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Visual Novel Construction Tool “Blade Engine” Command
Reference [Version 2.0: November 11, 2006]
========== Text ==========
Defining Character Name values @def_text
{ [Character #] [Character Name]
0x [Message Color] [Display or Do not Display Character Name] }
Explanation:
Above lines assign various
values to a character Name. [Character #] can be between
0-127. [Character Name] can be up to
14 characters. [Message Color] is defined as hexadecimal
number. Start with 0x, then followed by
RGB color in hexadecimal number. (For examples, While: 0xfff, Red: 0xf00,
Black: 0x000) When [Display or Do not Display Character Name] is assigned as on, it displays character name on the message window. When it is assigned as off, character name will not be displayed.
Example:
@def_text
{ 0 Maxter
0xfff on 1 Mir 0xfdd on 2 Man
0xfff on 3 Girl
0xfdd on 4 Old woman
0xfdd on 5 ???
0xfff on 20 Narration ddd off } Text Window Display Option @textwindow show @textwindow hide
Explanation:
Text window
will be displayed when it is assigned as show. On the other hand, it will be
hidden when it is assigned as hide. When text window is hidden, no message will be shown. Also, while text window is hidden, menu will not be accessible. Please remember that when text window is being hidden, functions such as Save, Load, and Options can not be accessed.
Displaying Text
@text,[Character #] { [Message] }
Explanation:
[Character #]
should be previously defined. Within
[Message], each row can contain up to the max of 60 characters. [Message] can
contain up to three rows. Line break will not automatically be inserted. You
have to press ENTER to indicate line break.
Example:
// Short
Message @text,0 { No. You're the
fortuneteller. Can't you guess? }
// Long
Message @text,20 { However,
post-war conditions cause certain countries to embrace
harsher ideologies. Japan to imperialism. }
Text Window Display Part II
@textwindow_fx1
show @textwindow_fx1
hide @textwindow_fast show @textwindow_fast hide
Explanation:
@textwindow_fx1
displays text with effect. @textwindow_fast displays text immediately.
Clearing Message
@text_cls
Explanation:
Above line
clears message that is currently being displayed on the text window. ================= Background
Displaying Background
@bg_load [File Name] @bg_change [Duration (m/s)]
Explanation:
Create 800x608 (32bit) .png or .jpg file in BG folder.
@bg_load
When above
line is executed, loads image onto the background. (Note: Extension type (such
as .png and .jpg ) must be included in the file name)
@bg_change
When above
line is executed, adds cross-fade effect to the currently displayed image and
sends the image to back buffer.
Example:
@bg_load black.png @bg_change 1000
Background Scroll
@bg_scroll [Direction],[Duration (m/s)]
Explanation:
@bg_load
When above
line is executed, loads the image file onto the background. (Note: Extension
(such as .png) must be included in the file name)
@bg_scroll
When above
line is executed, image is scrolled onto background. Direction where the image is scrolled can be defined as follows:
up
down
left
right
Example:
// Displays background
@bg_load black.png @bg_change 1000
// Scrolls
image from black.png to white.png
@bg_load white.png @bg_scroll up,2000 ================ Character Image
Character Fade-In and Fade-Out
@chr_load [Plane], [File Name] @chr_fade_in [Plane], [Time(m/s)] @chr_fade_out [Plane], [Time(m/s)]
* “Plane” is
similar to Photoshop’s “Layer”. Explanation:
Create 512x608, 32bit color .png file in CHR folder.
@chr_load
When above line is executed, loads character image into back buffer.
(Note: Extension
(such as .png) must be included in the file name) There are three Plane names you can use. Those are A, B and C.
@chr_fade_in
When above line is executed, assigned Plane fades into the scene.
On the other hand, @chr_fade_out fades out assigned Plane out of the scene. Multiple Planes can be used with @chr_fade_in and @chr_fade_out command. (For examples, combinations such as AB, AC, BC, ABC can be used.)
Example:
// Fade-in
Plane A @chr_load A,character01.png @chr_fade_in A,500
// Fade-in
Plane B and C simultaneously @chr_load B,character02.png @chr_load C,character03.png @chr_fade_in BC,500
// Fade-out
Plane ABC simultaneously @chr_fade_out ABC,500
Position of Character Image
@chr_setpos [Plane],[Position]
Explanation:
The position
where the character appears in the scene has to be defined for each Plane. When this command is executed, it assigns the position where the Plane is displayed. Unless the value is changed later, this position will continue to stay as it is.
Positions are as follows:
0 Left end 1 Slightly
Left 2 Center 3 Slightly
Right 4 Right end
(Note: In the case when character positions overlaps, C will be the most front, and A will be the most rear)
Example:
// Display
Plane A at the center of the window @chr_setpos A,2 @chr_load A,character01.png @chr_fade_in A,500
Character Image Slide-In and Slide-Out
@chr_slide_in [Plane],[Direction],[Position],[Speed]
@chr_slide_out [Plane],[Direction],[Speed]
Explanation:
Character image slides-into the scene or slides-out of the scene.
@chr_load
When above line is executed, loads character image into back buffer. (Note: Extension (such as .png) must be included in the file name)
[Direction] can be one of the followings:
top
bottom
left
right
When specifying
Slide-In position, position where the image comes to stop has to bedefined
. [Speed] can be a number between 1 – 100.
Example:
//Plane A
appears from left and runs off to the right. @chr_load A,character01.png @chr_slide_in A,left,2,10 @chr_slide_out A,right,10
Turning Character
@chr_turn [Plane],[Duration (m/s)] Explanation:
@chr_load
When above line is executed, loads character image into back buffer.
(Note: Extension
(such as .png) must be included in the file name)
@chr_turn
When above line
is executed, character image switch with back buffer. Multiple Planes can be used simultaneously with this command. (Example: Combination such as AB, AC, BC, ABC can be used.)
Example:
// Display
character01 @chr_load A,character01.png @chr_fade_in A,500
// Switch to
character02. @chr_load A,character02.png @chr_turn A,500
// Turn A and
B simultaneously. @chr_load A,character03.png @chr_load B,character04.png @chr_turn AB,500
Moving Character Image
@chr_move [Plane],[Location],[Speed]
Explanation:
Move a Plane
to different position while it is being displayed.
Example:
// Display
character01on the left side @chr_setpos A,0 @chr_load A,character01.png @chr_fade_in A,500
// Move to the
right side @chr_move A,4,10 Drop Shadow
@chr_shadow [Plane],on @chr_shadow [Plane],off
Explanation:
“Drop Shadow”
effect is applied to each Plane. Default is On. ====================== BGM, Sound Effect & Voice ======================
BGM
@bgm_play [File Name] @bgm_stop [Duration]
Explanation
Prepare .ogg sound file in BGM folder (Located within SOUND folder).
@bgm_play
Sound start. (Note: Extension (such as .ogg) must be included in the file name)
@bgm_stop
Sound stop. [Duration] is the duration until the sound fades out. Value can be 0-3.
0 Cut-Out immediately 1 Fade out quickly 2 Fade out normaly
3 Fade out slowly
Example:
@bgm_play music01.ogg @bgm_stop 2
Sound Effect
@se_load [Channel],[File Name] @se_play [Channel] @se_loop [Channel] @se_stop [Channel] @se_fade_out [Channel],[Duration]
Explanation: Prepare .wav sound file in SE folder (Located within SOUND folder).
@se_load
When above
line is executed, loads sound file to assigned channel. (Note:
Extension (such as .wav) must be included in the file name) Channel value can be 0-7.
@se_play Play only once @se_loop Play in loop @se_stop Stop sound @se_fade_out Fade out sound effect
[Duration] can be follwings:
0 Dade out
quickly 1 Fade out
normally 2 Fade out slowly
Example:
@se_load 0,beep01.wav @se_play 0
// Fades out
looping sound effect @se_load 1,beep02.wav @se_loop 1 @se_fade_out 1,2
Voice
@text,[Character #],[File Name] { [Message] }
Explanation:
Play voice
along message. Prepare .ogg voice file in VOICE folder (Located within SOUND
folder). By assigning
voice file name within the message definition, the message and voice can be
generated simultaneously. (Note: File name does not have to include extension)
Example: // Play
voice01.ogg with text message. @text,0,voice01 { No. You're the
fortuneteller. Can't you guess? } ====================== Variable and IF/ELSE ====================== Variable
manipulation $[0-99](Operator) Explanation: Operation can
be increment, decrement, or substitution. Please do not
include any space. Example: $[0]++ $[0]-- $[0]=somenumber Condition
branching if(
Condition){ state 1 }else{ state 2 } Explanation: Check the
(Condition) result. If true,
execute state 1 If false,
execute state 2 There are
three kinds of Operator Equal == Comparison < > Unequal != Example: if(
$[0] < 0 ) { State 1 }else
{ State 2 }
================== Rollback function ================== Allowing / prohibiting Rollback
function @rollback_on @rollback_off Explanation: Player is able
to or unable to be able to use Roll-back function after this point. If you turn
off Rollback at the beginning, player won't be able to use the Rollback at all.
====================== Playing Movie ====================== To play Movie @movie_load [File
Name] @movie_play Explanation: Play movie
(MPEG1, 800x600). While movie is
running, script execution will be stopped. Movie can be
skipped with right click. Example: @movie_load test.mpg @movie_play ================= Others =================
Wait
@wait [Duration(m/s)]
Explanation:
Stop the execution of script for defined duration time.
Example:
@wait 1000
Key Wait
@keywait
Explanation:
Stop script execution until either left-click, space-key or enter-key is pressed.
Load
@load [File Name]
Explanation:
Start to read
next script file. Define script
file in [File Name]. (Note: File name does not have to include extension) Script file
should be a text file with .scp extension. It should
be located in the SCP folder. Please note that even next script file is being executed, currently displayed screen, BGM,
back buffer, and setting will continue to be carried on.
Example:
@load genyuu Selection Commands
@select { [Selection 1],[File Name] [Selection 2],[File Name] [Selection 3],[File Name] }
Explanation:
Display choice
command. Command
message goes into [Selection 1], [Selection 2], [Selection 3]. [File Name] is the script file that is executed when associated command is selected.
(Note:
File name does not have to include extension)
Choice message
[Selection #] can be up to 32 characters. Choice options
displayed can be either two, three or four.
Example:
// Two choices
@text,0 {
Where are you
from?
}
@select { I’m from I’m from }
Quake
@effect_quake [Direction],[Duration
(m/s)]
Explanation:
Generate
earth-quake-like visual effect to the scene. [Direction]
can be either ver or hor. ver
shakes screen vertically, and hor
shakes screen horizontally.
Example:
@effect_quake ver,1000
Blackout, Whiteout
@effect_white_out [Duration (m/s)] @effect_white_in [Duration (m/s)] @effect_black_out [Duration (m/s)] @effect_black_in [Duration (m/s)]
Explanation:
Generate
Black-out or White-out effect to the whole screen. After the
execution of @effect_white_out, nothing will be shown
on the screen until @effect_white_in is executed.
Although it is possible to run some other commands while Whiteout effect is
taking place.
Example:
// Delete text window and character image during Whiteout, and switches the background.
@effect_white_out 1000 @textwindow_fast hide @chr_fade_out ABC,1 @bg_load black.png @bg_change 1 @effect_white_in 1000 |