: lightning B-random) Charge of specific parameters frame 12 and set the time of the reservoir until it is actually fired from the product later. Afterimage frame of 13 specific parameters to set the duration of the afterimage effect of line effect. Please select a high because of the high load somewhat. Laser returns the status of the following notification. If you are in contact with the barrier, such as energy and Wall, Returns and 16 in the notification status. If you are in contact with the enemy bullets, and returns the 32 and the notification status. If you are in contact with the enemy part, it returns 64 and the notification status. If you are in contact with the enemy parts that can not be destroyed, and returns the 128 and the notification status. Tri-relationship - Add an instruction to change the magnification and angle of the object "OBJECTANGLE", int1, int2 int1: object (object ID) (: ~ 0 ~ angle): int2 angle This instruction is only valid for the image type object. Please specify in the 4096 = 360 degrees angle. It is converted to a value of 0-4095 automatically If it is negative and at least 4096. "OBJECTZOOM", int1, int2, int3 int1: object (object ID) int2: magnification X (zoom X: ~ 512 ~) int3: magnification Y (zoom Y: ~ 512 ~) This instruction is only valid for the image type object. Please specify 512 = 1.0 magnification. Flip when you specify a negative number. - Add and instructions for debugging if debugging is turned ON, the items related debug log is added to the menu of the tri-or at the end of pause. If you want to save the debug log, destination is the folder of the tri-running. "DEBUGMODE", int1 int1: debug mode (debug mode: -1 or 0 ~) It initializes the debug log when you specify -1 to debug mode. Turn OFF the debug If you specify 0 for debug mode. Turn ON the debug If you specify a 1 ~ n in debug mode, and writes it to the debug log each piece of information. You can specify the following values as information type to be recorded in the debug mode. Case, "DEBUGMODE" you do not know well, you will have to record all if described as 65535. & 1: string "DEBUG" (string of "DEBUG") & 2: system-related (system) & 4: error information (error) & 8: file input and output (file in / out) & 16: (create object, enemy, sound, etc ...) various generating relation & 32: Setting relationship (setting) & 64: Other (etc ...) "DEBUG", "str1" The "str1": string to be written (the string to write) Writes a string of any debug log. The length of the string that can be written will be up to 255 characters. - Add an item that can be obtained in getinfo There is a document that summarizes the value of getinfo to try folder. type, param: details Size of the debug log of Tri: 70,0 (size of debug log: 0 ~ bytes) 116,0: Heat return to player (Player_Heat) 116,1: The maximum value of the heat value of the player (Player_Heat_Max) 116,2: limit value of the heat value of the player (Player_Heat_Limit) 116,3: cooling value of the heat value of the player (Player_Heat_Cooldown) - To extend the recording time of the replay Old specification (about 20 minutes) 1200 seconds 48000 frames, as 40 frames per second. New specification can record up to (about 720 minutes) 43200 1728000 frame, as 40 frames per second. (: I do not confirm the operation of the record for a long time because it is troublesome note) It continues to record to extend automatically and record to ensure the memory of 48000 frames, is no longer enough in the initial state. Size per frame is 4byte. File size of the replay will be about 192KB 48000 frames (about 20 minutes). It will be around 7MB When you record up to 1728000 frame. This size only basic input information, size is slightly larger for events that occurred in the script is to actually record. - Fixed a bug that may replay can not reproduce well in the Tri-some I have modified some of the problem areas. Please report such as BBS If you can not reproduce the replay yet. At that time, it is easy to fix and able to along with name and file, and address of the tri-the problem. - And some change operations during replay If the area fixed mode, I do not change the point of view. - Change how to handle conditional branches related I changed how to handle "ENDIF" and "IF", "ELSE". There is no change and how to use format, but must be modified individually script does not work as ever. - Fixed a bug in the formula Example: a = 1 + (2 + (3 + (4 +5))) Although Fixed a bug that caused error 20 when you write formulas of the above structure, 1 + (2 + (3 + (4 + ... (63 +64)))) error will occur as usual when nested to much. This will try because it is tedious to do to avoid entirely due to the algorithm of computer algebra. Editor relationship - Adjust the position and size of the window first startup That you do not attempt to create a margin, was to be placed exactly. - Added the ability to snap to when resizing and movement of each window Tool, edit, list, chore window will be considered. I added a snap function to adjust the position of the window and close when you move or resize the window. You can disable snap by pressing the ctrl key during operation. Open in Notepad edit.cfg If there is anything wrong with this function Please change to 0 Window_Snap of [Main Window]. - Added the Fix button to fix the window in each window of the tool Tool, edit, list, chore window will be considered. So that you can not be resized and moved to remove the frame and title bar. At that time, the size of each window will increase by the amount of the frame and title bar. The size of each window does not change if you change the size of the main window after fixation because only remove the frame and title bar to the last this. You have to hold I want to support something around here, but so troublesome. Open in Notepad edit.cfg If there is anything wrong with this function Please change to 0 Tool_Window_Fix of [Tool Option]. - Added "To increase or decrease the number of the input box at the wheel" in the option Adjusts the focus to numeric input box of parts and setting events, You will be able to increase or decrease the number by turning the wheel in the state that put the mouse cursor. number increased or decreased by turning the wheel while holding down the shift key and ctrl will change. I can be changed individually increase or decrease the value of these options. Open in Notepad edit.cfg If there is anything wrong with this function Please change to 0 Subt_wheel of [SubTool Option]. - Add the operation of the shift key and ctrl in a circle slider set of parts Flip the 32 direction option when operating the slider while holding down the ctrl key. It is 24 direction when operating the slider while holding down the shift key. Please use such as hexagon and triangle input troublesome here. - Added the "angle of the aircraft" in the event conditions Relative to the front of the parts, and returns the direction of the player position. I will return in the range of -2048 to 2047 value. I will be that there are players in the front direction of the part is 0. You will be on the right side, you are on the left side if -2047 to -1 to see if parts from 1-2047. Returns are converted to an absolute value value "absolute angle of the aircraft". Therefore, I will return in the range of 0 to 2048 value. - Added "attack stop loop" and "stop action loop" and in the event conditions For example, behavioral patterns, ": Jump to [2] behavior patterns behavior patterns [2]" Returns (true) true if you are stopped in an infinite loop like this. It is easy to be loop even if you do not specify the pattern number to conditions such as effector. - Added "alive" in the event conditions This is the condition of the inverse of the destruction of. True (true), it is false (false) when it comes to breaking state or destroyed for some reason you alive. - Added a "random number" in the event conditions I will return the value of 0 ~ (n-1) as n the number entered. Returns the value of the (n +1) ~ 0 If you enter a negative number. For example, returns a 0 ~ 39 rand if (40) returns -39 ~ 0 rand if (-40). - Added There is a sense this late hour, but I added. Meaning contains the value to be compared with the "less than" and "more". - The various added to the calculations, such as addition or substitution of the content of the event The addition or assignment and generates a random number range of values that are entered in (0 ~ (n-1)) rand () is. It does not compute the action if the random number returns 0 in division. Returns the value of ((n +1) ~ 0) If you enter a negative number in value. The addition or assignment and generates a random number range of values that are entered in (1 ~ n) is (() +1 rand). Returns the value of ((n) ~ -1) If you enter a negative value. I refer to the variable variable part is (). Please specify (1-4) variable number in value. I will refer to the global variable global_variable is (). Please specify (1-8) variable number in value. - Added "Change variable 1-4" and "change the 1-16 specific parameters" in the event content With the addition of computing-related above, we add an event that is allocated to each separate number. I can be used as before even an existing event. - Added "To change the effect type shot" in the event content Shot effect types: (shot effect type: -1 ~ n) You can change the effect type when to fire and Barrett and Vulcan. This also applies to players Barrett, but such as is put can not be a firing effect of enemy bullets to player Barrett. You can also view it the firing effect is not defined by the type. -1: None (none) Default: 0 (default) 1 ~ n: any type (any type) - Move the location of the event special settings "or judgment" I was placed next to the condition of the top. - Extend to 32 from 16 the number of events that can be set to parts I tried increasing the time being. Please report if you encounter any problems by setting 16 or more. - Fixed a problem in which case the enemy of clipboard data can not paste well I This has been fixed paste of enemy data in a text format that was affixed to the WEB page on fail. - Fixed a bug that (-1) can not be given well in best display order of the effect - Added the ability to export the enemy data being edited in processing when an error occurs If an error occurs, dialog whether export error content is first out, Dialog of whether export the enemy data being edited then appears. Please note there is a possibility to cause more errors during export Depending on the cause of the error. File name is _temp_.fed in the same location as the executable file destination. - Fix Review the processing of some Failure of some kind might occur because has a significant portion of the modified changes. Note the following changes. Changed to not drawing processing time is minimized. Change the drawing process of the edit window. Re-create an event menu component of the editor. Changed to pre-create a list of the combo box for. Fixed part which has been multi-processing some. Change the message index of the event. To change the format of the event condition code, it does not work properly with previous versions. Other - Fixed the F7 key behavior and F6 key F6 key (window frame ON / OFF) Fixed a problem that may not work well with Tri. F7 key (sound ON / OFF) BGM change in the form of some well as disappear. - Change the behavior of the game mode selection after the game It changed to force clear the aircraft bullets and enemy bullets. - Change the behavior of the separation at the time I changed the takeover-related movement value. - Added value to the interface heat I added a reference to the heat value in the meter system. Also, I added a heat value for the collective display of each status. Heat value will rise when you struck and to use each equipment, Effect of reducing damage and resilience of energy will be reduced if it exceeds 50%. You can use the powerful features, such as absolute shield, Heat value will rise significantly in contact with enemy bullets through attribute low attack power. - Set the reload time and Capacity for each equipment of the player I added to the equipment of some. Capacity does not change up to now in the 0 frame infinite, and re-loading the majority of the equipment. It will reload the state when you switch the slot or use up all the ammo with the equipment. You can not use the equipment, and consume sustainably energy while it is reloading. - Change the contents of the dialog box that appears when an error occurs Increased display items to be able to identify roughly where the error occurred. Write to the text file If you select "Yes" in the dialog. - Change the size of the screen buffer of the game inside I changed the size of the window from the current size of the display. Scribble It does not matter too much, but because it is important internally to the user side. 20130802beta Tri-relationship - Fixed a bug that debug mode is turned ON in the initial state Editor relationship - Beauty modify the behavior of minimizing the time Other - Fine-tuning of equipment of some 20130810beta Tri-relationship - Added command "SETCOOPERATIVE" you want to change the cooperative level of script "SETCOOPERATIVE", int1, int2 int1: script object ID (script ID: 0 ~ n) int2: cooperative level (cooperative level: 0 ~ 1) Please specify the sub-script ID is the target script ID. Main script is subject If you specify 0. The initial value of the cooperative level is 0, the process has to stop under special circumstances, such as display options. Processing is not to stop in the context of them is changed to 1 cooperative level. Can be achieved and "CHOICES" of timed Using this instruction. - Added command "DESTROYCHOICES" to discard the choice "DESTROYCHOICES", int1 value to be returned to _stat of choice: int1 (return value of choices:-n ~ n) I will drop the option that is currently displayed. Please use the sub-script that is set to 1 in this cooperative level "SETCOOPERATIVE" instruction. - Change the specifications of the "GOTO" It was changed to a simple program jump you do not want to destroy the information, such as loop level. It can also be used as a short jump if the same subroutine or loop. It returns an error by loop level limit is repeated several times by the exit "GOTO" from loops or subroutines. Modification of the script you will need the above error so that occur when labeled (sub / loop level limit exceeded) Script error. No change jump "PLAYERDESTROYED" and "TIMEREND". (Force Jump to discard the information) - Fixed the bug of "FRAXY_TRY" This has been fixed that would return an error it is not successfully read the description soon. - Fixed a problem in which case the parameter is not successfully converted It is strange indeed 401's was operating normally. - Fixed a bug that system variable _time does not reflect immediately after setting the timer - Fixed scoring system related • The five phases of three steps the font size of the magnification display and change-score display method in the case of the conditions of the modified or above the point where the chain rate was displayed when the magnification display and any magnification is specified extension - Fixed a bug that fall with an error if the label specified is not described correctly It is the error either way, but was displayed on the part you are wrong without falling. We also changed to show a string of line with the actual error message that displays the error line. Editor relationship - Added to transfer damage to one specific parameters of the barrier (and 32) Specific parameters: 1-specific parameters used flag (exparam flag and option) 2-specific parameters: size (size: 1 ~ 2000 dot) This size: 4-specific parameters that do not conflict with the judgment: (-2 ~ -1,1 ~ 999999 durability) -1 = -2 = non-destructive aircraft bullet Durability: 3-specific parameters (arc size: 1 ~ 2048) Specific parameters 9: reflection attribute value (reflect attribute: -1 ~) Wall attribute value: 11 specific parameters (wall attribute: -1 ~) 1-4 specific parameters will be applied when you specify a value other than 0 to 1 specific parameters. Options specific parameter 1 specifies the following values. -1: (Will be converted to two internally) counter-clockwise (counterclockwise, it's changed to 2 automatically) 0: Do not apply the specific parameters (default) 1: clockwise (clockwise) 2: counter-clockwise (counterclockwise) & 4: hide (invisible) & 8: always reflect the specific parameters (always refer exparam) & 16: Clear the aircraft bullet (eliminate player bullet) & 32: How to transfer the damage (transfer damage) 4,9,11-specific parameters and 2 always reflect the specific parameters (and 8) are valid. Clear sound effects without effects and the aircraft bullet in contact to clear the aircraft bullets (and 16). Transfer to parts damage that barrier was received to transfer the damage (and 32). If the destination is set to the parts, it is forwarded to the target. Mitigation of damage due to energy does not apply to this transfer. If the barrier is destroyed, I will return and the one in the notification status of parts. This notification is sent only once to the moment it was destroyed. Notification status can be found in the conditions of the event. If you are in contact with the player, it returns 2 and the notification status. If you are in contact with the bullet of the player, and returns a 4 and the notification status. - Added to transfer damage to one specific parameters of the energy wall (& 32) Specific parameters 1: The operating option (option) Length: specific parameters 2 (length: -1 or 1 ~ 1024 dot) Width: 3-specific parameters (width: 1 ~ 100 dot) Specific parameters that do not conflict with the judgment: (-2 ~ -1,1 ~ 999999 durability) -1 = -2 = destruction non-aircraft bullet 5: Durability: 4 specific parameters drawing options (draw option) Trigger frame value: 6-specific parameters (frame until finish generating: 1 ~ frame) Specific parameters 9: reflection attribute value (reflect attribute: -1 ~) Wall attribute value: 11 specific parameters (wall attribute: -1 ~) Options specific parameter 1 specifies the following values. & 1: Disable (invalidate collision with player) the contact determination of the player & 8: always reflect the specific parameters (always refer exparam) & 16: Clear the aircraft bullet (eliminate player bullet) & 32: How to transfer the damage (transfer damage) 3,5,6,9,11 and specific parameters 2 always reflect the specific parameters (and 8) are valid. Clear sound effects without effects and the aircraft bullet in contact to clear the aircraft bullets (and 16). Transfer to parts damage that energy Wall was received to transfer the damage (and 32). If the destination is set to the parts, it is forwarded to the target. Mitigation of damage due to energy does not apply to this transfer. Length of 2-specific parameters are specified in dot the length of the energy wall. If you specify -1 for the length, it generates energy wall between themselves and their spare parts. Options for drawing 5-specific parameters to specify the following values. Fit to the middle part of the start and end points: 0 (cardinal point: center) To match the parts the starting point: 1 (cardinal point: start point) To match the parts to end point: 2 (cardinal point: end point) & 4: Do not draw the starting point (don't draw start point) & 8: Do not draw the end point (don't draw end point) & 16: Do not draw a stick (don't draw bar) & 32: Do not draw the lightning (don't draw lightning) & 64: do not draw the emission of activated at the start (don't draw light of generate) I can specify only one of them is 0-2. & You can specify more than one by adding the value of each of the 0-2 is 4 or above. I specifies the frame energy value Wall is until you have fully generated exercises frame value of specific parameters 6. It is generated instantly if you specify one. If it was destroyed endurance gone, it returns 1 and the notification status. If you are in contact with the player, it returns 2 and the notification status. If you are in contact with the bullet of the player, and returns a 4 and the notification status. - Added 15 and 14 Balkan-specific parameters, such as Barrett system I can use except for the ion ring, the type of following. Balkan system, Barrett system, Powerball, plasma ring, burner, Surorei, needle gun, grenade ripple Energy Egg reflect Ray missile (: -1 Or 0 ~ 4095 inflect angle): specific parameters 14 flexion direction Specific parameters 15: bent frame (inflect frame: 0 or 1 ~ n) Flexion will change direction to bend direction specified frame later. You can disable bent A value of 0 means that the bent frame. Please set the following values flexion direction. -1: Player direction (aim player) 0-4095: relative direction (relative direction) Direction of travel of the bullet at that time is relative to relative direction. The change of direction to the left 90 degrees 90 degrees to the right direction if 1024, if 3072. - Added value to 5-specific parameters such as energy egg I can be used in the following types:. Remote Blast Energy Egg missile Specific parameters 5: fire type (burst type: -3 ~ 3) Please set the value of the following type of fire-specific parameters 5. Front direction of the bullet is the criteria you specify aircraft aim, a negative number if you specify a positive number. 0: all directions (all range: 4096) 1: Line (line) 2: multi-way (wide: 1280) Using the setting of spare parts: 3 (use pair setting: ex5 and ex6) Other - Fixed the location of the hit effect when the aircraft bullet hits the barrier - Add some Fade I review all also adjust the existing type. - Icon Add new equipment I forgot to draw in the previous update. I had forgotten it also that you have added the new equipment while you're at it. - Fixed a bug that some formula can not be calculated well I had previously added the function and die operator secretly in the previous update, but the function and some variables were no longer recognized by the impact. 2d6, operators can be used by describing the dice, such as (2,6) function. - Fixed a problem in which case the item is not generated - Balancing equipment (1001 bytes collapsed: Downloads) (collapse Downloads) Samples angle_ppos.fed distortion.fed distortion2.fed distortion3.fed distortion4.fed flashbullet.fed playerlaser.fed playerlaser2.fed playerlaser3.fed missle_burst3.fed bullet_ex14_15.fed ____________________
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