@> Picture display: @> Sh﻿ow Picture: Added blend mode (multiplication, addition, overlay) as a special effect. Added horizontal / vertical flipping function. @> Picture movement: @> Move Picture: Added blend mode (multiplication, addition, overlay) as a special effect. Added horizontal / vertical flipping function. When moving time is specified as a negative value, its absolute value is handled in frame unit. (Normally specified value * 6 frames) ﻿ @> Conditional branch: @> Conditional Branch: Added a judgment on whether it is right after loading. @> Key input processing: @> Key Input Processing: Corresponds to input of ﻿mouse (left / right center click, wheel up / down scroll). Since the wheel scroll does not have a depression state, it is effective only under the condition of "wait until pressed". Added a method of specifying by variable reference to the switch. Added a method of specifying the lvalue of the variable with the variable of the variable number. Added a method of specifying variable side variable with variable number variable. @> Manipulate variables: @> Control Variables: Added range specifications with variable values to the operation target. When a> b in a batch operation it is treated as b ~ a. Logical sum (or), logical product (and), exclusive OR (xor), logical left and right shift (shl, shr) are added to the operation contents. ID and ATB gauge items were added to the main character and enemy character of the operand respectively. Items of the current date, time and progress frame were added to the other operands. A switch was added to the operand. ON is treated as 1, OFF is treated as 0. Added specification method with variable to each item of operand, main character, event, enemy character. A party member was added to the operand. It is the same as the main character except specifying it within the party index. A mathematical function function was added to the operand. In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c. Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr: a (operator) Perform the same operation as "operation content" with b. Pow: Calculate the power of a to the power of b. Sqrt: Calculate the square root * c of a. Decimals are truncated. Sin: Calculate the sine * c of degree a. Decimals are truncated. Cos: Calculate the cosine * c of degree a. Decimals are truncated. Atan 2: Calculate the arc tangent * c of a (Y coordinate) and b (X coordinate). Decimals are truncated. Min: Returns the smaller of a and b. Max: Returns the larger of a and b. Abs: Returns the absolute value of a. Random: Returns a random number in the range of a to b. It is the same as the "random number" of the operand. ﻿ @> Invoke event: @> Call Event: Added method of specifying by variable as common event. Added a method to specify common event as variable number of variable number. @> Iteration: @> Loop: We made it possible to specify conditions. The switch is treated as a numerical value with ON being 1 and OFF being 0. When entering the inside of the loop by label jump, the repeat count and index are not set correctly. ∞: Infinity: It is a conventional infinite loop. Number designation: X Times: Repeat for the specified number of times. You can optionally output an index starting at 0 to a variable. count up: Count Up: Repeat incrementing the index one by one in the range from a to b. In the case of 2 to 5 as an example, it becomes 4 loops of 2, 3, 4 and 5. You can optionally output the current index to a variable. Countdown:﻿ Count Down: Repeat decreasing the index one by one in the range from a to b. In the case of 3 to 1 as an example, it becomes 3 times loop of 3, 2, 1. You can optionally output the current index to a variable. While: While: I will repeat the condition while it is true. It is judged before each loop is executed. The comparison can be specified in the same way as conditional branching by variable. You can optionally output an index starting at 0 to a variable. Do While: Do While: I will repeat the condition while it is true. It is judged after every loop execution. The comparison can be specified in the same way as conditional branching by variable. You can optionally output an index starting at 0 to a variable. @> Interruption of iterative process: @> Break Loop:﻿ The same processing was added as the "iteration processing" command was changed. Fixed the behavior when executed inside multiple loops.﻿﻿

@> Get Save Info:

@> Get save information:

This command gets the same information as the content displayed on the default load screen.

Store date, time, level, HP as a variable, and face graphics in a picture.

Currently we do not correspond to the name of the character.



If saved data does not exist, 0 is stored in the variable for the date.



Face graphics are treated as 4 * 4 sprite sheets.

Therefore, if you have files with more than 16 patterns arranged, the display will be misaligned.

Conversely if it can be divided into 4, there is no problem even if it is out of the standard.



Pictures are exactly the original settings except files and sprite sheet related items.

Please use the target picture number before going out of the screen in advance or make it transparent.



Even in the English version, the order of year, month, day (YYMMDD) is the same.



Code: 3001

String Arguments: None

Numeric argument:

00: How to specify save number (0: constant 1: variable)

01: save number

02: Variable to receive Save Year Month Date (YYMMDD)

03: Variable to receive save time (HHMMSS)

04: Variable that receives the level of the first character

05: Variable to receive the HP of the first character

06: Reserved item (fixed to 0)

07: Picture number specification method (0: constant 1: variable)

08: Picture number to receive face graphic of member 1 (first character)

09: Picture number to receive member 2 face graphics

10: Picture number to receive member 3 face graphics

11: Picture number to receive member 4 face graphics





@> Save:

@> Execute Save:

It is the same as the default save function.

Save number 0 or less can not be used.



Optionally you can store the execution result in a variable.

The value is 1 for success, 0 for failure.

Be careful as assignment to variables is done after saving is done.





Code: 3002

String Arguments: None

Numeric argument:

00: How to specify save number (0: constant 1: variable)

01: save number

02: Whether or not to accept success or failure of saving (0: not received 1: received)

03: Variable to receive success / failure







@> Load:

@> Execute load:

This command performs the same processing as the default load function.

You can not use save number 0 or less (operation is ignored).



There is a function to check the file before executing as an option and interrupt the load if the result is incorrect.

Check processing is equivalent to "Get save information" command.

If there is a correct file, you can disable it, but we do not recommend it.





Code: 3003

String Arguments: None

Numeric argument:

00: How to specify save number (0: constant 1: variable)

01: save number

02: Presence / absence of pre-execution check (0: valid 1: invalid)







@> End Load Process:

@> End of loading process:

This is a command to release the dark state after loading.

It is invalid in the new game. In addition, it will be released naturally after 1 frame has elapsed.



※ 18/12/07 additional note This command has no effect at present





Code: 3004

String Arguments: None

Numeric argument: none



@> Get Mouse Position:

@> Get mouse coordinates:

Command to get the relative position of the mouse in the window.

Based on 320 * 240 resolution.



* Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.

(There is probably no problem as there are currently few machines on which this setting is valid.)





Code: 3005

String Arguments: None

Numeric argument:

00: Variable to receive X coordinate

01: Variable to receive Y coordinate



@> Set Mouse Position:

@> Setting mouse coordinates:

This command sets the relative position of the mouse in the window.

Based on 320 * 240 resolution.

To avoid incorrect click triggering, the X coordinate is rounded to 0 to 319, and the Y coordinate is rounded to 0 to 239.



* Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.

(There is probably no problem as there are currently few machines on which this setting is valid.)





Code: 3006

String Arguments: None

Numeric argument:

00: Coordinate specification method (0: constant 1: variable)

01: X coordinate

02: Y coordinate







@> Show String Picture:

@> Display character string picture:

Generates a picture from the specified character string.

After generation, it can be handled in the same way as ordinary picture.

Invalidating the background, frame, gradation, shadow will reduce the cost of generating.





· Control characters:

Several control characters are available in strings.

Variable reference with \ V is valid for the values in .



$ a - zA - Z: Draw special characters.

Draw \ \: \ \ standalone.

\ C : Changes the text color to nth number.

\ D : Aligns the variable value with at least n digits (0 fill).

\ N : Draw the n-th main character name.

\ T : Not implemented at the moment.

\ V : Draws variable number n.





- Display position -> Coordinate:

Specify the meaning of the position value.

(The conventional picture is fixed at the center coordinates)





- Picture size:

Specify the size of the picture to be generated.

Set the value type to "Automatic", or set the value to 0 to adjust to the appropriate size.





· Font name:

Specify the font to use for drawing.

If left blank, it refers to the system configuration of the database.





·font size:

Specify the size of the font used for drawing.

Valid values are from 1 to 255, default is 12.





· Character spacing:

Specify an empty space for each character.

Valid values are 0 to 255, default is 0.





· Line spacing:

Specify an empty space for each line.

Valid values are from 0 to 255, default is 4.





· Make it bold:

Apply bold to the font.





· System graphic:

Specify the graphic to use for drawing.

If you select <System Settings> (<System Settings>), you will see the system configuration of the database.





·wallpaper:

Specify the background type of the window.





· Draw frame:

Specify the presence or absence of a window frame.

If either vertical or horizontal size is less than 8px, it will not be drawn regardless of the setting.





· Enable outer margin:

Specify whether to consider the area of the frame in calculating the picture size and drawing position of the character.

When it is effective, 8px each on the left and right, 10px above and below.





· Enable text gradation:

Specify whether to enable gradation of letters like those used for other functions such as text display.

Invalid When drawing in 16 * 16 px, the color is drawn from the upper left (0, 0) of each color.





· Enable shadow of character:

Specify whether to enable the shadow of characters such as text display and used for other functions.





· Restriction on preview:

Display position: Fixed at upper left coordinates (0, 0).

Size: Calculated automatically except for constant specification.

Magnification ratio: It is fixed at 100% (double display function is provided in the preview itself).

Transparency: 0% fixed.

Effect: All are ineffective.

Font size: 12 for non-constant specification.



Code: 3007

String Argument:

* 1 String to be displayed * 1 File name * 1 Font name

* 1 ... a byte type prefix representing the type of value that follows. Currently only 0x01 is valid



Numeric argument:

00: Type of value

00 to 03: Picture ID specification method (constant = 0, variable, variable number variable)

04 to 07: Display position specification method (constant = 0, variable, variable number variable)

08 to 11: Specification method of enlargement ratio (constant = 0, variable, variable number variable)

12 to 15: Transparency specification method (constant = 0, variable, variable number variable)

16 to 19: How to specify the picture size (constant = 0, variable, variable number variable)

20 to 23: How to specify the font size (constant = 0, variable, variable number variable)

24 to 27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)



01: Picture ID

02: Position X

03: Position Y

04: Magnification ratio

05: Transparency

06: Red color tone

07: Green color tone

08: Blue color

09: Saturation

10: Types of special effects

11: Level of special effects

12: Additional effect

00 to 04: Blend mode (none = 0, multiplication, addition, overlay)

05: Horizontal inversion

06: Vertical reversal



13: Option 1

00 to 07: Linked to map scroll

08 to 11: background type (none = 0, enlargement, tile)

12: Do not draw frame

13: Invalid gradation

14: Shadow invalid

15: Make it bold

16: Margin invalid



14: Option 2

00 to 07: Enable transparent color

08 to 15: Character spacing

16 to 23: Line spacing



15: Layers on the map

16: Layer in battle

17: Erase condition / screen effect to be applied

18: Width of the picture

19: Height of picture

20: Font size