Win版→1.0版はこれといって問題は見当たらないchikuchikugonzalezです。
ただ、困るのは1.0→Winをやろうとか考えた場合です。
なにせGameWidthとかAILevelとかのトリガーが増えたりとかしているのでいろいろ面倒なのです。
で、どうしたら少ない変更でできるかなっと考えたメモです
他にもあるかも。
で、こいつらを使われるとWIn版だとあっさりエラー落ちな訳でして、どうしたらいいのかっていうのを考える。するとまー次のようなことになりますね。
Condトリガーは短絡評価をするIfelseなので、cond=>ifelseの単純置換でOK…とは限らなかったり。
例えば
trigger1 = cond(NumHelper(1000), Helper(1000),var(59), 0)のような使われ方の場合は、次のようにする必要があります
trigger1 = NumHelper(1000)trigger1 = Helper(1000),var(59)単純ifelseで置き換えできるわけではないことに注意。この場合は単純置換すると「Has no helper」警告メッセージが出ます。
Win版みたいに決め打ちすればいいんじゃないかな
common1.cnsで使われてたりするので、うっかりcommon1.cnsをコピーしているキャラとか上書きしているキャラはコレに引っかかる。
それぞれ1.0付属のローレゾ版kfmのkfm.cnsに書いてある値に置き換えればいいのではないかと。
いろいろ置き換えるのが面倒なので、いっそのこと全部変数でやろうと考えた結果がコレ。全部で28個変数を消費することになった
5900番を置き換えます。ただし、Win版で使う場合はRemapPalを削除する必要があります。
;------------------------------------------------------------------------------;; Initialize (at the start of the round);------------------------------------------------------------------------------;[Statedef 5900]type = Smovetype = Iphysics = Nvelset = 0, 0ctrl = 0sprpriority = 0movehitpersist = 0hitdefpersist = 0hitcountpersist = 0;-------[ Variables ]-------;[State 5900: Var, 1, Clear all int variables]type = VarRangeSettrigger1 = !RoundsExistedvalue = 0[State 5900: Var, 2, Clear all float variables]type = VarRangeSettrigger1 = !RoundsExistedfvalue = 0;-------[ Palettes ]-------;[State 5900: Remap Pal, 1, Set Palette of selection palette number]type = RemapPaltrigger1 = 1source = 1, 1dest = 1, PalNo;-------[ Scale Compatibilities ]-------;[State 5900: SysFVar, 0, Game Window Width]type = VarSettrigger1 = Time >= 0sysfvar(0) = GameWidth[State 5900: SysFVar, 1, Game Window Height]type = VarSettrigger1 = Time >= 0sysfvar(1) = GameHeight[State 5900: SysFVar, 2, QVGA Pixel Ratio]type = VarSettrigger1 = Time >= 0sysfvar(2) = Const240p(1)[State 5900: SysFVar, 3, VGA Pixel Ratio]type = VarSettrigger1 = Time >= 0sysfvar(3) = Const480p(1)[State 5900: SysFVar, 4, HDTV Pixel Ratio]type = VarSettrigger1 = Time >= 0sysfvar(4) = Const720p(1);-------[ Constant Compatibilities ]-------;[State 5900: FVar, 10, X-Velocity of ground-recover]type = VarSettrigger1 = Time >= 0fv = 10value = const(velocity.air.gethit.groundrecover.x)[State 5900: FVar, 11, Y-Velocity of ground-recover]type = VarSettrigger1 = Time >= 0fv = 11value = const(velocity.air.gethit.groundrecover.y)[State 5900: FVar, 12, X-Velocity of air-recover for multiply]type = VarSettrigger1 = Time >= 0fv = 12value = const(velocity.air.gethit.airrecover.mul.x)[State 5900: FVar, 13, Y-Velocity of air-recover for multiply]type = VarSettrigger1 = Time >= 0fv = 13value = const(velocity.air.gethit.airrecover.mul.y)[State 5900: FVar, 14, X-Velocity of air-recover for adding]type = VarSettrigger1 = Time >= 0fv = 14value = const(velocity.air.gethit.airrecover.add.x)[State 5900: FVar, 15, Y-Velocity of air-recover for adding]type = VarSettrigger1 = Time >= 0fv = 15value = const(velocity.air.gethit.airrecover.add.y)[State 5900: FVar, 16, Y-Velocity for Upward-air-recover]type = VarSettrigger1 = Time >= 0fv = 16value = const(velocity.air.gethit.airrecover.up)[State 5900: FVar, 17, Y-Velocity for Downward-air-recover]type = VarSettrigger1 = Time >= 0fv = 17value = const(velocity.air.gethit.airrecover.down)[State 5900: FVar, 18, X-Velocity for Forward-air-recover]type = VarSettrigger1 = Time >= 0fv = 18value = const(velocity.air.gethit.airrecover.fwd)[State 5900: FVar, 19, X-Velocity for Backward-air-recover]type = VarSettrigger1 = Time >= 0fv = 19value = const(velocity.air.gethit.airrecover.back)[State 5900: FVar, 20, Reseting velocity threshold of stand friction]type = VarSettrigger1 = Time >= 0fv = 20value = const(movement.stand.friction.threshold)[State 5900: FVar, 21, Reseting velocity threshold of crouch friction]type = VarSettrigger1 = Time >= 0fv = 21value = const(movement.crouch.friction.threshold)[State 5900: FVar, 22, Y-position at which a falling player is considered to hit the ground]type = VarSettrigger1 = Time >= 0fv = 22value = const(movement.air.gethit.groundlevel)[State 5900: FVar, 23, Y-position below which falling player can use the recovery command]type = VarSettrigger1 = Time >= 0fv = 23value = const(movement.air.gethit.groundrecover.ground.threshold)[State 5900: FVar, 24, Y-position at which player in the ground recovery state touches the ground]type = VarSettrigger1 = Time >= 0fv = 24value = const(movement.air.gethit.groundrecover.groundlevel)[State 5900: FVar, 25, Y-velocity above which player may use the air recovery command]type = VarSettrigger1 = Time >= 0fv = 25value = const(movement.air.gethit.airrecover.threshold)[State 5900: FVar, 26, Vertical acceleration for player in the air recovery state]type = VarSettrigger1 = Time >= 0fv = 26value = const(movement.air.gethit.airrecover.yaccel)[State 5900: FVar, 27, Y-position at which player in the tripped state touches the ground]type = VarSettrigger1 = Time >= 0fv = 27value = const(movement.air.gethit.trip.groundlevel)[State 5900: FVar, 28, Offset for player bouncing off the ground (X)]type = VarSettrigger1 = Time >= 0fv = 28value = const(movement.down.bounce.offset.x)[State 5900: FVar, 29, Offset for player bouncing off the ground (Y)]type = VarSettrigger1 = Time >= 0fv = 29value = const(movement.down.bounce.offset.y)[State 5900: FVar, 30, Vertical acceleration for player bouncing off the ground]type = VarSettrigger1 = Time >= 0fv = 30value = const(movement.down.bounce.yaccel)[State 5900: FVar, 31, Y-position at which player bouncing off the ground touches the ground again]type = VarSettrigger1 = Time >= 0fv = 31value = const(movement.down.bounce.groundlevel)[State 5900: FVar, 32, Reseting velocity threshold of down friction]type = VarSettrigger1 = Time >= 0fv = 32value = const(movement.down.friction.threshold);-------[ States ]-------;[State 5900: State, 1, Intro for Round 1]type = ChangeStatetrigger1 = RoundNo = 1value = 190[State 5900: State, 2, All other rounds]type = ChangeStatetrigger1 = 1value = 0