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- Enum EExtraDefinitions
- _BODY = &hFFF0
- _HEADER_EVENT
- _HEADER_PAGE
- _HEADER_SCRIPT
- _FREE_LINE
- _START_CONDITION_LIST
- _START_CONDITION_ENTRY
- _MOVEMENTPATTERN
- _CODE
- _INDENT
- _UNKNOWN_COMMAND
- End Enum
- Type TFormattingTemplateEntry
- Before As String
- After As String
- End Type
- Dim Shared FormattingTemplate(&hFFFF) As TFormattingTemplateEntry
- Sub LoadFormattingTemplate()
- Var ac = MessageBox(NULL, "Use a formatting template?", APPNAME, MB_YESNO Or MB_ICONQUESTION)
- Select Case ac
- Case IDYES
- Var buf = OpenFileDlg("Open formatting template...", OFN_FILTER_FORMATTINGTEMPLATE, "eft", ExePath & "\ftemplates")
- If buf <> "" Then
- Open buf For Input As #2
- Do Until Eof(2)
- Dim s As String
- Dim v As Integer
- Line Input #2, s
- If Left(s, 2) = "//" Then Continue Do
- If InStr(s, " //") Then s = Left(s, InStr(s, " //") - 1)
- Select Case UCase(s)
- Case "BODY"
- v = _BODY
- Case "HEADER:EVENT"
- v = _HEADER_EVENT
- Case "HEADER:PAGE"
- v = _HEADER_PAGE
- Case "HEADER:SCRIPT"
- v = _HEADER_SCRIPT
- Case "FREELINE"
- v = _FREE_LINE
- Case "STARTCONDITION:LIST"
- v = _START_CONDITION_LIST
- Case "STARTCONDITION:ENTRY"
- v = _START_CONDITION_ENTRY
- Case "MOVEMENTPATTERN"
- v = _MOVEMENTPATTERN
- Case "CODE"
- v = _CODE
- Case "INDENT"
- v = _INDENT
- Case "UNKNOWNCOMMAND"
- v = _UNKNOWN_COMMAND
- Case Else
- v = Abs(Val(s))
- If v > &hFFFF Then v = 0
- End Select
- Do
- Line Input #2, s
- If Left(s, 2) <> "//" Then Exit Do
- Loop
- If v Then FormattingTemplate(v).Before = s
- Do
- Line Input #2, s
- If Left(s, 2) <> "//" Then Exit Do
- Loop
- If v Then FormattingTemplate(v).After = s
- Loop
- Close #2
- EndIf
- Case IDNO
- For i As Integer = 0 To &hFFFF
- FormattingTemplate(i).Before = ""
- FormattingTemplate(i).After = ""
- Next
- End Select
- End Sub
- Sub ExportEvent(ev As AEE.EVENT Ptr, cbct As AEE.CLIPBOARDCONTENTTYPE, file As String)
- If ev = NULL Then Exit Sub
- Open file For Output As #1
- Print #1, FormattingTemplate(_BODY).Before
- If cbct = AEE.CBCT_EVENT Or cbct = AEE.CBCT_COMMONEVENT Or cbct = AEE.CBCT_MONSTERGROUP Then
- Print #1, FormattingTemplate(_HEADER_EVENT).Before;
- Print #1, "--- EVENT ---";
- Print #1, FormattingTemplate(_HEADER_EVENT).After
- Print #1, "Type: ";
- Select Case ev->Type_
- Case AEE.EVENT.EVT_UNKNOWN
- Print #1, "Unknown"
- Case AEE.EVENT.EVT_MAP
- Print #1, "Map event"
- Case AEE.EVENT.EVT_COMMON
- Print #1, "Common event"
- Case AEE.EVENT.EVT_BATTLE
- Print #1, "Battle event"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Name: " & *ev->Name
- If ev->Type_ = AEE.EVENT.EVT_MAP Then Print #1, "Coordinates: (" & ev->Coordinates.x & ", " & ev->Coordinates.y & ")"
- Print #1, "Number of Pages: " & ev->PagesAmount
- EndIf
- For i As Integer = 0 To ev->PagesAmount - 1
- If cbct = AEE.CBCT_EVENT Or cbct = AEE.CBCT_COMMONEVENT Or cbct = AEE.CBCT_MONSTERGROUP Then Print #1, FormattingTemplate(_FREE_LINE).Before & FormattingTemplate(_FREE_LINE).After
- If cbct <> AEE.CBCT_EVENTCOMMANDS Then
- Print #1, FormattingTemplate(_HEADER_PAGE).Before;
- Print #1, "-- PAGE ";
- If cbct = AEE.CBCT_EVENTPAGE Or cbct = AEE.CBCT_BATTLEEVENTPAGE Then Print #1, "--"; Else Print #1, ev->Pages[i].ID & " --";
- Print #1, FormattingTemplate(_HEADER_PAGE).After
- EndIf
- If cbct = AEE.CBCT_EVENT Or cbct = AEE.CBCT_COMMONEVENT Or cbct = AEE.CBCT_EVENTPAGE Or cbct = AEE.CBCT_BATTLEEVENTPAGE Or cbct = AEE.CBCT_MONSTERGROUP Then
- If ev->Pages[i].StartConditions Then
- Print #1, "Start conditions:"
- Print #1, FormattingTemplate(_START_CONDITION_LIST).Before;
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_SWITCH1 Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Switch [" & ev->Pages[i].StartConditions->Switch1_ID & "] == ON" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_SWITCH2 Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Switch [" & ev->Pages[i].StartConditions->Switch2_ID & "] == ON" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_VARIABLE Then
- Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Variable [" & ev->Pages[i].StartConditions->Variable_ID & "] ";
- Select Case ev->Pages[i].StartConditions->Variable_Comparison
- Case AEE.EVC_EQUAL
- Print #1, "==";
- Case AEE.EVC_GREATER_OR_EQUAL
- Print #1, ">=";
- Case AEE.EVC_LESS_OR_EQUAL
- Print #1, "<=";
- Case AEE.EVC_GREATER
- Print #1, ">";
- Case AEE.EVC_LESS
- Print #1, "<";
- Case AEE.EVC_NOT_EQUAL
- Print #1, "!=";
- Case Else
- Print "???=";
- End Select
- Print #1, " " & ev->Pages[i].StartConditions->Variable_Value & FormattingTemplate(_START_CONDITION_ENTRY).After
- EndIf
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_ITEM Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Item #" & ev->Pages[i].StartConditions->Item_ID & " possessed" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_HERO_IN_PARTY Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Hero #" & ev->Pages[i].StartConditions->HeroInParty_HeroID & " in Party" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_TIMER1 Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Timer 1 <= " & ev->Pages[i].StartConditions->Timer1_Sec \ 60 & "'" & ev->Pages[i].StartConditions->Timer1_Sec Mod 60 & """" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_TIMER2 Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Timer 2 <= " & ev->Pages[i].StartConditions->Timer2_Sec \ 60 & "'" & ev->Pages[i].StartConditions->Timer2_Sec Mod 60 & """" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_TURNS Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Turns elapsed: " & ev->Pages[i].StartConditions->Turns_Elapsed1 & "X+" & ev->Pages[i].StartConditions->Turns_Elapsed2 & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_MONSTER_TURNS Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Enemy #" & ev->Pages[i].StartConditions->MonsterTurns_MonsterID & " has elapsed " & ev->Pages[i].StartConditions->MonsterTurns_TurnsElapsed1 & "X+" & ev->Pages[i].StartConditions->MonsterTurns_TurnsElapsed2 & " turns" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_HERO_TURNS Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Hero #" & ev->Pages[i].StartConditions->HeroTurns_HeroID & " has elapsed " & ev->Pages[i].StartConditions->HeroTurns_TurnsElapsed1 & "X+" & ev->Pages[i].StartConditions->HeroTurns_TurnsElapsed2 & " turns" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_EXHAUSTION Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Party exhaustion is between " & ev->Pages[i].StartConditions->Exhaustion_Min & "% and " & ev->Pages[i].StartConditions->Exhaustion_Max & "%" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_MONSTER_HP Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Enemy #" & ev->Pages[i].StartConditions->MonsterHP_MonsterID & "'s HP are between " & ev->Pages[i].StartConditions->MonsterHP_Min & "% and " & ev->Pages[i].StartConditions->MonsterHP_Max & "%" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_HERO_HP Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Hero #" & ev->Pages[i].StartConditions->HeroHP_HeroID & "'s HP are between " & ev->Pages[i].StartConditions->HeroHP_Min & "% and " & ev->Pages[i].StartConditions->HeroHP_Max & "%" & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used And AEE.STARTCONDITIONS.EPSC_HERO_COMMAND Then Print #1, FormattingTemplate(_START_CONDITION_ENTRY).Before & " Hero #" & ev->Pages[i].StartConditions->HeroCommand_HeroID & " has used battle command #" & ev->Pages[i].StartConditions->HeroCommand_CommandID & FormattingTemplate(_START_CONDITION_ENTRY).After
- If ev->Pages[i].StartConditions->Used = 0 Then Print #1, " <None>"
- Print #1, FormattingTemplate(_START_CONDITION_LIST).After;
- EndIf
- If cbct = AEE.CBCT_EVENT Or cbct = AEE.CBCT_EVENTPAGE Then
- Print #1, "Sprite: ";
- If ev->Pages[i].Sprite_Filename = NULL Then Print #1, "<Tileset>"; Else Print #1, *ev->Pages[i].Sprite_Filename;
- Print #1, " #" & ev->Pages[i].Sprite_ID
- Print #1, "Facing direction: ";
- Select Case ev->Pages[i].FacingDirection
- Case AEE.FD_UP
- Print #1, "Up"
- Case AEE.FD_RIGHT
- Print #1, "Right"
- Case AEE.FD_DOWN
- Print #1, "Down"
- Case AEE.FD_LEFT
- Print #1, "Left"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Animation frame: ";
- Select Case ev->Pages[i].Frame
- Case AEE.CSF_LEFT
- Print #1, "Left"
- Case AEE.CSF_CENTER
- Print #1, "Center"
- Case AEE.CSF_RIGHT
- Print #1, "Right"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Transparent: " & IIfStr(ev->Pages[i].Sprite_Transparency, "Yes", "No")
- EndIf
- Print #1, "Trigger condition: ";
- Select Case ev->Pages[i].Trigger
- Case AEE.EVENTPAGE.EPTC_PUSH_KEY
- Select Case ev->Type_
- Case AEE.EVENT.EVT_MAP
- Print #1, "Push key"
- Case AEE.EVENT.EVT_COMMON
- Print #1, "Call"
- Case Else
- Print #1, "<Event>"
- End Select
- Case AEE.EVENTPAGE.EPTC_HERO_TOUCH
- Print #1, "Touched by hero"
- Case AEE.EVENTPAGE.EPTC_HERO_COLLISION
- Print #1, "Collision with hero"
- Case AEE.EVENTPAGE.EPTC_AUTOSTART
- Print #1, "Auto start"
- Case AEE.EVENTPAGE.EPTC_PARALLEL
- Print #1, "Parallel process"
- Case Else
- Print #1, "???"
- End Select
- If cbct = AEE.CBCT_EVENT Or cbct = AEE.CBCT_EVENTPAGE Then
- Print #1, "Event level: ";
- Select Case ev->Pages[i].EventLevel
- Case AEE.EVENTPAGE.ELV_BELOW_HERO
- Print #1, "Below hero"
- Case AEE.EVENTPAGE.ELV_SAME_LEVEL_AS_HERO
- Print #1, "Same level as hero"
- Case AEE.EVENTPAGE.ELV_ABOVE_HERO
- Print #1, "Above hero"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Forbid event overlap: " & IIfStr(ev->Pages[i].ForbidEventOverlap, "Yes", "No")
- Print #1, "Animation type: ";
- Select Case ev->Pages[i].AnimationType
- Case AEE.EVENTPAGE.EPAT_NON_CONTINUOUS
- Print #1, "Non-continuous"
- Case AEE.EVENTPAGE.EPAT_CONTINUOUS
- Print #1, "Continuous"
- Case AEE.EVENTPAGE.EPAT_FIXED_DIR_NON_CONTINUOUS
- Print #1, "Fixed direction; Non-continuous"
- Case AEE.EVENTPAGE.EPAT_FIXED_DIR_CONTINUOUS
- Print #1, "Fixed direction; Continuous"
- Case AEE.EVENTPAGE.EPAT_FIXED_GRAPHIC
- Print #1, "Fixed graphic"
- Case AEE.EVENTPAGE.EPAT_SPIN_AROUND
- Print #1, "Spin around"
- Case AEE.EVENTPAGE.EPAT_NO_STEPS
- Print #1, "No steps"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Movement type: ";
- Select Case ev->Pages[i].MovementType
- Case AEE.EVENTPAGE.EPMT_STATIONARY
- Print #1, "Stationary"
- Case AEE.EVENTPAGE.EPMT_RANDOM
- Print #1, "Random"
- Case AEE.EVENTPAGE.EPMT_VERTICAL
- Print #1, "Vertical"
- Case AEE.EVENTPAGE.EPMT_HORIZONTAL
- Print #1, "Horizontal"
- Case AEE.EVENTPAGE.EPMT_TOWARD_HERO
- Print #1, "Toward hero"
- Case AEE.EVENTPAGE.EPMT_AWAY_FROM_HERO
- Print #1, "Away from hero"
- Case AEE.EVENTPAGE.EPMT_CUSTOM
- Print #1, "Custom"
- Case Else
- Print #1, "???"
- End Select
- Print #1, "Movement frequency: " & ev->Pages[i].MovementFrequency
- Print #1, "Movement speed: " & ev->Pages[i].MovementSpeed
- If ev->Pages[i].MovementPattern AndAlso ev->Pages[i].MovementPattern->CommandsAmount Then
- Print #1, "Movement pattern:"
- Print #1, FormattingTemplate(_MOVEMENTPATTERN).Before;
- For j As Integer = 0 To ev->Pages[i].MovementPattern->CommandsAmount - 1
- Print #1, " <>";
- Select Case ev->Pages[i].MovementPattern->Commands[j].Command
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP
- Print #1, " Move up";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_RIGHT
- Print #1, " Move right";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN
- Print #1, " Move down";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_LEFT
- Print #1, " Move left";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP_RIGHT
- Print #1, " Move up/right";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN_RIGHT
- Print #1, " Move down/right";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN_LEFT
- Print #1, " Move down/left";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP_LEFT
- Print #1, " Move up/left";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_RANDOMLY
- Print #1, " Move randomly";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_TOWARD_HERO
- Print #1, " Move toward hero";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_AWAY_FROM_HERO
- Print #1, " Move away from hero";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_FORWARD
- Print #1, " Move forward";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_UP
- Print #1, " Face up";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_RIGHT
- Print #1, " Face right";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_DOWN
- Print #1, " Face down";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_LEFT
- Print #1, " Face left";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_RIGHT
- Print #1, " Turn right";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_LEFT
- Print #1, " Turn left";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_AROUND
- Print #1, " Turn around";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_RANDOMLY
- Print #1, " Turn randomly";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_RANDOMLY
- Print #1, " Face randomly";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_TOWARD_HERO
- Print #1, " Face toward hero";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_AWAY_FROM_HERO
- Print #1, " Face away from hero";
- Case AEE.MOVEEVENTCOMMAND.ME_WAIT
- Print #1, " Wait";
- Case AEE.MOVEEVENTCOMMAND.ME_BEGIN_JUMP
- Print #1, " Begin jump";
- Case AEE.MOVEEVENTCOMMAND.ME_END_JUMP
- Print #1, " End jump";
- Case AEE.MOVEEVENTCOMMAND.ME_LOCK_FACING
- Print #1, " Lock facing";
- Case AEE.MOVEEVENTCOMMAND.ME_UNLOCK_FACING
- Print #1, " Unlock facing";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_SPEED
- Print #1, " Increase speed";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_SPEED
- Print #1, " Decrease speed";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_FREQUENCY
- Print #1, " Increase frequency";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_FREQUENCY
- Print #1, " Decrease frequency";
- Case AEE.MOVEEVENTCOMMAND.ME_SWITCH_ON
- Print #1, " Switch [" & ev->Pages[i].MovementPattern->Commands[j].Switch_ID & "] ON";
- Case AEE.MOVEEVENTCOMMAND.ME_SWITCH_OFF
- Print #1, " Switch [" & ev->Pages[i].MovementPattern->Commands[j].Switch_ID & "] OFF";
- Case AEE.MOVEEVENTCOMMAND.ME_CHANGE_GRAPHIC
- Print #1, " Change graphic to " & *ev->Pages[i].MovementPattern->Commands[j].Sprite_Filename & " #" & ev->Pages[i].MovementPattern->Commands[j].Sprite_ID;
- Case AEE.MOVEEVENTCOMMAND.ME_PLAY_SE
- Print #1, " Play SE " & *ev->Pages[i].MovementPattern->Commands[j].SE_Filename & " V" & ev->Pages[i].MovementPattern->Commands[j].SE_Volume & " T" & ev->Pages[i].MovementPattern->Commands[j].SE_Tempo & " B" & ev->Pages[i].MovementPattern->Commands[j].SE_Balance;
- Case AEE.MOVEEVENTCOMMAND.ME_PHASING_MODE_ON
- Print #1, " Phasing mode on";
- Case AEE.MOVEEVENTCOMMAND.ME_PHASING_MODE_OFF
- Print #1, " Phasing mode off";
- Case AEE.MOVEEVENTCOMMAND.ME_STOP_ANIMATION
- Print #1, " Stop animation";
- Case AEE.MOVEEVENTCOMMAND.ME_RESUME_ANIMATION
- Print #1, " Resume animation";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_TRANSPARENCY
- Print #1, " Increase transparency";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_TRANSPARENCY
- Print #1, " Decrease transparency";
- Case Else
- Print #1, " Command 0x" & Hex(ev->Pages[i].MovementPattern->Commands[j].Command);
- End Select
- Print #1, ""
- Next
- Print #1, " <>"
- Print #1, FormattingTemplate(_MOVEMENTPATTERN).After
- Print #1, "Repeat movement pattern: " & IIfStr(ev->Pages[i].MovementPattern->RepeatPattern, "Yes", "No")
- Print #1, "Ignore impossible movements: " & IIfStr(ev->Pages[i].MovementPattern->IgnoreImpossible, "Yes", "No")
- EndIf
- EndIf
- EndIf
- Print #1, FormattingTemplate(_HEADER_SCRIPT).Before;
- Print #1, "- SCRIPT -";
- Print #1, FormattingTemplate(_HEADER_SCRIPT).After
- Print #1, FormattingTemplate(_CODE).Before;
- For j As Integer = 0 To ev->Pages[i].CommandsAmount - 1
- For k As Integer = 1 To ev->Pages[i].Commands[j].TreeDepth
- Print #1, FormattingTemplate(_INDENT).Before & " " & FormattingTemplate(_INDENT).After;
- Next
- If Abs(ev->Pages[i].Commands[j].Command) < &hFFF0 Then Print #1, FormattingTemplate(Abs(ev->Pages[i].Commands[j].Command)).Before;
- With ev->Pages[i].Commands[j]
- Select Case .Command
- Case AEE.EVCMD_FREE_LINE
- Print #1, "<>"
- Case AEE.EVCMD_SHOW_MESSAGE
- Print #1, "<> Show Message: " & *.NameBlock
- Case AEE.EVCMD_ADD_LINE_TO_MESSAGE
- Print #1, ": " & *.NameBlock
- Case AEE.EVCMD_MESSAGE_OPTIONS
- Print #1, "<> Message Style: " & IIfStr(.Params[0], "Transparent", "Normal") & ", " & IIfStr(.Params[1], IIfStr(.Params[1] = 2, "Bottom", "Center"), "Top") & ", " & IIfStr(.Params[2], "Auto Pos.", "Fixed Pos.") & ", " & IIfStr(.Params[3], "Don't halt processes", "Halt processes")
- Case AEE.EVCMD_SELECT_FACE
- Print #1, "<> Select Face: ";
- If .NameBlock <> NULL Then Print #1, *.NameBlock & " #" & .Params[0] & ", " & IIfStr(.Params[1], "Right", "Left") & IIfStr(.Params[2], ", Mirrored", "") Else Print #1, "Erase"
- Case AEE.EVCMD_SHOW_CHOICE
- Print #1, "<> Show Choices: " & *.NameBlock & IIfStr(.Params[0] = 5, "", IIfStr(.Params[0], " (Option #" & .Params[0] & " as default)", " (Ignore cancel)"))
- Case AEE.EVCMD_CHOICE_CASE
- Print #1, ": " & IIfStr(.NameBlock <> NULL, "[" & *.NameBlock & "]", "Cancel") & " Handler" & IIfStr(.Params[0] = 4, "", " (Option #" & .Params[0] + 1 & ")")
- Case AEE.EVCMD_CHOICE_END
- Print #1, ": End of choice"
- Case AEE.EVCMD_INPUT_NUMBER
- Print #1, "<> Input Number: " & .Params[0] & " digits, Store in var. [" & .Params[1] & "]"
- Case AEE.EVCMD_CHANGE_SWITCH
- Print #1, "<> Change Switch: [" & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", IIfStr(.Params[0], "" & .Params[1] & "-" & .Params[2], "" & .Params[1])) & "]" & IIfStr(.Params[3] = 2, ", Toggle", IIfStr(.Params[3], " = OFF", " = ON"))
- Case AEE.EVCMD_CHANGE_VARIABLE
- Print #1, "<> Change Variable: [" & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", IIfStr(.Params[0], "" & .Params[1] & "-" & .Params[2], "" & .Params[1])) & "]";
- Select Case .Params[3]
- Case 0
- Print #1, " = ";
- Case 1
- Print #1, " += ";
- Case 2
- Print #1, " -= ";
- Case 3
- Print #1, " *= ";
- Case 4
- Print #1, " /= ";
- Case 5
- Print #1, " Mod= ";
- Case Else
- Print #1, " ???=" ;
- End Select
- Select Case .Params[4]
- Case 0
- Print #1, "" & .Params[5]
- Case 1
- Print #1, "V[" & .Params[5] & "]"
- Case 2
- Print #1, "V[V[" & .Params[5] & "]]"
- Case 3
- Print #1, "Random [" & .Params[5] & "-" & .Params[6] & "]"
- Case 4
- Print #1, "Amount of item #" & .Params[5] & " " & IIfStr(.Params[6], "equipped", "owned")
- Case 5
- Select Case .Params[6]
- Case 0
- Print #1, "Level";
- Case 1
- Print #1, "EXP";
- Case 2
- Print #1, "HP";
- Case 3
- Print #1, "MP";
- Case 4
- Print #1, "Max. HP";
- Case 5
- Print #1, "Max. MP";
- Case 6
- Print #1, "ATK";
- Case 7
- Print #1, "DEF";
- Case 8
- Print #1, "INT";
- Case 9
- Print #1, "AGI";
- Case 10
- Print #1, "Weapon ID";
- Case 11
- Print #1, "Shield ID";
- Case 12
- Print #1, "Armor ID";
- Case 13
- Print #1, "Helmet ID";
- Case 14
- Print #1, "Accessory ID";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " of hero #" & .Params[5]
- Case 6
- Select Case .Params[6]
- Case 0
- Print #1, "Map ID";
- Case 1
- Print #1, "X position on map (tiles)";
- Case 2
- Print #1, "Y position on map (tiles)";
- Case 3
- Print #1, "Facing direction";
- Case 4
- Print #1, "X position on screen (pixels)";
- Case 5
- Print #1, "Y position on screen (pixels)";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " of ";
- Select Case .Params[5]
- Case AEE.EV_HERO
- Print #1, "hero"
- Case AEE.EV_BOAT
- Print #1, "boat"
- Case AEE.EV_SHIP
- Print #1, "ship"
- Case AEE.EV_AIRSHIP
- Print #1, "airship"
- Case AEE.EV_THIS
- Print #1, "this event"
- Case Else
- Print #1, "event #" & .Params[5]
- End Select
- Case 7
- Select Case .Params[5]
- Case 0
- Print #1, "Money"
- Case 1
- Print #1, "Seconds remaining of timer 1"
- Case 2
- Print #1, "Party size"
- Case 3
- Print #1, "Number of saves"
- Case 4
- Print #1, "Number of battles"
- Case 5
- Print #1, "Number of victories"
- Case 6
- Print #1, "Number of defeats"
- Case 7
- Print #1, "Number of escapes"
- Case 8
- Print #1, "MIDI position (ticks)"
- Case 9
- Print #1, "Seconds remaining of timer 2"
- End Select
- Case 8
- Select Case .Params[6]
- Case 0
- Print #1, "HP";
- Case 1
- Print #1, "MP";
- Case 2
- Print #1, "Max. HP";
- Case 3
- Print #1, "Max. MP";
- Case 4
- Print #1, "ATK";
- Case 5
- Print #1, "DEF";
- Case 6
- Print #1, "INT";
- Case 7
- Print #1, "AGI";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " of enemy #" & .Params[5] + 1
- Case Else
- Print #1, "??? (" & .Params[4] & ")"
- End Select
- Case AEE.EVCMD_CHANGE_TIMER
- Print #1, "<> Change Timer: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Set timer " & IIfStr(.Params[5], "2", "1") & " to ";
- If .Params[1] Then
- Print #1, "V[" & .Params[2] & "] sec."
- Else
- Print #1, "" & .Params[2] \ 60 & "'" & .Params[2] Mod 60 & """"
- EndIf
- Case 1
- Print #1, "Start timer " & IIfStr(.ParamsAmount >= 5 AndAlso .Params[5] = 1, "2", "1") & IIfStr(.Params[3], ", Display on screen", "") & IIfStr(.Params[4], ", Keep running in battle", "")
- Case 2
- Print #1, "Stop timer " & IIfStr(.ParamsAmount >= 5 AndAlso .Params[5] = 1, "2", "1")
- Case Else
- Print #1, "???"
- End Select
- Case AEE.EVCMD_CHANGE_MONEY
- Print #1, "<> Change Money: " & IIfStr(.Params[0], "Remove ", "Add ") & IIfStr(.Params[1], "V[" & .Params[2] & "] ", "" & .Params[2]) & "$"
- Case AEE.EVCMD_CHANGE_ITEMS
- Print #1, "<> Change Items: " & IIfStr(.Params[0], "Remove ", "Add ") & IIfStr(.Params[3], "V[" & .Params[4] & "]", "" & .Params[4]) & " piece" & IIfStr(.Params[4] = 1 And .Params[3] = 0, "", "s") & " of item " & IIfStr(.Params[1], "V[" & .Params[2] & "] ", "#" & .Params[2])
- Case AEE.EVCMD_CHANGE_PARTY
- Print #1, "<> Change Party: " & IIfStr(.Params[0], "Remove ", "Add ") & "hero " & IIfStr(.Params[1], "V[" & .Params[2] & "] ", "#" & .Params[2])
- Case AEE.EVCMD_CHANGE_EXP
- Print #1, "<> Change EXP: " & IIfStr(.Params[2], "Decrease ", "Increase ") & "EXP of " & IIfStr(.Params[0] = 0, "entire party", "hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "] ", "#" & .Params[1])) & " by " & IIfStr(.Params[3], "V[" & .Params[4] & "]", "" & .Params[4]) & " points" & IIfStr(.Params[5] = 1 And .Params[2] = 0, ", Show level-up", "")
- Case AEE.EVCMD_CHANGE_LEVEL
- Print #1, "<> Change Level: " & IIfStr(.Params[2], "Decrease ", "Increase ") & "level of " & IIfStr(.Params[0] = 0, "entire party", "hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "] ", "#" & .Params[1])) & " by " & IIfStr(.Params[3], "V[" & .Params[4] & "]", "" & .Params[4]) & IIfStr(.Params[5] = 1 And .Params[2] = 0, ", Show level-up", "")
- Case AEE.EVCMD_CHANGE_STATS
- Print #1, "<> Change Ability: " & IIfStr(.Params[2], "Decrease ", "Increase ");
- Select Case .Params[3]
- Case 0
- Print #1, "Max. HP";
- Case 1
- Print #1, "Max. MP";
- Case 2
- Print #1, "ATK";
- Case 3
- Print #1, "DEF";
- Case 4
- Print #1, "INT";
- Case 5
- Print #1, "AGI";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " of " & IIfStr(.Params[0] = 0, "entire party", "hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1])) & " by " & IIfStr(.Params[4], "V[" & .Params[5] & "]", "" & .Params[5]) & " points"
- Case AEE.EVCMD_CHANGE_SKILL
- Print #1, "<> Change Skill: " & IIfStr(.Params[0] = 0, "Entire party", "Hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1])) & ", " & IIfStr(.Params[2], "Learn ", "Forget ") & "skill " & IIfStr(.Params[3], "V[" & .Params[4] & "]", "#" & .Params[4])
- Case AEE.EVCMD_CHANGE_EQUIPMENT
- Print #1, "<> Change Equipment: " & IIfStr(.Params[0] = 0, "Entire party", "Hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1])) & ", ";
- If .Params[2] Then
- Print #1, "Remove";
- Select Case .Params[3]
- Case 0
- Print #1, " weapon";
- Case 1
- Print #1, " shield";
- Case 2
- Print #1, " armor";
- Case 3
- Print #1, " helmet";
- Case 4
- Print #1, " accessor" & IIfStr(.Params[0] = 0, "ie", "y");
- Case 5
- Print #1, " all equipment";
- Case Else
- Print #1, " ???";
- End Select
- If .Params[0] = 0 And .Params[3] <= 4 Then Print #1, "s" Else Print #1,
- Else
- Print #1, "Equip item " & IIfStr(.Params[3], "V[" & .Params[4] & "] ", "#" & .Params[4])
- EndIf
- Case AEE.EVCMD_CHANGE_HP
- Print #1, "<> Change HP: " & IIfStr(.Params[2], "Decrease ", "Increase ") & "HP of " & IIfStr(.Params[0] = 0, "entire party", "hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "] ", "#" & .Params[1])) & " by " & IIfStr(.Params[3], "V[" & .Params[4] & "]", "" & .Params[4]) & " points" & IIfStr(.Params[5] = 1 And .Params[2] = 1, ", Allow death", "")
- Case AEE.EVCMD_CHANGE_MP
- Print #1, "<> Change MP: " & IIfStr(.Params[2], "Decrease ", "Increase ") & "MP of " & IIfStr(.Params[0] = 0, "entire party", "hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "] ", "#" & .Params[1])) & " by " & IIfStr(.Params[3], "V[" & .Params[4] & "]", "" & .Params[4]) & " points"
- Case AEE.EVCMD_CHANGE_CONDITION
- Print #1, "<> Change Condition: " & IIfStr(.Params[0] = 0, "Entire party", "Hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1])) & ", " & IIfStr(.Params[2] = 0, "Inflict ", "Cure ") & "condition #" & .Params[3]
- Case AEE.EVCMD_FULL_RECOVERY
- Print #1, "<> Full Recovery: " & IIfStr(.Params[0] = 0, "Entire party", "Hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1]))
- Case AEE.EVCMD_INFLICT_DAMAGE
- Print #1, "<> Inflict Damage: " & IIfStr(.Params[0] = 0, "Entire party", "Hero " & IIfStr(.Params[0] = 2, "V[" & .Params[1] & "]", "#" & .Params[1])) & ", Attack pwr. " & .Params[2] & ", Def. chance" & .Params[3] & "%, Mind chance" & .Params[4] & "%, V" & .Params[5] & IIfStr(.Params[6], ", Store in var. [" & .Params[7] & "]", "")
- Case AEE.EVCMD_CHANGE_HERO_NAME
- Print #1, "<> Change Hero Name: Hero #" & .Params[0] & " -> " & *.NameBlock
- Case AEE.EVCMD_CHANGE_HERO_TITLE
- Print #1, "<> Change Hero Title: Hero #" & .Params[0] & " -> " & *.NameBlock
- Case AEE.EVCMD_CHANGE_HERO_GRAPHIC
- Print #1, "<> Change Hero Graphic: Hero #" & .Params[0] & " -> " & *.NameBlock & " #" & .Params[1] & IIfStr(.Params[2], ", Transparent", "")
- Case AEE.EVCMD_CHANGE_HERO_FACE
- Print #1, "<> Change Hero Face: Hero #" & .Params[0] & " -> " & *.NameBlock & " #" & .Params[1]
- Case AEE.EVCMD_CHANGE_VEHICLE_GRAPHIC
- Print #1, "<> Change Vehicle Graphic: " & IIfStr(.Params[0] = 2, "Airship", IIfStr(.Params[0], "Ship", "Boat")) & " -> " & *.NameBlock & " #" & .Params[1]
- Case AEE.EVCMD_CHANGE_SYSTEM_BGM
- Print #1, "<> Change System BGM: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Battle";
- Case 1
- Print #1, "Victory";
- Case 2
- Print #1, "Boat";
- Case 3
- Print #1, "Ship";
- Case 4
- Print #1, "Airship";
- Case 5
- Print #1, "Game over";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " -> " & *.NameBlock & ", Volume " & .Params[2] & "%, Speed " & .Params[3] & "%, Pan " & IIfStr(.Params[4] <> 50, IIfStr(.Params[4] > 50, "R " & .Params[4] * 2 - 100, "L " & 100 - .Params[4] * 2) & "%", "Center") & IIfStr(.Params[1], ", Fade in " & .Params[1] / 1000 & " sec.", "")
- Case AEE.EVCMD_CHANGE_SYSTEM_SE
- Print #1, "<> Change System SE: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Cursor";
- Case 1
- Print #1, "Decision";
- Case 2
- Print #1, "Cancel";
- Case 3
- Print #1, "Buzzer";
- Case 4
- Print #1, "Battle start";
- Case 5
- Print #1, "Escape";
- Case 6
- Print #1, "Attack";
- Case 7
- Print #1, "Damage enemy";
- Case 8
- Print #1, "Damage hero";
- Case 9
- Print #1, "Evade";
- Case 10
- Print #1, "Death";
- Case 11
- Print #1, "Item";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " -> " & *.NameBlock & ", Volume " & .Params[1] & "%, Speed " & .Params[2] & "%, Pan " & IIfStr(.Params[3] <> 50, IIfStr(.Params[3] > 50, "R " & .Params[3] * 2 - 100, "L " & 100 - .Params[3] * 2) & "%", "Center")
- Case AEE.EVCMD_CHANGE_SYSTEM_GRAPHIC
- Print #1, "<> Change System Graphic: " & *.NameBlock & ", " & IIfStr(.Params[0], "Tiled", "Stretched") & ", " & IIfStr(.Params[1], "RM2000/MS Mincho", "RMG2000/MS Gothic")
- Case AEE.EVCMD_CHANGE_TRANSITION
- Print #1, "<> Change Transition: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Erase on teleport";
- Case 1
- Print #1, "Show on teleport";
- Case 2
- Print #1, "Erase on battle start";
- Case 3
- Print #1, "Show on battle start";
- Case 4
- Print #1, "Erase on battle end";
- Case 5
- Print #1, "Show on battle end";
- Case Else
- Print #1, "???";
- End Select
- Print #1, " -> ";
- Select Case .Params[1]
- Case 0
- Print #1, "Fade"
- Case 1
- Print #1, "Dissolve"
- Case 2
- Print #1, "Dissolve up"
- Case 3
- Print #1, "Dissolve down"
- Case 4
- Print #1, "Blinds"
- Case 5
- Print #1, "Vertical stripes"
- Case 6
- Print #1, "Horizontal stripes"
- Case 7
- Print #1, "Reciding square"
- Case 8
- Print #1, "Expanding square"
- Case 9
- Print #1, "Shift up"
- Case 10
- Print #1, "Shift down"
- Case 11
- Print #1, "Shift left"
- Case 12
- Print #1, "Shift right"
- Case 13
- Print #1, "Vertical split"
- Case 14
- Print #1, "Horizontal split"
- Case 15
- Print #1, "4-way split"
- Case 16
- Print #1, "Zoom"
- Case 17
- Print #1, "Mosaic"
- Case 18
- Print #1, "Waver screen"
- Case 19
- Print #1, "Instant"
- Case 20
- Print #1, "None"
- Case Else
- Print #1, "???"
- End Select
- Case AEE.EVCMD_START_COMBAT
- Print #1, "<> Start Combat: Monster group " & IIfStr(.Params[0], "V[" & .Params[1] & "]", "#" & .Params[1]);
- If .ParamsAmount > 6 Then
- Select Case .Params[6]
- Case 0
- ' nothing
- Case 1
- Print #1, ", Initiative";
- Case 2
- Print #1, ", Back attack";
- Case 3
- Print #1, ", Surround attack";
- Case 4
- Print #1, ", Pincers attack";
- Case Else
- Print #1, ", ???";
- End Select
- EndIf
- If .Params[2] = 1 Then Print #1, ", Backdrop " & *.NameBlock;
- If .Params[2] = 1 And .ParamsAmount > 6 Then
- If .Params[7] = 2 Then Print #1, ", Tight formation"; Else Print #1, ", Loose formation";
- EndIf
- If .Params[2] = 2 Then Print #1, ", Backdrop as in terrain #" & .Params[8];
- Select Case .Params[3]
- Case 0
- Print #1, ", Escape disabled";
- Case 1
- Print #1, ", Stop event on escape";
- Case 2
- Print #1, ", Custom escape handler";
- Case Else
- Print #1, ", ??? (on escape)";
- End Select
- If .Params[4] Then Print #1, ", Custom defeat handler";
- If .Params[5] Then Print #1, ", First strike";
- Print #1, ""
- Case AEE.EVCMD_BATTLE_VICTORY
- Print #1, ": Victory handler"
- Case AEE.EVCMD_BATTLE_ESCAPE
- Print #1, ": Escape handler"
- Case AEE.EVCMD_BATTLE_DEFEAT
- Print #1, ": Defeat handler"
- Case AEE.EVCMD_BATTLE_END
- Print #1, ": End of battle handlers"
- Case AEE.EVCMD_CALL_SHOP
- Print #1, "<> Call Shop: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Buy and sell";
- Case 1
- Print #1, "Buy only";
- Case 2
- Print #1, "Sell only";
- Case Else
- Print #1, "??? (shop type)";
- End Select
- Print #1, ", Style " & Chr(65 + .Params[1]);
- If .Params[2] Then Print #1, ", Use custom handlers";
- If .ParamsAmount > 4 And .Params[0] <> 2 Then
- Print #1, ", Items: ";
- For k As Integer = 4 To .ParamsAmount - 1
- If k > 4 Then Print #1, ", ";
- Print #1, "#" & .Params[k];
- Next
- EndIf
- Print #1, ""
- Case AEE.EVCMD_SHOP_TRANSACTION
- Print #1, ": Transaction handler"
- Case AEE.EVCMD_SHOP_CANCEL
- Print #1, ": Cancel handler"
- Case AEE.EVCMD_SHOP_END
- Print #1, ": End of shop handlers"
- Case AEE.EVCMD_CALL_INN
- Print #1, "<> Call Inn: Style " & Chr(65 + .Params[0]) & ", Cost " & .Params[1] & "$" & IIfStr(.Params[2], ", Use custom handlers", "")
- Case AEE.EVCMD_INN_REST
- Print #1, ": Stay handler"
- Case AEE.EVCMD_INN_CANCEL
- Print #1, ": Cancel handler"
- Case AEE.EVCMD_INN_END
- Print #1, ": End of inn handlers"
- Case AEE.EVCMD_ENTER_HERO_NAME
- Print #1, "<> Enter Hero Name: Hero #" & .Params[0] & ", " & IIfStr(.Params[1] = 1, "Hiragana/Alphanumeric as default", "Katakana/Symbols as default") & IIfStr(.Params[2], ", Show intial name", "")
- Case AEE.EVCMD_TELEPORT
- Print #1, "<> Teleport: Map #" & .Params[0] & ", (" & .Params[1] & ", " & .Params[2] & ")";
- If .ParamsAmount > 3 Then
- Select Case .Params[3]
- Case 0
- ' nothing
- Case 1
- Print #1, ", Face up";
- Case 2
- Print #1, ", Face right";
- Case 3
- Print #1, ", Face down";
- Case 4
- Print #1, ", Face left";
- Case Else
- Print #1, ", ??? (facing)";
- End Select
- EndIf
- Print #1, ""
- Case AEE.EVCMD_MEMORIZE_LOCATION
- Print #1, "<> Memorize Location: Map -> Var. [" & .Params[0] & "], X -> Var. [" & .Params[1] & "], Y -> Var. [" & .Params[2] & "]"
- Case AEE.EVCMD_GO_TO_MEMORIZED_LOCATION
- Print #1, "<> Go To Memorized Location: Map V[" & .Params[0] & "], (V[" & .Params[1] & "], V[" & .Params[2] & "])"
- Case AEE.EVCMD_RIDE_VEHICLE
- Print #1, "<> Ride/Dismount Vehicle"
- Case AEE.EVCMD_TELEPORT_VEHICLE
- Print #1, "<> Teleport Vehicle: " & IIfStr(.Params[0] = 2, "Airship", IIfStr(.Params[0], "Ship", "Boat")) & " -> Map " & IIfStr(.Params[1], "V[" & .Params[2] & "]", "#" & .Params[2]) & ", (" & IIfStr(.Params[1], "V[" & .Params[3] & "]", "" & .Params[3]) & ", " & IIfStr(.Params[1], "V[" & .Params[4] & "]", "" & .Params[4]) & ")";
- If .ParamsAmount > 5 Then
- Select Case .Params[5]
- Case 0
- ' nothing
- Case 1
- Print #1, ", Face up";
- Case 2
- Print #1, ", Face right";
- Case 3
- Print #1, ", Face down";
- Case 4
- Print #1, ", Face left";
- Case Else
- Print #1, ", ??? (facing)";
- End Select
- EndIf
- Print #1, ""
- Case AEE.EVCMD_SET_EVENT_LOCATION
- Print #1, "<> Set Event Location: " & IIfStr(.Params[0] = AEE.EV_THIS, "This event", "Event #" & .Params[0]) & " -> (" & IIfStr(.Params[1], "V[" & .Params[2] & "]", "" & .Params[2]) & ", " & IIfStr(.Params[1], "V[" & .Params[3] & "]", "" & .Params[3]) & ")";
- If .ParamsAmount > 4 Then
- Select Case .Params[4]
- Case 0
- ' nothing
- Case 1
- Print #1, ", Face up";
- Case 2
- Print #1, ", Face right";
- Case 3
- Print #1, ", Face down";
- Case 4
- Print #1, ", Face left";
- Case Else
- Print #1, ", ??? (facing)";
- End Select
- EndIf
- Print #1, ""
- Case AEE.EVCMD_SWAP_TWO_EVENT_LOCATIONS
- Print #1, "<> Swap Two Event Locations: " & IIfStr(.Params[0] = AEE.EV_THIS, "This event", "Event #" & .Params[0]) & " <-> " & IIfStr(.Params[1] = AEE.EV_THIS, "This event", "Event #" & .Params[1])
- Case AEE.EVCMD_GET_TERRAIN_ID
- Print #1, "<> Get Terrain ID: (" & IIfStr(.Params[0], "V[" & .Params[1] & "]", "" & .Params[1]) & ", " & IIfStr(.Params[0], "V[" & .Params[2] & "]", "" & .Params[2]) & "), Store in var. [" & .Params[3] & "]"
- Case AEE.EVCMD_GET_EVENT_ID
- Print #1, "<> Get Event ID: (" & IIfStr(.Params[0], "V[" & .Params[1] & "]", "" & .Params[1]) & ", " & IIfStr(.Params[0], "V[" & .Params[2] & "]", "" & .Params[2]) & "), Store in var. [" & .Params[3] & "]"
- Case AEE.EVCMD_ERASE_SCREEN
- Print #1, "<> Erase Screen: ";
- Select Case .Params[0]
- Case -1
- Print #1, "Default"
- Case 0
- Print #1, "Fade"
- Case 1
- Print #1, "Dissolve"
- Case 2
- Print #1, "Dissolve up"
- Case 3
- Print #1, "Dissolve down"
- Case 4
- Print #1, "Blinds"
- Case 5
- Print #1, "Vertical stripes"
- Case 6
- Print #1, "Horizontal stripes"
- Case 7
- Print #1, "Reciding square"
- Case 8
- Print #1, "Expanding square"
- Case 9
- Print #1, "Shift up"
- Case 10
- Print #1, "Shift down"
- Case 11
- Print #1, "Shift left"
- Case 12
- Print #1, "Shift right"
- Case 13
- Print #1, "Vertical split"
- Case 14
- Print #1, "Horizontal split"
- Case 15
- Print #1, "4-way split"
- Case 16
- Print #1, "Zoom"
- Case 17
- Print #1, "Mosaic"
- Case 18
- Print #1, "Waver screen"
- Case 19
- Print #1, "Instant"
- Case 20
- Print #1, "None"
- Case Else
- Print #1, "???"
- End Select
- Case AEE.EVCMD_SHOW_SCREEN
- Print #1, "<> Show Screen: ";
- Select Case .Params[0]
- Case -1
- Print #1, "Default"
- Case 0
- Print #1, "Fade"
- Case 1
- Print #1, "Dissolve"
- Case 2
- Print #1, "Dissolve up"
- Case 3
- Print #1, "Dissolve down"
- Case 4
- Print #1, "Blinds"
- Case 5
- Print #1, "Vertical stripes"
- Case 6
- Print #1, "Horizontal stripes"
- Case 7
- Print #1, "Reciding square"
- Case 8
- Print #1, "Expanding square"
- Case 9
- Print #1, "Shift up"
- Case 10
- Print #1, "Shift down"
- Case 11
- Print #1, "Shift left"
- Case 12
- Print #1, "Shift right"
- Case 13
- Print #1, "Vertical split"
- Case 14
- Print #1, "Horizontal split"
- Case 15
- Print #1, "4-way split"
- Case 16
- Print #1, "Zoom"
- Case 17
- Print #1, "Mosaic"
- Case 18
- Print #1, "Waver screen"
- Case 19
- Print #1, "Instant"
- Case 20
- Print #1, "None"
- Case Else
- Print #1, "???"
- End Select
- Case AEE.EVCMD_SET_SCREEN_TONE
- Print #1, "<> Set Screen Tone: (R" & .Params[0] & ", B" & .Params[1] & ", G" & .Params[2] & ", C" & .Params[3] & "), " & Format(.Params[4] / 10, "0.0") & " sec." & IIfStr(.Params[5], ", Wait", "")
- Case AEE.EVCMD_FLASH_SCREEN
- Print #1, "<> Flash Screen: ";
- Select Case .Params[6]
- Case 0
- Print #1, "Once, (R" & .Params[0] & ", B" & .Params[1] & ", G" & .Params[2] & ", S" & .Params[3] & "), " & Format(.Params[4] / 10, "0.0") & " sec." & IIfStr(.Params[5], ", Wait", "")
- Case 1
- Print #1, "Begin, (R" & .Params[0] & ", B" & .Params[1] & ", G" & .Params[2] & ", S" & .Params[3] & "), " & Format(.Params[4] / 10, "0.0") & " sec."
- Case 2
- Print #1, "Cease"
- End Select
- Case AEE.EVCMD_SHAKE_SCREEN
- Print #1, "<> Shake Screen: ";
- Select Case .Params[4]
- Case 0
- Print #1, "Once, Pwr " & .Params[0] & ", Spd " & .Params[1] & ", " & Format(.Params[2] / 10, "0.0") & " sec." & IIfStr(.Params[3], ", Wait", "")
- Case 1
- Print #1, "Begin, Pwr " & .Params[0] & ", Spd " & .Params[1] & ", " & Format(.Params[2] / 10, "0.0") & " sec."
- Case 2
- Print #1, "Cease"
- End Select
- Case AEE.EVCMD_PAN_SCREEN
- Print #1, "<> Pan Screen: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Lock position"
- Case 1
- Print #1, "Unlock position"
- Case 2
- Print #1, "Move " & .Params[2] & " tiles ";
- Select Case .Params[1]
- Case 0
- Print #1, "up";
- Case 1
- Print #1, "right";
- Case 2
- Print #1, "down";
- Case 3
- Print #1, "left";
- Case Else
- Print #1, "??? (direction)";
- End Select
- Print #1, ", Speed " & .Params[3] & IIfStr(.Params[4], ", Wait", "")
- Case 3
- Print #1, "Move to origin, Speed " & .Params[3] & IIfStr(.Params[4], ", Wait", "")
- End Select
- Case AEE.EVCMD_WEATHER_EFFECTS
- Print #1, "<> Weather Effects: ";
- Select Case .Params[0]
- Case 0
- Print #1, "None"
- Case 1
- Print #1, "Rain";
- Case 2
- Print #1, "Snow";
- Case 3
- Print #1, "Fog";
- Case 4
- Print #1, "Sandstorm";
- Case Else
- Print #1, "???"
- End Select
- If .Params[0] Then
- Select Case .Params[1]
- Case 0
- Print #1, ", Weak"
- Case 1
- Print #1, ", Medium"
- Case 2
- Print #1, ", Strong"
- Case Else
- Print #1, ", ???"
- End Select
- EndIf
- Case AEE.EVCMD_SHOW_PICTURE
- Print #1, "<> Show Picture: #" & .Params[0] & ", " & IIfStr(.NameBlock <> NULL, *.NameBlock, "<no file>") & ", " & IIfStr(.Params[1], "(V[" & .Params[2] & "], V[" & .Params[3] & "])", "(" & .Params[2] & ", " & .Params[3] & ")");
- If .Params[4] Then Print #1, ", Move w/ map";
- Print #1, ", Mgn " & .Params[5] & "%, Tsp " & .Params[6] & "%";
- If .ParamsAmount > 14 Then Print #1, "/" & .Params[14] & "%";
- If .Params[7] = 0 Then Print #1, ", No trans. color";
- If .Params[8] <> 100 Or .Params[9] <> 100 Or .Params[10] <> 100 Or .Params[11] <> 100 Then Print #1, ", (R" & .Params[8] & "%, G" & .Params[9] & "%, B" & .Params[10] & "%, C" & .Params[11] & "%)";
- Select Case .Params[12]
- Case 0
- ' Do nothing
- Case 1
- Print #1, ", Spin " & .Params[13];
- Case 2
- Print #1, ", Ripple " & .Params[13];
- Case Else
- Print #1, ", ??? (effect) " & .Params[13];
- End Select
- Print #1, ""
- Case AEE.EVCMD_MOVE_PICTURE
- Print #1, "<> Move Picture: #" & .Params[0] & ", " & IIfStr(.Params[1], "(V[" & .Params[2] & "], V[" & .Params[3] & "])", "(" & .Params[2] & ", " & .Params[3] & ")");
- Print #1, ", Mgn " & .Params[5] & "%, Tsp " & .Params[6] & "%";
- If .ParamsAmount > 16 Then Print #1, "/" & .Params[16] & "%";
- If .Params[8] <> 100 Or .Params[9] <> 100 Or .Params[10] <> 100 Or .Params[11] <> 100 Then Print #1, ", (R" & .Params[8] & "%, G" & .Params[9] & "%, B" & .Params[10] & "%, C" & .Params[11] & "%)";
- Select Case .Params[12]
- Case 0
- ' Do nothing
- Case 1
- Print #1, ", Spin " & .Params[13];
- Case 2
- Print #1, ", Ripple " & .Params[13];
- Case Else
- Print #1, ", ??? (effect) " & .Params[13];
- End Select
- Print #1, ", " & Format(.Params[14] / 10, "0.0") & " sec." & IIfStr(.Params[15], ", Wait", "")
- Case AEE.EVCMD_ERASE_PICTURE
- Print #1, "<> Erase Picture: #" & .Params[0]
- Case AEE.EVCMD_SHOW_BATTLE_ANIMATION
- Print #1, "<> Show Battle Animation: #" & .Params[0] & ", ";
- Select Case .Params[1]
- Case 1 To 10000
- Print #1, "Event #" & .Params[1];
- Case AEE.EV_HERO
- Print #1, "Hero";
- Case AEE.EV_BOAT
- Print #1, "Boat";
- Case AEE.EV_SHIP
- Print #1, "Ship";
- Case AEE.EV_AIRSHIP
- Print #1, "Airship";
- Case AEE.EV_THIS
- Print #1, "This event";
- End Select
- If .Params[2] Then Print #1, ", Wait";
- If .Params[3] Then Print #1, ", Fullscreen";
- Print #1, ""
- Case AEE.EVCMD_SET_HERO_OPACITY
- Print #1, "<> Set Hero Opacity: " & IIfStr(.Params[0], "Visible", "Invisible")
- Case AEE.EVCMD_FLASH_EVENT
- Print #1, "<> Flash Event: ";
- Select Case .Params[0]
- Case 1 To 10000
- Print #1, "Event #" & .Params[0];
- Case AEE.EV_HERO
- Print #1, "Hero";
- Case AEE.EV_BOAT
- Print #1, "Boat";
- Case AEE.EV_SHIP
- Print #1, "Ship";
- Case AEE.EV_AIRSHIP
- Print #1, "Airship";
- Case AEE.EV_THIS
- Print #1, "This event";
- End Select
- Print #1, ", (R" & .Params[1] & ", G" & .Params[2] & ", B" & .Params[3] & ", S" & .Params[4] & "), " & Format(.Params[5] / 10, "0.0") & " sec." & IIfStr(.Params[6], ", Wait", "")
- Case AEE.EVCMD_MOVE_EVENT
- Print #1, "<> Move Event: ";
- Select Case .MoveEventBlock->Target
- Case 1 To 10000
- Print #1, "Event #" & .MoveEventBlock->Target;
- Case AEE.EV_HERO
- Print #1, "Hero";
- Case AEE.EV_BOAT
- Print #1, "Boat";
- Case AEE.EV_SHIP
- Print #1, "Ship";
- Case AEE.EV_AIRSHIP
- Print #1, "Airship";
- Case AEE.EV_THIS
- Print #1, "This event";
- End Select
- Print #1, ", Frq " & .MoveEventBlock->Frequency;
- If .MoveEventBlock->RepeatPattern Then Print #1, ", Repeat pattern";
- If .MoveEventBlock->IgnoreImpossible Then Print #1, ", Ignore impossible moves";
- Print #1, ", Pattern: ";
- If .MoveEventBlock->CommandsAmount = 0 Then Print #1, "<none>";
- For j As Integer = 0 To .MoveEventBlock->CommandsAmount - 1
- If j <> 0 Then Print #1, ", ";
- Select Case .MoveEventBlock->Commands[j].Command
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP
- Print #1, "Mv up";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_RIGHT
- Print #1, "Mv right";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN
- Print #1, "Mv down";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_LEFT
- Print #1, "Mv left";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP_RIGHT
- Print #1, "Mv u/r";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN_RIGHT
- Print #1, "Mv d/r";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_DOWN_LEFT
- Print #1, "Mv d/l";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_UP_LEFT
- Print #1, "Mv u/l";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_RANDOMLY
- Print #1, "Mv rndm";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_TOWARD_HERO
- Print #1, "Mv toward hero";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_AWAY_FROM_HERO
- Print #1, "Mv away f. hero";
- Case AEE.MOVEEVENTCOMMAND.ME_MOVE_FORWARD
- Print #1, "Mv frwd";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_UP
- Print #1, "Fc up";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_RIGHT
- Print #1, "Fc right";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_DOWN
- Print #1, "Fc down";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_LEFT
- Print #1, "Fc left";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_RIGHT
- Print #1, "Tn right";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_LEFT
- Print #1, "Tn left";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_AROUND
- Print #1, "Tn around";
- Case AEE.MOVEEVENTCOMMAND.ME_TURN_RANDOMLY
- Print #1, "Tn rndm";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_RANDOMLY
- Print #1, "Fc rndm";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_TOWARD_HERO
- Print #1, "Fc toward hero";
- Case AEE.MOVEEVENTCOMMAND.ME_FACE_AWAY_FROM_HERO
- Print #1, "Fc away f. hero";
- Case AEE.MOVEEVENTCOMMAND.ME_WAIT
- Print #1, "Wait";
- Case AEE.MOVEEVENTCOMMAND.ME_BEGIN_JUMP
- Print #1, "Begin jp";
- Case AEE.MOVEEVENTCOMMAND.ME_END_JUMP
- Print #1, "End jp";
- Case AEE.MOVEEVENTCOMMAND.ME_LOCK_FACING
- Print #1, "Lock fc";
- Case AEE.MOVEEVENTCOMMAND.ME_UNLOCK_FACING
- Print #1, "Unlock fc";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_SPEED
- Print #1, "Inc spd";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_SPEED
- Print #1, "Dec spd";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_FREQUENCY
- Print #1, "Inc frq";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_FREQUENCY
- Print #1, "Dec frq";
- Case AEE.MOVEEVENTCOMMAND.ME_SWITCH_ON
- Print #1, "S[" & .MoveEventBlock->Commands[j].Switch_ID & "] ON";
- Case AEE.MOVEEVENTCOMMAND.ME_SWITCH_OFF
- Print #1, "S[" & .MoveEventBlock->Commands[j].Switch_ID & "] OFF";
- Case AEE.MOVEEVENTCOMMAND.ME_CHANGE_GRAPHIC
- Print #1, "Chg graphic to " & *.MoveEventBlock->Commands[j].Sprite_Filename & " #" & .MoveEventBlock->Commands[j].Sprite_ID;
- Case AEE.MOVEEVENTCOMMAND.ME_PLAY_SE
- Print #1, "Play SE " & *.MoveEventBlock->Commands[j].SE_Filename & " V" & .MoveEventBlock->Commands[j].SE_Volume & " T" & .MoveEventBlock->Commands[j].SE_Tempo & " B" & .MoveEventBlock->Commands[j].SE_Balance;
- Case AEE.MOVEEVENTCOMMAND.ME_PHASING_MODE_ON
- Print #1, "Phas. mode on";
- Case AEE.MOVEEVENTCOMMAND.ME_PHASING_MODE_OFF
- Print #1, "Phas. mode off";
- Case AEE.MOVEEVENTCOMMAND.ME_STOP_ANIMATION
- Print #1, "Stop anim";
- Case AEE.MOVEEVENTCOMMAND.ME_RESUME_ANIMATION
- Print #1, "Resume anim";
- Case AEE.MOVEEVENTCOMMAND.ME_INCREASE_TRANSPARENCY
- Print #1, "Inc tsp";
- Case AEE.MOVEEVENTCOMMAND.ME_DECREASE_TRANSPARENCY
- Print #1, "Dec tsp";
- Case Else
- Print #1, "Cmd 0x" & Hex(.MoveEventBlock->Commands[j].Command);
- End Select
- Next
- Print #1, ""
- Case AEE.EVCMD_WAIT_UNTIL_MOVED
- Print #1, "<> Wait Until Moved"
- Case AEE.EVCMD_STOP_ALL_MOVEMENT
- Print #1, "<> Stop All Movement"
- Case AEE.EVCMD_WAIT
- Print #1, "<> Wait: ";
- If .Params[1] Then
- Print #1, "Until key is pressed"
- Else
- Print #1, Format(.Params[0] / 10, "0.0") & " sec."
- EndIf
- Case AEE.EVCMD_PLAY_BGM
- Print #1, "<> Play BGM: " & *.NameBlock & ", Volume " & .Params[1] & "%, Speed " & .Params[2] & "%, Pan " & IIfStr(.Params[3] <> 50, IIfStr(.Params[3] > 50, "R " & .Params[3] * 2 - 100, "L " & 100 - .Params[3] * 2) & "%", "Center") & IIfStr(.Params[0], ", Fade in " & .Params[0] / 1000 & " sec.", "")
- Case AEE.EVCMD_FADE_OUT_BGM
- Print #1, "<> Fade Out BGM: " & .Params[0] / 1000 & " sec."
- Case AEE.EVCMD_MEMORIZE_BGM
- Print #1, "<> Memorize BGM"
- Case AEE.EVCMD_PLAY_MEMORIZED_BGM
- Print #1, "<> Play Memorized BGM"
- Case AEE.EVCMD_PLAY_SOUND_EFFECT
- Print #1, "<> Play Sound Effect: " & *.NameBlock & ", Volume " & .Params[0] & "%, Speed " & .Params[1] & "%, Pan " & IIfStr(.Params[2] <> 50, IIfStr(.Params[2] > 50, "R " & .Params[2] * 2 - 100, "L " & 100 - .Params[2] * 2) & "%", "Center")
- Case AEE.EVCMD_PLAY_MOVIE
- Print #1, "<> Play Movie: " & IIfStr(.NameBlock <> NULL, *.NameBlock, "<no file>") & ", " & IIfStr(.Params[0], "(V[" & .Params[1] & "], V[" & .Params[2] & "])", "(" & .Params[1] & ", " & .Params[2] & ")") & ", Size (" & .Params[3] & ", " & .Params[4] & ")"
- Case AEE.EVCMD_KEY_INPUT_PROCESSING
- Print #1, "<> Key Input Processing: Var. [" & .Params[0] & "]";
- If .Params[1] Then
- Print #1, ", Wait until key pressed";
- If .Params[8] Then Print #1, ", Store time in var. [" & .Params[7] & "]";
- EndIf
- Print #1, ", Keys: ";
- Dim none As Boolean = TRUE
- If .ParamsAmount > 5 Then
- If .Params[10] Then Print #1, IIfStr(none, "", ", ") & "Down"; : none = FALSE
- If .Params[11] Then Print #1, IIfStr(none, "", ", ") & "Left"; : none = FALSE
- If .Params[12] Then Print #1, IIfStr(none, "", ", ") & "Right"; : none = FALSE
- If .Params[13] Then Print #1, IIfStr(none, "", ", ") & "Up"; : none = FALSE
- Else
- If .Params[2] Then Print #1, IIfStr(none, "", ", ") & "Directional keys"; : none = FALSE
- EndIf
- If .Params[3] Then Print #1, IIfStr(none, "", ", ") & "Decision"; : none = FALSE
- If .Params[4] Then Print #1, IIfStr(none, "", ", ") & "Cancel"; : none = FALSE
- If .Params[9] Then Print #1, IIfStr(none, "", ", ") & "Shift"; : none = FALSE
- If .Params[5] Then Print #1, IIfStr(none, "", ", ") & "Number keys"; : none = FALSE
- If .Params[6] Then Print #1, IIfStr(none, "", ", ") & "Calc. keys"; : none = FALSE
- Print #1, ""
- Case AEE.EVCMD_CHANGE_TILESET
- Print #1, "<> Change Tileset: #" & .Params[0]
- Case AEE.EVCMD_CHANGE_PANORAMA
- Print #1, "<> Change Panorama: " & IIfStr(.NameBlock <> NULL, *.NameBlock, "<no file>");
- If .Params[0] Then
- Print #1, ", Horiz. scrolling";
- If .Params[2] Then Print #1, " (auto " & IIfStr(.Params[3], Format(.Params[3], "+0"), "0") & ")";
- EndIf
- If .Params[1] Then
- Print #1, ", Vert. scrolling";
- If .Params[4] Then Print #1, " (auto " & IIfStr(.Params[5], Format(.Params[5], "+0"), "0") & ")";
- EndIf
- Print #1, ""
- Case AEE.EVCMD_CHANGE_ENCOUNTER_RATE
- Print #1, "<> Change Encounter Rate: " & .Params[0] & " steps"
- Case AEE.EVCMD_CHANGE_SINGLE_TILE
- Print #1, "<> Change Single Tile: " & IIfStr(.Params[0], "Upper", "Lower") & " layer, #" & .Params[1] + 1 & " -> #" & .Params[2] + 1
- Case AEE.EVCMD_CHANGE_TELEPORT_TARGET
- Print #1, "<> Change Teleport Target: " & IIfStr(.Params[0], "Remove", "Add") & ", Map #" & .Params[1] & IIfStr(.Params[0] = 0, ", (" & .Params[2] & ", " & .Params[3] & ")", "");
- If .Params[0] = 0 And .Params[4] = 1 Then Print #1, ", On teleport turn switch [" & .Params[5] & "] ON";
- Print #1, ""
- Case AEE.EVCMD_ENABLE_TELEPORT
- Print #1, "<> Allow/Forbid Teleport: " & IIfStr(.Params[0], "Allow", "Forbid")
- Case AEE.EVCMD_SET_ESCAPE_LOCATION
- Print #1, "<> Set Escape Location: Map #" & .Params[0] & ", (" & .Params[1] & ", " & .Params[2] & ")";
- If .Params[3] = 1 Then Print #1, ", On escape turn switch [" & .Params[4] & "] ON";
- Print #1, ""
- Case AEE.EVCMD_ENABLE_ESCAPE
- Print #1, "<> Allow/Forbid Escape: " & IIfStr(.Params[0], "Allow", "Forbid")
- Case AEE.EVCMD_CALL_SAVE_MENU
- Print #1, "<> Call Save Menu"
- Case AEE.EVCMD_ENABLE_SAVE
- Print #1, "<> Allow/Forbid Save: " & IIfStr(.Params[0], "Allow", "Forbid")
- Case AEE.EVCMD_CALL_MAIN_MENU
- Print #1, "<> Call Main Menu"
- Case AEE.EVCMD_ENABLE_MAIN_MENU
- Print #1, "<> Allow/Forbid Main Menu: " & IIfStr(.Params[0], "Allow", "Forbid")
- Case AEE.EVCMD_FORK
- Dim comma As Boolean
- Print #1, "<> Fork Condition: If ";
- Select Case .Params[0]
- Case 0
- Print #1, "Switch [" & .Params[1] & "] == " & IIfStr(.Params[2], "OFF", "ON");
- Case 1
- Print #1, "Variable [" & .Params[1] & "] ";
- Select Case .Params[4]
- Case 0
- Print #1, "==";
- Case 1
- Print #1, ">=";
- Case 2
- Print #1, "<=";
- Case 3
- Print #1, ">";
- Case 4
- Print #1, "<";
- Case 5
- Print #1, "!=";
- Case Else
- Print #1, "???=";
- End Select
- Print #1, IIfStr(.Params[2], " V[" & .Params[3] & "]", " " & .Params[3]);
- Case 2
- Print #1, "Timer 1 " & IIfStr(.Params[2], "<=", ">=") & " " & .Params[1] \ 60 & "'" & .Params[1] Mod 60 & """";
- Case 3
- Print #1, "Money " & IIfStr(.Params[2], "<=", ">=") & " " & .Params[1] & "$";
- Case 4
- Print #1, "Item #" & .Params[1] & IIfStr(.Params[2], " not", "") & " owning";
- Case 5
- Print #1, "Hero #" & .Params[1];
- Select Case .Params[2]
- Case 0
- Print #1, " is in party";
- Case 1
- Print #1, "'s name == """ & *.NameBlock & """";
- Case 2
- Print #1, "'s level >= " & .Params[3];
- Case 3
- Print #1, "'s HP >= " & .Params[3];
- Case 4
- Print #1, " has learned skill #" & .Params[3];
- Case 5
- Print #1, " has item #" & .Params[3] & " equipped";
- Case 6
- Print #1, " is afflicted with condition #" & .Params[3];
- Case Else
- Print #1, " ???";
- End Select
- Case 6
- Select Case .Params[1]
- Case 1 To 10000
- Print #1, "Event #" & .Params[1];
- Case AEE.EV_HERO
- Print #1, "Hero";
- Case AEE.EV_BOAT
- Print #1, "Boat";
- Case AEE.EV_SHIP
- Print #1, "Ship";
- Case AEE.EV_AIRSHIP
- Print #1, "Airship";
- Case AEE.EV_THIS
- Print #1, "This event";
- Case Else
- Print #1, "??? (event)";
- End Select
- Print #1, " is facing ";
- Select Case .Params[2]
- Case 0
- Print #1, "up";
- Case 1
- Print #1, "right";
- Case 2
- Print #1, "down";
- Case 3
- Print #1, "left";
- Case Else
- Print #1, "??? (facing)";
- End Select
- Case 7
- Print #1, "Party is riding ";
- Select Case .Params[1]
- Case 0
- Print #1, "Boat";
- Case 1
- Print #1, "Ship";
- Case 2
- Print #1, "Airship";
- Case 3
- Print #1, "??? (vehicle)";
- End Select
- Case 8
- Print #1, "Event was started using action key";
- Case 9
- Print #1, "BGM has played once";
- Case 10
- Print #1, "Timer 2 " & IIfStr(.Params[2], "<=", ">=") & " " & .Params[1] \ 60 & "'" & .Params[1] Mod 60 & """";
- Case Else
- Print #1, "COND(";
- If .NameBlock Then Print #1, """" & *.NameBlock & """"; : comma = TRUE
- For k As Integer = 0 To .ParamsAmount - 1
- If comma Then Print #1, ", ";
- Print #1, "" & .Params[k];
- comma = TRUE
- Next
- Print #1, ")";
- End Select
- Print #1, " then ..."
- Case AEE.EVCMD_FORK_ELSE_CASE
- Print #1, ": Else ..."
- Case AEE.EVCMD_FORK_END
- Print #1, ": End of fork"
- Case AEE.EVCMD_LABEL
- Print #1, "<> Label: " & .Params[0]
- Case AEE.EVCMD_JUMP_TO_LABEL
- Print #1, "<> Jump To Label: " & .Params[0]
- Case AEE.EVCMD_START_LOOP
- Print #1, "<> Loop"
- Case AEE.EVCMD_END_LOOP
- Print #1, ": End of loop"
- Case AEE.EVCMD_BREAK_LOOP
- Print #1, "<> Break Loop"
- Case AEE.EVCMD_STOP_EVENT
- Print #1, "<> Stop Event"
- Case AEE.EVCMD_DELETE_EVENT
- Print #1, "<> Delete Event"
- Case AEE.EVCMD_CALL_EVENT
- Print #1, "<> Call Event: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Common Event #" & .Params[1]
- Case 1
- Print #1, "Map Event #" & .Params[1] & ", Page #" & .Params[2]
- Case 2
- Print #1, "Map Event V[" & .Params[1] & "], Page V[" & .Params[2] & "]"
- Case Else
- Print #1, "???"
- End Select
- Case AEE.EVCMD_COMMENT
- Print #1, "<> Comment: " & *.NameBlock
- Case AEE.EVCMD_ADD_LINE_TO_COMMENT
- Print #1, ": " & *.NameBlock
- Case AEE.EVCMD_GAME_OVER
- Print #1, "<> Game Over"
- Case AEE.EVCMD_GO_TO_TITLE_SCREEN
- Print #1, "<> Go To Title Screen"
- Case AEE.EVCMD_CHANGE_CLASS
- Print #1, "<> Change Class: Hero #" & .Params[1] & " -> " & IIfStr(.Params[2], "Class #" & .Params[2], "No class");
- If .Params[3] Then Print #1, ", Change level to 1";
- If .Params[4] = 1 Then
- Print #1, ", Add new skills and delete old ones";
- ElseIf .Params[4] = 2 Then
- Print #1, ", Add new skills and keep old ones";
- EndIf
- Select Case .Params[5]
- Case 1
- Print #1, ", Halve ability values";
- Case 2
- Print #1, ", Change ability values to level 1 in new class";
- Case 3
- Print #1, ", Change ability values to current level in new class";
- End Select
- If .Params[6] Then Print #1, ", Show level-up message";
- Print #1, ""
- Case AEE.EVCMD_CHANGE_BATTLE_COMMANDS
- Print #1, "<> Change Battle Commands: Hero #" & .Params[1] & ", " & IIfStr(.Params[3], "Add", "Remove") & IIfStr(.Params[2] = 0, " all", " command #" & .Params[2])
- Case AEE.EVCMD_CHANGE_ENEMY_HP
- Print #1, "<> Change Enemy HP: " & IIfStr(.Params[1], "Decrease ", "Increase ") & "HP of enemy #" & .Params[0] + 1 & " by " & IIfStr(.Params[2] = 1, "V[" & .Params[3] & "] points", IIfStr(.Params[2] = 0, "" & .Params[3] & " points", "" & .Params[3] & "%")) & IIfStr(.Params[4] = 1 And .Params[1] = 1, ", Allow death", "")
- Case AEE.EVCMD_CHANGE_ENEMY_MP
- Print #1, "<> Change Enemy MP: " & IIfStr(.Params[1], "Decrease ", "Increase ") & "MP of enemy #" & .Params[0] + 1 & " by " & IIfStr(.Params[2] = 1, "V[" & .Params[3] & "] points", "" & .Params[3] & " points")
- Case AEE.EVCMD_CHANGE_ENEMY_CONDITION
- Print #1, "<> Change Enemy Condition: Enemy #" & .Params[0] + 1 & ", " & IIfStr(.Params[1] = 0, "Inflict ", "Cure ") & "condition #" & .Params[2]
- Case AEE.EVCMD_REVIVE_ENEMY
- Print #1, "<> Revive Enemy: Enemy #" & .Params[0] + 1
- Case AEE.EVCMD_CHANGE_BACKDROP
- Print #1, "<> Change Backdrop: " & *.NameBlock
- Case AEE.EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE
- Print #1, "<> Show Battle Animation (B): #" & .Params[0] & ", ";
- If .Params[3] Then
- If .Params[1] = -1 Then
- Print #1, "Entire party";
- Else
- Print #1, "Hero #" & .Params[1];
- EndIf
- Else
- If .Params[1] = -1 Then
- Print #1, "All enemies";
- Else
- Print #1, "Enemy #" & .Params[1] + 1;
- EndIf
- EndIf
- If .Params[2] Then Print #1, ", Wait";
- Print #1, ""
- Case AEE.EVCMD_ENABLE_COMBO
- Print #1, "<> Enable Combo: Hero #" & .Params[0] & ", Command #" & .Params[1] & ", " & .Params[2] & " times"
- Case AEE.EVCMD_FORCE_FLEE
- Print #1, "<> Force Flee: ";
- Select Case .Params[0]
- Case 0
- Print #1, "Party";
- Case 1
- Print #1, "All enemies";
- Case 2
- Print #1, "Enemy #" & .Params[1] + 1
- Case Else
- Print #1, "??? (target)";
- End Select
- If .Params[2] Then Print #1, ", Ignore surrounding";
- Print #1, ""
- Case AEE.EVCMD_END_BATTLE
- Print #1, "<> End Battle"
- Case AEE.EVCMD_FORK_IN_BATTLE
- Print #1, "<> Fork Condition (B): If ";
- Select Case .Params[0]
- Case 0
- Print #1, "Switch [" & .Params[1] & "] == " & IIfStr(.Params[2], "OFF", "ON");
- Case 1
- Print #1, "Variable [" & .Params[1] & "] ";
- Select Case .Params[4]
- Case 0
- Print #1, "==";
- Case 1
- Print #1, ">=";
- Case 2
- Print #1, "<=";
- Case 3
- Print #1, ">";
- Case 4
- Print #1, "<";
- Case 5
- Print #1, "!=";
- Case Else
- Print #1, "???=";
- End Select
- Print #1, IIfStr(.Params[2], " V[" & .Params[3] & "]", " " & .Params[3]);
- Case 2
- Print #1, "Hero #" & .Params[1] & " is able to act";
- Case 3
- Print #1, "Enemy #" & .Params[1] + 1 & " is able to act";
- Case 4
- Print #1, "Enemy #" & .Params[1] + 1 & " is the current target";
- Case 5
- Print #1, "Hero #" & .Params[1] & " is using battle command #" & .Params[2];
- Case Else
- Print #1, "COND(";
- Dim comma As Boolean
- If .NameBlock Then Print #1, """" & *.NameBlock & """"; : comma = TRUE
- For k As Integer = 0 To .ParamsAmount - 1
- If comma Then Print #1, ", ";
- Print #1, "" & .Params[k];
- comma = TRUE
- Next
- Print #1, ")";
- End Select
- Print #1, " then ..."
- Case AEE.EVCMD_FORK_IN_BATTLE_ELSE_CASE
- Print #1, ": Else (B) ..."
- Case AEE.EVCMD_FORK_IN_BATTLE_END
- Print #1, ": End of fork (B)"
- Case AEE.EVCMD_CALL_COMMON_EVENT
- Print #1, "<> Call Event (B): Common Event #" & .Params[0]
- Case Else
- Print #1, FormattingTemplate(_UNKNOWN_COMMAND).Before;
- Dim comma As Boolean
- Print #1, "<> Command 0x" & Hex(.Command) & ": (";
- If .NameBlock Then Print #1, """" & *.NameBlock & """"; : comma = TRUE
- For k As Integer = 0 To .ParamsAmount - 1
- If comma Then Print #1, ", ";
- Print #1, "" & .Params[k];
- comma = TRUE
- Next
- Print #1, ")" & FormattingTemplate(_UNKNOWN_COMMAND).After
- End Select
- End With
- If Abs(ev->Pages[i].Commands[j].Command) < &hFFF0 Then Print #1, FormattingTemplate(Abs(ev->Pages[i].Commands[j].Command)).After;
- Next
- If cbct <> AEE.CBCT_EVENTCOMMANDS Then Print #1, FormattingTemplate(&hA).Before & "<>" & FormattingTemplate(&hA).After
- Print #1, FormattingTemplate(_CODE).After;
- Next
- Print #1, FormattingTemplate(_BODY).After
- Close #1
- End Sub
- Function PreviewEvent(ev As AEE.EVENT Ptr, cbct As AEE.CLIPBOARDCONTENTTYPE) As String
- For i As Integer = 0 To &hFFFF
- FormattingTemplate(i).Before = ""
- FormattingTemplate(i).After = ""
- Next
- Var file = Environ("temp") & "\ef" & Hex(Rnd * &hFFFF, 4) & ".txt"
- ExportEvent(ev, cbct, file)
- Open file For Binary As #1
- Var ret = Space(Lof(1))
- Get #1, 1, ret
- Close #1
- Kill(file)
- Return ret
- End Function
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