The following commands interact with objects.
s1: File Name of The Graphic File (must be inside the Battle directory, and without the file name extension!)
The graphic selected via this command will be the target of obj_texcopy, obj_texturn, and obj_texturn2.
When a skill is activated and there is a graphics file with the same name as the skill in the skill directory, that graphic will automatically be used as the default.
p1: X Coordinate of The Paste Location
p2: Y Coordinate of The Paste Location
p3: Turning Angle of The Image (0 - 256)
p4: Zoom Factor of The Image
p5: Inversion Switch (0 - 1)
This command pastes the image selected by btl_loadgraph onto the screen.
When a skill is activated and there is a graphics file with the same name as the skill in the skill directory, that graphic will automatically be used as the default. If you wish to use other graphics, you need to select them via btl_loadgraph first.
p1: X Coordinate of The Upper Left Corner on The Source Image
p2: Y Coordinate of The Upper Left Corner on The Source Image
p3: X Coordinate of The Lower Right Corner on The Source Image
p4: Y Coordinate of The Lower Right Corner on The Source Image
p5: X Coordinate of The Target Location
p6: Y Coordinate of The Target Location
p7: Turning Angle of The Image (0 - 256)
p8: Zoom Factor of The Image
p9: Inversion Switch (0 - 1)
These commands paste the image selected by btl_loadgraph onto the screen.
When a skill is activated and there is a graphics file with the same name as the skill in the skill directory, that graphic will automatically be used as the default. If you wish to use other graphics, you need to select them via btl_loadgraph first.
p1 to p4 define which part of the source image you wish to paste onto the screen, while p5 and p6 define where you wish to paste it to on the screen.
If you wish to turn the image or change its size, please use "obj_texturn" or "obj_texturn2".
p7 sets the turning angle of the image.
Angles start at 0 and 256 would be a complete turn. In clockwise direction, p1 = 0 would be no turn, p1 = 64 would be 90°, and p1 = 128 would be 180°.
p8 allows you to set the zoom factor of the image.
A zoom factor of 256 means 1:1, 128 means shrunken by factor 2, while 512 means enlarged by factor 2.
When using "obj_texturn2", the image will be turned around if p9 is set to 1.
p1: Object number (in condition texts 0 - , otherwise 1 - 999)
Since commands dealing with objects need to know which object is to be affected, this command sets the target object for such commands.
The object identified via the number p1 will be affected by any following object commands.
Once you have made such a setting, it remains active until you change it again via "obj_target".
p1: Variable Number (0 - 999)
p2: Content to Be Placed into The Variable
You use this command when you wish to store a value for later use. You can use a number from 0 to 999 for p1.
p1 has a second dimension as an array, which is set to the object number of the object designated by obj_target.
You use this command when you wish to do something to all objects.
This can only be used in skill texts, and the variables default to 0 at the beginning.
p1: Object Existance Information (0 - 1)
This command sets the appearance switch for the object designated by obj_target.
When p1 is 1, it is turned ON, when it is 0, it is turned OFF.
p1: New Progress Time
This command changes the time since the object appeared to p1. You can also set it to negative values.
This command can not be used in texts in the Condition directory.
p1: Amount by which The Progress Time is to Be Increased.
This command increases the time since the object appeared by p1.
This command can not be used in texts in the Condition directory.
p1: New Animation Number
This changes the animation number for a condition object to p1.
This command can only be used in texts in the Condition directory.
p1: New Animation Progress Time
This changes the animation time for a condition object to p1.
This command can only be used in texts in the Condition directory.
p1: X Coordinate of the Target Location
p2: Y Coordinate of the Target Location
This command changes the location of the object to p1,p2.
The left border is x = 0, the right border is x = 640, the upper border is y = 0, and the lower border is y = 480.
p1: Amount by which the X Coordinate should be Increased
p2: Amount by which the Y Coordinate should be Increased
This command changes the location of the object by p1,p2.
p1: New X Speed p2: New Y Speed
This command changes the object's speed to p1,p2.
p1: Increase of the X Speed
p2: Increase of the Y Speed
This command increases the object speed by p1,p2.
p1: New X Acceleration
p2: New Y Acceleration
This command changes the object's acceleration to p1,p2.
p1: Increase of the X Acceleration
p2: Increase of the Y Acceleration
This command increases the object's acceleration by p1,p2.
p1: New Turning Angle (0 - 256)
This command changes the object's turning angle to p1.
Angles start at 0 and 256 means a full turn. Clockwise, 0 means no turning, 64 means 90 degrees to the right, 128 means 180 degrees to the right.
p1: Increase of the Turning Angle
This command increases the object's turning angle by p1.
Angles start at 0 and 256 means a full turn. Clockwise, 0 means no turning, 64 means 90 degrees to the right, 128 means 180 degrees to the right.
p1: New Zoom Factor
This command changes an object's zoom factor to p1.
256 would be no zoom, 128 would be 1/2, and 512 would be doubled.
p1: Increase of the Zoom Factor
This command increases an object's zoom factor by p1.
256 would be no zoom, 128 would be 1/2, and 512 would be doubled.
p1: Inversion Switch (0 - 1)
When p1 is 1, this command turns the oject's inversion switch ON, and it turns it OFF when p1 equals 0.