Engine02 Script Commands - Math Operations (Multiplication)
Index:
Multiplication - Preserve original values:
| 49 | (D) (E) | Func_Reg_Equ_Reg_Mul_Reg |
| 55 | (D) (E) | Func_Reg_Equ_Reg_Mul_Const |
| 147 | (D) (E) | Func_Reg_Equ_Chr_Mul_Reg |
| 156 | (D) (E) | Func_Reg_Equ_Chr_Mul_Const |
| 164 | (D) (E) | Func_Reg_Equ_Chr_Mul_Obj |
| 172 | (D) (E) | Func_Reg_Equ_Chr_Mul_Chr |
| 177 | (D) (E) | Func_Reg_Equ_Obj_Mul_Obj |
| 182 | (D) (E) | Func_Reg_Equ_Obj_Mul_Reg |
| 190 | (D) (E) | Func_Reg_Equ_Obj_Mul_Const |
| 198 | (D) (E) | Func_Chr_Equ_Reg_Mul_Reg |
| 203 | (D) (E) | Func_Chr_Equ_Reg_Mul_Const |
| 211 | (D) (E) | Func_Chr_Equ_Chr_Mul_Reg |
| 219 | (D) (E) | Func_Chr_Equ_Chr_Mul_Const |
| 227 | (D) (E) | Func_Chr_Equ_Chr_Mul_Obj |
| 235 | (D) (E) | Func_Chr_Equ_Chr_Mul_Chr |
| 240 | (D) (E) | Func_Chr_Equ_Obj_Mul_Obj |
| 245 | (D) (E) | Func_Chr_Equ_Obj_Mul_Reg |
| 253 | (D) (E) | Func_Chr_Equ_Obj_Mul_Const |
| 261 | (D) (E) | Func_Obj_Equ_Reg_Mul_Reg |
| 266 | (D) (E) | Func_Obj_Equ_Reg_Mul_Const |
| 274 | (D) (E) | Func_Obj_Equ_Chr_Mul_Reg |
| 282 | (D) (E) | Func_Obj_Equ_Chr_Mul_Const |
| 290 | (D) (E) | Func_Obj_Equ_Chr_Mul_Obj |
| 298 | (D) (E) | Func_Obj_Equ_Chr_Mul_Chr |
| 303 | (D) (E) | Func_Obj_Equ_Obj_Mul_Obj |
| 308 | (D) (E) | Func_Obj_Equ_Obj_Mul_Reg |
| 316 | (D) (E) | Func_Obj_Equ_Obj_Mul_Const |
Multiplication - Overwrite original values:
| 1002 | (D) (E) | Func_Reg_MulEqu_Reg |
| 1012 | (D) (E) | Func_Reg_MulEqu_Chr |
| 1022 | (D) (E) | Func_Reg_MulEqu_Obj |
| 1032 | (D) (E) | Func_Reg_MulEqu_Const |
| 1042 | (D) (E) | Func_Chr_MulEqu_Reg |
| 1052 | (D) (E) | Func_Chr_MulEqu_Chr |
| 1062 | (D) (E) | Func_Chr_MulEqu_Obj |
| 1072 | (D) (E) | Func_Chr_MulEqu_Const |
| 1082 | (D) (E) | Func_Obj_MulEqu_Reg |
| 1092 | (D) (E) | Func_Obj_MulEqu_Chr |
| 1102 | (D) (E) | Func_Obj_MulEqu_Obj |
| 1112 | (D) (E) | Func_Obj_MulEqu_Const |
Descriptions:
Multiplication - Preserve original values:
49 - Func_Reg_Equ_Reg_Mul_Reg
55 - Func_Reg_Equ_Reg_Mul_Const
147 - Func_Reg_Equ_Chr_Mul_Reg
156 - Func_Reg_Equ_Chr_Mul_Const
164 - Func_Reg_Equ_Chr_Mul_Obj
172 - Func_Reg_Equ_Chr_Mul_Chr
177 - Func_Reg_Equ_Obj_Mul_Obj
182 - Func_Reg_Equ_Obj_Mul_Reg
190 - Func_Reg_Equ_Obj_Mul_Const
198 - Func_Chr_Equ_Reg_Mul_Reg
203 - Func_Chr_Equ_Reg_Mul_Const
211 - Func_Chr_Equ_Chr_Mul_Reg
219 - Func_Chr_Equ_Chr_Mul_Const
227 - Func_Chr_Equ_Chr_Mul_Obj
235 - Func_Chr_Equ_Chr_Mul_Chr
240 - Func_Chr_Equ_Obj_Mul_Obj
245 - Func_Chr_Equ_Obj_Mul_Reg
253 - Func_Chr_Equ_Obj_Mul_Const
261 - Func_Obj_Equ_Reg_Mul_Reg
266 - Func_Obj_Equ_Reg_Mul_Const
274 - Func_Obj_Equ_Chr_Mul_Reg
282 - Func_Obj_Equ_Chr_Mul_Const
290 - Func_Obj_Equ_Chr_Mul_Obj
298 - Func_Obj_Equ_Chr_Mul_Chr
303 - Func_Obj_Equ_Obj_Mul_Obj
308 - Func_Obj_Equ_Obj_Mul_Reg
316 - Func_Obj_Equ_Obj_Mul_Const
(ALL) (Example)
These Commands multiply the value of one variable by another and give the resulting value to
a third variable.
Dest = Var1 * Var2
Commands only exist for unique expressions; expressions for two variables in reverse
order of any of the commands above are not included because they will return the same
result.
In the case of two Players, Var 1 is read from the Player "Fetched" to "Reference 0", and Var 2 is
read from the Player "Fetched" to "Reference 1"
In the case of two Objects, Var 1 is read from the Object "Fetched" to "Reference 0", and Var 2 is
read from the Object "Fetched" to "Reference 1"
In the case that only one Player is used for input, and/or only one Object is used for input, the Player
"Fetched" to "Reference 0" is used, and the Object "Fetched" to "Reference 0" is used.
The Destination variable is always considered to be from the Object or Player "Fetched" to "Reference 2"
Parameters:
- Var ID 1
- Var ID 2
- Dest Var ID
The value of the variable given by "Var ID 1" is multiplied by the value of the variable given by "Var ID 2",
and the result is stored in the variable given by "Dest Var ID".
In the case of "Registers", "Var ID" is the ID of the "Register" that should be read/written. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" is the ID of the Player Variable that should be read/written. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" is the ID of the Object Variable that should be read/written. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
In the case of a Constant Value, "Var ID" is the actual value to be used in the calculation, rather than any variable ID.
Multiplication - Overwrite original values:
1002 - Func_Reg_MulEqu_Reg
1012 - Func_Reg_MulEqu_Chr
1022 - Func_Reg_MulEqu_Obj
1032 - Func_Reg_MulEqu_Const
1042 - Func_Chr_MulEqu_Reg
1052 - Func_Chr_MulEqu_Chr
1062 - Func_Chr_MulEqu_Obj
1072 - Func_Chr_MulEqu_Const
1082 - Func_Obj_MulEqu_Reg
1092 - Func_Obj_MulEqu_Chr
1102 - Func_Obj_MulEqu_Obj
1112 - Func_Obj_MulEqu_Const
(ALL) (Example)
These Commands multiply the value of the given Destination variable by the value of the given Source variable,
and place the result into the given Destination variable, overwriting its previous content.
Dest *= Src
The Source variable is always considered to be from the Object or Player "Fetched" to "Reference 0"
The Destination variable is always considered to be from the Object or Player "Fetched" to "Reference 2"
Parameters:
- Src Var ID
- Dest Var ID
The value of the variable given by "Dest" is multiplied by the value of the variable given by "Src",
and the result is placed into "Dest"
In the case of "Registers", "Var ID" is the ID of the "Register" that should be read/written. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" is the ID of the Player Variable that should be read/written. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" is the ID of the Object Variable that should be read/written. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
In the case of a Constant Value, "Var ID" is the actual value to be used in the calculation, rather than any variable ID.
Examples:
Multiplication - Preserve original values:
# 156 ;Reg = Chr0 * Const (Multiply the value of User-created "Active Variable" 18 of the Player "Fetched" to "Reference 0" by 3, and place the result in "User Register" 7)
: a18 ;(Chr0) User-created "Active Variable" of the Player "Fetched" to "Reference 0"
: 3 ;(Const) 3
: U7 ;(Dest) "User Register" 7
; ----------
# 235 ;Chr2 = Chr0 * Chr1 (Multiply the value of User-created "Active Variable" 12 of the Player "Fetched" to "Reference 0" by the value of User-created "Active Variable" 13 of the Player "Fetched" to "Reference 1", and place the result in User-created "Active Variable" 2 of the Player "Fetched" to "Reference 2")
: a12 ;(Chr0) User-created "Active Variable" 12 of the Player "Fetched" to "Reference 0"
: a13 ;(Chr1) User-created "Active Variable" 13 of the Player "Fetched" to "Reference 1"
: a2 ;(Dest) User-created "Active Variable" 2 of the Player "Fetched" to "Reference 2"
; ----------
# 308 ;Obj2 = Obj0 * Reg (Multiply the value of "Extra Variable" 4 of the Object "Fetched" to "Reference 0" by the value of "User Register" 24, and place the result in "Extra Variable" 8 of the Object "Fetched" to "Reference 2")
: E4 ;(Obj0) "Extra Variable" 4 of the Object "Fetched" to "Reference 0"
: U24 ;(Reg) "User Register" 24
: E8 ;(Dest) "Extra Variable" 8 of the Object "Fetched" to "Reference 2"
Multiplication - Overwrite original values:
#1022 ;Reg *= Obj0 (Multiply the value of "User Register" 3 by the value of "Extra Variable" 4 of the Object "Fetched" to "Reference 0", and place the result back into "User Register" 3)
: E1 ;(Chr0) "Extra Variable" 4 of the Object "Fetched" to "Reference 0"
: U3 ;(Dest) "User Register" 3
; ----------
#1052 ;Chr2 *= Chr0 (Multiply the value of User-created "Active Variable" 6 of the Player "Fetched" to "Reference 2" by the value of User-created "Active Variable" 9 of the Player "Fetched" to "Reference 0", and place the result back into User-created "Active Variable" 6 of the Player "Fetched" to "Reference 2")
: a9 ;(Chr0) User-created "Active Variable" 9 of the Player "Fetched" to "Reference 0"
: a6 ;(Dest) User-created "Active Variable" 6 of the Player "Fetched" to "Reference 2"
; ----------
#1112 ;Obj2 *= Const (Multiply the value of "Extra Variable" 8 of the Object "Fetched" to "Reference 2" by 12, and place the result back into "Extra Variable" 8 of the Object "Fetched" to "Reference 2")
: 12 ;(Const) 12
: E8 ;(Dest) "Extra Variable" 8 of the Object "Fetched" to "Reference 2"