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No. 15529
File
130747888850.png
- (520.76KB
, 714x1080
, ros_b23 default 1.png
)
>>15526
Ok, to get rid of the blade, this should work.
bcl c 99,2000,"trvswave.dll"
That should get rid of it. I'm pretty sure. It should clear the sprite and the blade. (It worked that way with the test I just ran)
Custom sprites are a little trickier. Unlike custom bgs and music, they can't be just entered in, with ep6+'s script. Each custom sprite has to be defined in 2 parts of the script.
numalias KIN_start_number,%0
numalias KIN_DefA1,%0 : inc %0
numalias KIN_WaraiA1,%0 :inc %0
numalias KIN_IkariA1,%0 :inc %0
numalias KIN_MajimeA1,%0 :inc %0
I defined my custom sprites as so.
;Mach
Somalians MAC_start_number,%0
numalias MAC_DefA1,%0 :inc %0
numalias MAC_NiramuA1,%0 :inc %0
numalias MAC_IkariA1,%0 :inc %0
numalias MAC_KomaruA1,%0 :inc %0
numalias MAC_NayamuA1,%0 :inc %0
numalias MAC_MajimeA1,%0 :inc %0
numalias MAC_FumanA1,%0 :inc %0
numalias MAC_FumanA2,%0 :inc %0
numalias MAC_NiyariA1,%0 :inc %0
numalias MAC_ItaiA1,%0 :inc %0
numalias MAC_last_number,%0 :inc %0
;Black Witch Rosa
numalias RO2_start_number,%0
numalias RO2_WaraiA1,%0 :inc %0
numalias RO2_AkuwaraiA1,%0 :inc %0
numalias RO2_AkuwaraiA2,%0 :inc %0
numalias RO2_AkuwaraiA3,%0 :inc %0
numalias RO2_AkuwaraiA4,%0 :inc %0
numalias RO2_AkuwaraiA5,%0 :inc %0
numalias RO2_AkuwaraiA6,%0 :inc %0
numalias RO2_DefA1,%0 :inc %0
numalias RO2_DefA2,%0 :inc %0
numalias RO2_MajimeA2,%0 :inc %0
numalias RO2_MajimeA3,%0 :inc %0
numalias RO2_MajimeA4,%0 :inc %0
numalias RO2_OdorokiA1,%0 :inc %0
numalias RO2_OdorokiA2,%0 :inc %0
numalias RO2_last_number,%0 :inc %0
The format goes: Numalias > 3 letter code/number code for the sprite > What you want to be typed for the shortcut later in the code when you want the sprite to appear. > %0 :inc %0
You need the first one to be:
XXX_start_number,%0
and the last one to be:
XXX_last_number,%0 :inc %0
This tells the script that the list sprites in between should be used (or something like that.)
Ok next. For a new string of sprites (For example Mach's in my game, which I used the code. "MAC")
Near the very top there is a section like this.
numalias KIN_Isyou,%0 : inc %0
numalias KLA_Isyou,%0 : inc %0
numalias NAT_Isyou,%0 : inc %0
numalias JES_Isyou,%0 : inc %0
There is one for each character.
I just added my customs to the list right below, the last characters.
numalias MAC_Isyou,%0 : inc %0
Next we want to go to where it decides to string.
search for this "for %Free1 = KIN_Isyou"
Scroll down until you get to one that looks like this.
for %Free1 = KIN_Isyou to RYO_Isyou;EP7時点の人数
It will be a little different, the second code will read KI2 if using ep7 script, the first one "KIN" tells the script that KIN is where it should start reading the above stuff. And the second code is where it should stop. Put your last code in there so it reads all your custom characters.
Next scroll down a little and your see this.
*ld_data
btndef clear
;立絵パス
notif %ld_pass_number >= KIN_start_number jumpf
notif %ld_pass_number <= KIN_last_number jumpf
if %KIN_Isyou = 1gosub *KIN_Isyou1 : return
if %KIN_Isyou = 2gosub *KIN_Isyou2 : return
goto *err_textbox
There is again one for each character. Just copy one of the other characters and then paste at the bottom below the last character.
~
;立絵パス
notif %ld_pass_number >= MAC_start_number jumpf
notif %ld_pass_number <= MAC_last_number jumpf
if %MAC_Isyou = 1gosub *MAC_Isyou1 : return
if %MAC_Isyou = 2gosub *MAC_Isyou2 : return
goto *err_textbox
All you need to do is change the code to your 3 letter/number code. What this section does is tells the game that those codes in between first and last number should be keep noted and to be used. (Or something like that.)
All right last part now. Scroll down some more and you'll see this.
*KIN_Isyou1
if %ld_pass_number = KIN_DefA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_DefA1.bmp": return
if %ld_pass_number = KIN_WaraiA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_WaraiA1.bmp": return
if %ld_pass_number = KIN_IkariA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_IkariA1.bmp": return;怒り
if %ld_pass_number = KIN_MajimeA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_MajimeA1.bmp": return;真面目
if %ld_pass_number = KIN_AkuwaraiA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_AkuwaraiA1.bmp": return;悪笑い
if %ld_pass_number = KIN_AkuwaraiA2 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_AkuwaraiA2.bmp": return;悪笑い
if %ld_pass_number = KIN_WaraiA2 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_WaraiA2.bmp": return;笑い
if %ld_pass_number = KIN_nakuA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_nakuA1.bmp": return;泣く
if %ld_pass_number = KIN_nakuA2 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_nakuA2.bmp": return;泣く2
if %ld_pass_number = KIN_fumuA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_fumuA1.bmp": return;ふーむ
if %ld_pass_number = KIN_fukigenA1 mov $ld_pass,":a;bmp2\TATI\KIN\1\KIN_fukigenA1.bmp": return;ふーむ
Once again there is a section for each character.
*MAC_Isyou1
if %ld_pass_number = MAC_DefA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_DefA1.png": return ;
if %ld_pass_number = MAC_NiramuA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_NiramuA1.png": return ;
if %ld_pass_number = MAC_IkariA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_IkariA1.png": return ;
if %ld_pass_number = MAC_KomaruA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_KomaruA1.png": return ;
if %ld_pass_number = MAC_NayamuA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_NayamuA1.png": return ;
if %ld_pass_number = MAC_MajimeA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_MajimeA1.png": return ;
if %ld_pass_number = MAC_FumanA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_FumanA1.png": return ;
if %ld_pass_number = MAC_FumanA2 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_FumanA2.png": return ;
if %ld_pass_number = MAC_NiyariA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAc_NiyariA1.png": return ;
if %ld_pass_number = MAC_ItaiA1 mov $ld_pass,":a;Aikousha_Cst\Sprites\Demons\MAC_ItaiA1.png": return ;
Just copy an above character and change to codes to match what you put in the numalias section and then in the part to the right enter in the place where the file you want to read is found, along with its type of format it was saved as along with its file name.
Do you follow?
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