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FEBuilderGBA committed Sep 14, 2019
1 parent 1407ec1 commit cc30f10
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Showing 13 changed files with 109 additions and 49 deletions.
16 changes: 16 additions & 0 deletions FEBuilderGBA/EventScript.cs
Expand Up @@ -94,6 +94,7 @@ public enum ArgType
, TILE //マップのタイル名
, SUPPORT_LEVEL //支援レベル
, GAMEOPTION //ゲームオプション
, GAMEOPTION_VALUE //ゲームオプションの値
};

public class Arg
Expand Down Expand Up @@ -664,6 +665,9 @@ public static void ParseInfoString(string infostring, char symbol, out ArgType t
case "GAMEOPTION":
type = ArgType.GAMEOPTION;
break;
case "GAMEOPTION_VALUE":
type = ArgType.GAMEOPTION_VALUE;
break;
case "RAM_UNIT_PARAM":
type = ArgType.RAM_UNIT_PARAM;
break;
Expand Down Expand Up @@ -1626,6 +1630,18 @@ public static uint GetRAMUnitParamIndex(EventScript.OneCode code)
}
return 0x0;
}
public static uint GetGameOptionParamIndex(EventScript.OneCode code)
{
for (int n = 0; n < code.Script.Args.Length; n++)
{
EventScript.Arg arg = code.Script.Args[n];
if (arg.Type == EventScript.ArgType.GAMEOPTION)
{
return (uint)n;
}
}
return 0x0;
}
public static void SetDefaultFrameTo60(EventScript.Script script)
{
for(int i = 0 ; i < script.Args.Length ; i++ )
Expand Down
10 changes: 10 additions & 0 deletions FEBuilderGBA/EventScriptForm.cs
Expand Up @@ -1374,6 +1374,16 @@ public static Size DrawCode(ListBox lb, Graphics g, Rectangle listbounds, bool i
isENumText = true;
text = " " + StatusOptionForm.GetNameIndex(v);
}
else if (arg.Type == EventScript.ArgType.GAMEOPTION_VALUE)
{
isENumText = true;

uint prevIndex = EventScript.GetGameOptionParamIndex(code);
uint prevValue = 0;
EventScript.GetArg(code, (int)prevIndex, out prevValue);

text = " " + StatusOptionForm.GetValueNameIndex(prevValue, v);
}

if (isENumText)
{
Expand Down
17 changes: 17 additions & 0 deletions FEBuilderGBA/EventScriptInnerControl.cs
Expand Up @@ -998,6 +998,14 @@ private void ParamSrc_ValueChanged(object sender, EventArgs e)
image = StatusOptionForm.DrawIcon(v);
text = " " + StatusOptionForm.GetNameIndex(v);
}
else if (arg.Type == EventScript.ArgType.GAMEOPTION_VALUE)
{
uint prevIndex = EventScript.GetGameOptionParamIndex(code);
uint prevValue = 0;
EventScript.GetArg(code, (int)prevIndex, out prevValue);

text = " " + StatusOptionForm.GetValueNameIndex(prevValue, v);
}
else if (arg.Type == EventScript.ArgType.None)
{//10進数表記を書いてやる.
text = " " + InputFormRef.GetDigitHint(v);
Expand Down Expand Up @@ -2693,6 +2701,15 @@ private string EventToTextOne(int number)
sb.Append(" ");
sb.Append(StatusOptionForm.GetNameIndex(v));
}
else if (arg.Type == EventScript.ArgType.GAMEOPTION_VALUE)
{
uint prevIndex = EventScript.GetGameOptionParamIndex(code);
uint prevValue = 0;
EventScript.GetArg(code, (int)prevIndex, out prevValue);

sb.Append(" ");
sb.Append(StatusOptionForm.GetValueNameIndex(prevValue, v));
}

sb.Append("]");
break;
Expand Down
17 changes: 17 additions & 0 deletions FEBuilderGBA/StatusOptionForm.cs
Expand Up @@ -58,6 +58,23 @@ public static string GetNameIndex(uint index)
}
return GetNameFast(addr);
}
public static string GetValueNameIndex(uint index,uint value_index)
{
InputFormRef InputFormRef = Init(null);
//現在のIDに対応するデータ
uint addr = InputFormRef.IDToAddr(index);
if (!U.isSafetyOffset(addr))
{
return "";
}
if (value_index >= 4)
{
return "";
}

uint offset = (value_index * 8) + 6;
return GetNameFast(addr + offset);
}

private void MenuForm_Load(object sender, EventArgs e)
{
Expand Down
2 changes: 1 addition & 1 deletion FEBuilderGBA/bin/Debug/config/data/event_FE8.en.txt
Expand Up @@ -393,7 +393,7 @@ C0A80000YYYYZZZZWWWWVVVVUUUUTTTTSSSSRRRRQQQQ0000 Move units issued to move in WM
40050B00XXXXYYYY2027FFFF Execute tile change[XXXX:MAPX:X][YYYY:MAPY:Y](TILECHANGE) {MAPCHANGE}
40050B00XXXXYYYY2127FFFF Revert tile change[XXXX:MAPX:X][YYYY:MAPY:Y](TILEREVERSE) {MAPCHANGE}
2025XX00 [XX:MAPCHAPTER:Chapter_ID]Change map(LOMA) {MAP}
2004XXXX Get a random number[XXXX::Maximum_Number](RANDOMNUMBER) @STOREC {CON}
2004XXXX Get a random number[XXXX::Maximum_Number](RANDOMNUMBER) @STOREC {COND}
601800000000000000000000 STARTFADE {FADE}
611800000000000000000000 ENDFADE {FADE}
2042XXXX Shake the screen (earthquake FX)[XXXX:EARTHQUAKE:value](EARTHQUAKE_START) {MAPEFFECT}
Expand Down
2 changes: 1 addition & 1 deletion FEBuilderGBA/bin/Debug/config/data/event_FE8.txt
Expand Up @@ -194,7 +194,7 @@
40050B00XXXXYYYY2027FFFF マップ変化を実行[XXXX:MAPX:X][YYYY:MAPY:Y](TILECHANGE) {MAPCHANGE}
40050B00XXXXYYYY2127FFFF マップ変化を元に戻す[XXXX:MAPX:X][YYYY:MAPY:Y](TILEREVERSE) {MAPCHANGE}
2025XX00 [XX:MAPCHAPTER:章ID]マップ切り替え(LOMA) {MAP}
2004XXXX 乱数の取得[XXXX::最大値](RANDOMNUMBER) @STOREC
2004XXXX 乱数の取得[XXXX::最大値](RANDOMNUMBER) @STOREC {COND}
601800000000000000000000 STARTFADE {FADE}
611800000000000000000000 ENDFADE {FADE}
6218XXXXYYYYZZZZWWWWVVVV FADECOLORS[XXXX::Target][YY:FSEC:速度][ZZ:DECIMAL:Red][WW:DECIMAL:Green][VV:DECIMAL:Blue] {FADE}
Expand Down
2 changes: 1 addition & 1 deletion FEBuilderGBA/bin/Debug/config/data/event_FE8.zh.txt
Expand Up @@ -58,7 +58,7 @@
20220000 擦除背景(CLEAN) {CLEAR} {BG}
203E0000 准备(PREP) {PREPARATION}
2025XX00 [XX:MAPCHAPTER:Chapter_ID]地图切换(LOMA) {MAP}
2004XXXX 获取一个随机数[XXXX::Maximum_Number](RANDOMNUMBER)
2004XXXX 获取一个随机数[XXXX::Maximum_Number](RANDOMNUMBER) @STOREC {COND}
601800000000000000000000 STARTFADE {FADE}
611800000000000000000000 Used_after_fading_back_to_normal_colors(ENDFADE) {FADE}
2042XXXX 震动屏幕(地震)[XXXX:EARTHQUAKE:值](EARTHQUAKE_START) {MAPEFFECT}
Expand Down
Expand Up @@ -10,7 +10,7 @@ BIN:$FREEAREA=ContinueBattleBGM.dmp
JUMP:0x73F4C:$r3=ContinueBattleBGM.dmp

AUTHOR=7743
NAME.en=Insert a continuation judgment in Battle BGM
INFO.en=If the same BGM as the currently playing BGM is specified, it will continue playing without stopping the music.
NAME.en=Continue Battle BGM Between Map and Combat
INFO.en=If same Map BGM and Batlle BGM is specified, Continue playing without stopping the music.
NAME.zh=还在Battle BGM中进行了延续判断
INFO.zh=如果指定了与当前正在播放的BGM相同的BGM,则它将继续播放而不停止音乐。
Expand Up @@ -13,18 +13,18 @@ AUTHOR=7743

INFO=イベント命令から、ゲームオプションの値の取得と、値の設定をできるようにします。\r\n設定する値は、ゲームの設定画面での選択肢の並び順です。\r\n左から0,1,2,3...と数えます。\r\n例えば戦闘アニメオフは、Anime1,Anime2,OFF と並んでいるため、2を設定すると、OFFになります。

EVENTSCRIPT:1=400DXX00{$L1:ASMC_GetGameOption.dmp} ゲームオプションの取得[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5=400DXXYY{$L1:ASMC_SetGameOption.dmp} ゲームオプションの設定[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1=400DXX00{$L1:ASMC_GetGameOption.dmp} ゲームオプションの取得[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5=400DXXYY{$L1:ASMC_SetGameOption.dmp} ゲームオプションの設定[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]

NAME.en=Add Event: GetGameOption,SetGameOption
INFO.en=Change game options from event script.\r\nThe value to set is the order of choices on the game settings screen.\r\nCount as 0,1,2,3 ... from the left.\r\nFor example, battle animation off is aligned with Anime1, Anime2, OFF, so setting 2 turns it off.

EVENTSCRIPT:1.en=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5.en=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1.en=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5.en=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]

NAME.zh=Add Event: GetGameOption,SetGameOption
INFO.zh=Change game options from event script.\r\nThe value to set is the order of choices on the game settings screen.\r\nCount as 0,1,2,3 ... from the left.\r\nFor example, battle animation off is aligned with Anime1, Anime2, OFF, so setting 2 turns it off.


EVENTSCRIPT:1.zh=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5.zh=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1.zh=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5.zh=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]
Expand Up @@ -15,11 +15,11 @@ AUTHOR=7743
INFO=イベント命令から、支援レベルを取得したり、支援レベルを設定したり、消したりできるようにします。\r\n支援レベルが上がったというポップアップが欲しければ、NOTFY命令を使って表示してください。\r\n403A0A085A000000 ポップアップで通知[text:0x80A 支援レベルがアップした][sound effect:0x5A SE:Show Dialog/Get Item]


EVENTSCRIPT:1=400DXXYY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得[XX:UNIT:Unit1][YY:UNIT:Unit2] {COND}
EVENTSCRIPT:2=410D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 SVAL1 Unitと[YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:3=4B0D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 SVALBの座標のユニットと[YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:4=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 [ZZ:MAPX:X][WW:MAPY:Y]のユニットと[YY:UNIT:Unit2] {COND}
EVENTSCRIPT:5=4F0500YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 操作中のユニットと[YY:UNIT:Unit2] {COND}
EVENTSCRIPT:1=400DXXYY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得[XX:UNIT:Unit1][YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:2=410D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 SVAL1 Unitと[YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:3=4B0D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 SVALBの座標のユニットと[YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:4=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 [ZZ:MAPX:X][WW:MAPY:Y]のユニットと[YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:5=4F0500YY{$L1:ASMC_GetSupport.dmp} 支援レベルを取得 操作中のユニットと[YY:UNIT:Unit2] @STOREC {COND}

EVENTSCRIPT:11=40050200VV000000400DXXYY{$L1:ASMC_SetSupport.dmp} 支援レベルを設定[XX:UNIT:Unit1][YY:UNIT:Unit2]=[VV:SUPPORT_LEVEL:支援レベル]
EVENTSCRIPT:12=400DXXYY{$L1:ASMC_SetSupport.dmp} 支援レベルを設定 [XX:UNIT:Unit1][YY:UNIT:Unit2]=SVAL2(LOW)
Expand All @@ -40,11 +40,11 @@ EVENTSCRIPT:31=400DXXYY{$L1:ASMC_GetSupport.dmp}40050200010000002006C202400DXXYY
NAME.en=Add Event: GetSupportLevel , SetSupportLevel , ClearSupportLevel
INFO.en=This patch is an additional routine that allows you to get support level, set support level, and turn off from event instructions.\r\nIf you want a pop-up that the support level has increased, use the NOTFY command to display it.\r\n403A0A085A000000 Notification by popup[text:0x80A][sound effect:0x5A]

EVENTSCRIPT:1.en=400DXXYY{$L1:ASMC_GetSupport.dmp} GetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2] {COND}
EVENTSCRIPT:2.en=410D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVAL1 Unit and [YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:3.en=4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVALB coordinate unit and [YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:4.en=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel [ZZ:MAPX:X][WW:MAPY:Y]'s unit and [YY:UNIT:Unit2] {COND}
EVENTSCRIPT:5.en=4F0500YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel operation unit and [YY:UNIT:Unit2] {COND}
EVENTSCRIPT:1.en=400DXXYY{$L1:ASMC_GetSupport.dmp} GetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:2.en=410D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVAL1 Unit and [YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:3.en=4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVALB coordinate unit and [YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:4.en=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel [ZZ:MAPX:X][WW:MAPY:Y]'s unit and [YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:5.en=4F0500YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel operation unit and [YY:UNIT:Unit2] @STOREC {COND}

EVENTSCRIPT:11.en=40050200VV000000400DXXYY{$L1:ASMC_SetSupport.dmp} SetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2]=[VV:SUPPORT_LEVEL:Support Level]
EVENTSCRIPT:12.en=400DXXYY{$L1:ASMC_SetSupport.dmp} SetSupportLevel [XX:UNIT:Unit1][YY:UNIT:Unit2]=SVAL2(LOW)
Expand All @@ -66,11 +66,11 @@ EVENTSCRIPT:31.en=400DXXYY{$L1:ASMC_GetSupport.dmp}40050200010000002006C202400DX
NAME.zh=Add Event: GetSupportLevel , SetSupportLevel , ClearSupportLevel
INFO.zh=This patch is an additional routine that allows you to get support level, set support level, and turn off from event instructions.\r\nIf you want a pop-up that the support level has increased, use the NOTFY command to display it.\r\n403A0A085A000000 Notification by popup[text:0x80A][sound effect:0x5A]

EVENTSCRIPT:1.zh=400DXXYY{$L1:ASMC_GetSupport.dmp} GetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2] {COND}
EVENTSCRIPT:2.zh=410D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVAL1 Unit and [YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:3.zh=4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVALB coordinate unit and [YY:UNIT:Unit2](LOW) {COND}
EVENTSCRIPT:4.zh=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel [ZZ:MAPX:X][WW:MAPY:Y]'s unit and [YY:UNIT:Unit2] {COND}
EVENTSCRIPT:5.zh=4F0500YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel operation unit and [YY:UNIT:Unit2] {COND}
EVENTSCRIPT:1.zh=400DXXYY{$L1:ASMC_GetSupport.dmp} GetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:2.zh=410D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVAL1 Unit and [YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:3.zh=4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel SVALB coordinate unit and [YY:UNIT:Unit2](LOW) @STOREC {COND}
EVENTSCRIPT:4.zh=40050B00ZZZZWWWW4B0D00YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel [ZZ:MAPX:X][WW:MAPY:Y]'s unit and [YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:5.zh=4F0500YY{$L1:ASMC_GetSupport.dmp} GetSupportLevel operation unit and [YY:UNIT:Unit2] @STOREC {COND}

EVENTSCRIPT:11.zh=40050200VV000000400DXXYY{$L1:ASMC_SetSupport.dmp} SetSupportLevel[XX:UNIT:Unit1][YY:UNIT:Unit2]=[VV:SUPPORT_LEVEL:Support Level]
EVENTSCRIPT:12.zh=400DXXYY{$L1:ASMC_SetSupport.dmp} SetSupportLevel [XX:UNIT:Unit1][YY:UNIT:Unit2]=SVAL2(LOW)
Expand Down
Expand Up @@ -10,7 +10,7 @@ BIN:$FREEAREA=ContinueBattleBGM.dmp
JUMP:0x71A68:$r3=ContinueBattleBGM.dmp

AUTHOR=7743
NAME.en=Insert a continuation judgment in Battle BGM
INFO.en=If the same BGM as the currently playing BGM is specified, it will continue playing without stopping the music.
NAME.en=Continue Battle BGM Between Map and Combat
INFO.en=If same Map BGM and Batlle BGM is specified, Continue playing without stopping the music.
NAME.zh=还在Battle BGM中进行了延续判断
INFO.zh=如果指定了与当前正在播放的BGM相同的BGM,则它将继续播放而不停止音乐。
Expand Up @@ -13,18 +13,18 @@ AUTHOR=7743

INFO=イベント命令から、ゲームオプションの値の取得と、値の設定をできるようにします。\r\n設定する値は、ゲームの設定画面での選択肢の並び順です。\r\n左から0,1,2,3...と数えます。\r\n例えば戦闘アニメオフは、Anime1,Anime2,OFF と並んでいるため、2を設定すると、OFFになります。

EVENTSCRIPT:1=400DXX00{$L1:ASMC_GetGameOption.dmp} ゲームオプションの取得[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5=400DXXYY{$L1:ASMC_SetGameOption.dmp} ゲームオプションの設定[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1=400DXX00{$L1:ASMC_GetGameOption.dmp} ゲームオプションの取得[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5=400DXXYY{$L1:ASMC_SetGameOption.dmp} ゲームオプションの設定[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]

NAME.en=Add Event: GetGameOption,SetGameOption
INFO.en=Change game options from event script.\r\nThe value to set is the order of choices on the game settings screen.\r\nCount as 0,1,2,3 ... from the left.\r\nFor example, battle animation off is aligned with Anime1, Anime2, OFF, so setting 2 turns it off.

EVENTSCRIPT:1.en=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5.en=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1.en=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5.en=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]

NAME.zh=Add Event: GetGameOption,SetGameOption
INFO.zh=Change game options from event script.\r\nThe value to set is the order of choices on the game settings screen.\r\nCount as 0,1,2,3 ... from the left.\r\nFor example, battle animation off is aligned with Anime1, Anime2, OFF, so setting 2 turns it off.


EVENTSCRIPT:1.zh=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] {COND}
EVENTSCRIPT:5.zh=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY::NewValue]
EVENTSCRIPT:1.zh=400DXX00{$L1:ASMC_GetGameOption.dmp} GetGameOption[XX:GAMEOPTION:Option] @STOREC {COND}
EVENTSCRIPT:5.zh=400DXXYY{$L1:ASMC_SetGameOption.dmp} SetGameOption[XX:GAMEOPTION:Option][YY:GAMEOPTION_VALUE:NewValue]

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