Ryonancing Saga Creators' Guide - Commands - Collision Handling

Commands
Collision Handling

General Comments

The following commands are dealing with collision handling. The general structure is that of a loop over several frames during which certain calculations are repeated. The core command seems to be repeat.

Individual Commands

repeat = p1

p1: Number of Frames Things Should be Repeated

Doing lots of repetitions of similar things during a single frame would slow things down.
Therefore, if you wish to use a lot of objects that need collision handling (flying bullets, rain,...), you should use this "repeat" command.

In order to use it, you first use the other commands in this section to make all the relevant settings and then as the final command use "repeat" to start the loop.

rpt_objpop = p1

p1: Number of Collision Objects

This command creates the objects 1 - p1 as objects relevant for collision handling.

However, only objects which have been activated via the obj_exist command will be created.

rpt_textime = p1

p1: Number of Frames the Object should be displayed.

The progression time of an object increases by 1 for every frame which passes.
When the progression time reaches 0, the object appears, and when it reaches the value set via this command, it disappears again.

rpt_texture = p1

p1: Image Option (0 - 1)

This command decides whether an image should be attached to the collision check or not.
If there should be an image, p1 should be 1, if not, it should equal 0.

If there is an image with the same name as the current skill in the skill directory at the time the current skill is started, that image is automatically chosen as the image for that purpose.
If you wish to use any other image, you need to choose an image that is in the battle directory using the btl_loadgraph command.

If p1 is 0, it can be abbreviated.

rpt_texanim = p1

p1: Number of Images in the Animation (1 - )

You can use this command to set the number of images in the collision check animation. Animations always change at the rate of 1 image per frame.

rpt_texarea_p1 = p2,p3,p4,p5

p1: Animation Number (1 - )
p2: X Coordinate of the Upper Left Corner of the Clip Area (number, variable)
p3: Y Coordinate of the Upper Left Corner of the Clip Area (number, variable)
p4: X Coordinate of the Lower Right Corner of the Clip Area (number, variable)
p5: Y Coordinate of the Lower Right Corner of the Clip Area (number, variable)

This command determines by means of p2 - p5, which part of the image should be pasted onto the screen during animation phase p1.

rpt_angopt = p1

p1: Turning Angle Option (0 - 2)

This command show various behaviors depending on p1:

  • 0: The object is turned to the angle set via rpt_angdef.
  • 1: The object normally turns into the direction of its movement.
  • 2: With each passing frame, the turning angle is increased (the amount of the increase is determined via the rpt_plsang command.
  • If p1 is 0. it can be abbreviated.

    rpt_angdef = p1

    p1: Turning Angle of the image.

    This sets the turning angle of the image to p1.
    Turning angles start at 0 and reach a full turn at 256. Moving clockwise, 0 is no turning, 64 is 90°to the right, and 128 is 180°.

    Please use this command only if the rpt_angopt command has been used with the parameter 0!

    rpt_plsang = p1

    p1: Increase of the Turning Angle during each frame.

    Please use this command only if the rpt_angopt command has been used with the parameter 2!

    rpt_ratopt = p1

    p1: Zoom Factor Option (0 - 2)

    This command show various behaviors depending on p1:

  • 0: The object is zoomed to the factor set by rpt_ratdef.
  • 1: The object becomes smaller when it moves towards the back and becomes bigger when it moves towards the front. Its basic zoom factor should be set by the rpt_ratdef command.
  • 2: With each passing frame, the zoom factor is increased (the amount of the increase is determined via the rpt_plsrat command.
  • If p1 is 0. it can be abbreviated.

    rpt_ratdef = p1

    p1: Zoom Factor of the Image

    This command sets the zoom factor of the image. 256 means 1:1, 128 means half, and 512 means doubled.

    rpt_plsrat = p1

    p1: Amount, by which the Zoom Factor should Increase each Frame

    Please use this command only if the rpt_ratopt command has been used with the parameter 2!

    rpt_hitsize = p1

    p1: Size of the Collision Handling

    This command sets the size of the collision handling (TN: I am not really sure what that is all about)

    rpt_hitopt1 = p1

    p1: Flag whether several characters can be hit at the same time (0 - 1)

    If p1 is set to 1, several characters can be hit at once.

    This can be abbreviated if p1 is 0.

    rpt_hitopt2 = p1

    p1: Flag whether the object should pass through or not (0 - 1)

    If p1 is set 1, the collision object will not disappear when it scores a hit.

    When p1 is 0, this can be abbreviated.

    rpt_hitopt3 = p1

    p1: Flag whether the object should Ignore the character causing it or not (0 - 1)

    If p1 is set to 1, the character who has caused the object to be created is ignored for its collision handling.
    However, if the character directly targetted herself for the attack, this setting will be ignored and collision handling will occur as usual.

    When p1 is 0, this can be abbreviated.

    rpt_atkSE1 = s1

    s1: File Name of the Sound Effect

    This causes the sound effect s1 to be played once at the time the object's progression time reaches 0 and it appears on the screen.

    rpt_atkSE2 = s1

    s1: File Name of the Sound Effect

    This causes the sound effect s1 to be played once at the time the object's progression time reaches 0 and it appears on the screen.
    However, if s1 is already being played at the moment, no new instance is created!

    rpt_bound_x = p1
    rpt_bound_y = p1

    p1: Boundary Option (0 - 1)

    These commands are used to set whether or not the collision object should bounce back when it reaches the edge of the screen.
    If it should bounce back when reaching the left or right edge, "rpt_bound_x" should be used with the parameter 1, and when it should bounce upon reaching the upper or lower edge, "rpt_bound_y" should be used with the parameter 0.

    When p1 is 0, this can be abbreviated.

    rpt_crtLight = p1

    p1: Light (as in sunshine) Trait Setting (0 - 1)

    When p1 is set to 1, this collision object will cause a critical hit in characters vulnerable to light attacks.

    When p1 is 0, this can be abbreviated.

    rpt_Frozenopt = p1

    p1: Setting for Influence on Frozen (0 - 2)

    If p1 is 0, this object has no influence on the Frozen condition. If it is 1, it breaks ice on a hit (TN: This usually has negative side effects). If p1 is 2, it removes the Frozen condition upon a hit (TN: without any side effects).

    When p1 is 0, this can be abbreviated.

    rpt_throughopt = p1

    p1: Physical Attack Setting (0 - 1)

    If p1 is set to 1, the collision object passes through characters immune to physical attacks (physical resistance 打撃耐性 100) completely unaffected.

    When p1 is 0, this can be abbreviated.

    rpt_Cndfrq = p1

    p1: Frequency of Condition Checks that may occur (1 - )

    When dealing with skills where the number of attacks increases with level, the chance of getting affected by a condition also increases as quickly.
    In order to counter this, you can use this command.
    When a hit is scored by the option, a condition check only occurs once per p1 times.

    rpt_addCnd_s1

    s1: Name of the Condition

    When the object scores a hit, the condition s1 is evaluated/checked.

    s1 must be a name as defined in condition.txt in the StartData directory.

    rpt_prbCnd_s1 = p1

    s1: Name of the Condition
    p1: Probability of the Condition to be Caused (mathematical expression)

    This command sets how probable it is for the object to cause the condition s1 upon a hit.

    s1 must be a name as defined in condition.txt in the StartData directory.

    rpt_clrCnd_s1

    s1: Name of the Condition

    When the object scores a hit, there is an evaluation whether condition s1 is healed.

    s1 must be a name as defined in condition.txt in the StartData directory.

    rpt_prbclrCnd_s1 = p1

    s1: Name of the Condition
    p1: Probability of the Condition being healed (mathematical expression)

    This command sets the probability of condition s1 being healed when the object scores a hit.

    s1 must be a name as defined in condition.txt in the StartData directory.

    rpt_P_dmgact = p1

    p1: Reaction of Player Characters when Hit (0 - 3)

    This command defines how player characters react when a hit is scored against them. p1 can be a value from 0 to 3:

  • 0: No reaction.
  • 1: The character stays in place but goes into her damage motion.
  • 2: The character is flung away in the direction of the speed trait of the impacting object.
  • 3: The character is flung away to the right.
  • When p1 is 0, this can be abbreviated.

    rpt_P_dmgmov = p1

    p1: Distance a Player Character is Moved on a Hit

    This command sets how far a player character is flung away if a hit is scored.

    Please use this command only if rpt_P_dmgact has been used with the parameters 2 or 3.

    rpt_P_dmgvib = p1

    p1: Amount by which a Player Character should Vibrate on a Hit

    This command sets the amount by which a player character should vibrate when she is hit.

    When p1 is 0, this can be abbreviated.

    rpt_P_dmgSE1 = s1

    s1: Sound Effect File Name

    When a player character is hit, the sound effect s1 is played once.

    rpt_P_dmgSE2 = s1

    s1: Sound Effect File Name

    When a player character is hit, the sound effect s1 is played once.
    If s1 is current being played, no new instance of s1 is created.

    rpt_P_voice1 = p1,p2

    p1: Minimum ID number of the Voice to be Played
    p2: Maximum ID number of the Voice to be Played

    When a player character is hit by this object, an ID number between p1 and p2 is randomly selected, and that voice of her is played.

    rpt_P_voice2 = p1,p2

    p1: Minimum ID number of the Voice to be Played
    p2: Maximum ID number of the Voice to be Played

    When a player character is hit by this object, an ID number between p1 and p2 is randomly selected, and that voice of her is played.
    If that voice is already being played at the moment, no new instance of it is created.

    rpt_E_dmgact = p1

    p1: Reaction of Enemy Characters when Hit (0 - 3)

    This command defines how enemy characters react when a hit is scored against them. p1 can be a value from 0 to 1:

  • 0: No reaction.
  • 1: The character stays in place but goes into her damage motion.
  • When p1 is 0, this can be abbreviated.

    rpt_E_dmgvib = p1

    p1: Amount by which an Enemy Character should Vibrate on a Hit

    This command sets the amount by which an enemy character should vibrate when they are hit.

    When p1 is 0, this can be abbreviated.

    rpt_E_dmgSE1 = s1

    s1: Sound Effect File Name

    When an enemy character is hit, the sound effect s1 is played once.

    rpt_E_dmgSE2 = s1

    s1: Sound Effect File Name

    When an enemy character is hit, the sound effect s1 is played once.
    If s1 is current being played, no new instance of s1 is created.


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