- Add the parts "texture" effector new
This effect as of the texture to draw the sprite using the spare parts.
Please note that because behavior patterns that are registered in the attack, but this part has been classified as effector.
How to specify the drawing area There are two types of texture.
Texture point 4 (Texture type: 0)
4-point texture is in the drawing area to specify the four points in the 1 ~ 4 (P1 ~ P4) spare parts.
Please specify in the order in which to make a rectangle basically like A.
You can also be cross as B, by position and orientation may not be drawn correctly. (This can not be modified in the specification of HSP)
Pair parts textures (Texture type: 1 ~
Textures are spare parts to draw a rectangle area of the part that is specified in the spare parts.
Can specify up to four pairs of 1 to 4 parts subject, contact determination is applied to only one pair parts.
Starting point is different for each type value.
In addition, the normal type value of 1 to 4 clockwise, 5-8 will be in a counterclockwise direction. (5 to 8 sprite that is inverted with respect to 1-4)
Contact determination is enabled by setting specific parameters.
If a player is in contact with the contact determination area, returns & 2 in the status notification.
Afterimage by 12 specific parameters does not have a contact determination.
This part is you can change the following specific parameters.
1-specific parameters: option (option: 0 ~)
Drawing type: 2-specific parameters (draw type: 0 ~)
Three specific parameters: Sprite ID (sprite ID)
Four specific parameters: texture type (texture type: 0 ~
5-specific parameters: options for drawing (draw option: 0 ~)
Hue: 6-specific parameters (Hue: ~ 0 ~, 4096 = 360.0)
Saturation: 7-specific parameters (Saturation: -4096 ~ 0, -4096 = 0.0, 0 = 1.0)
Brightness: 8-specific parameters (Lightness: -4096 ~ 0 ~ 4096, -4096 = 0.0, 0 = 0.5, 4096 = 1.0)
Blend mode: 9-specific parameters (blend mode: 0 ~ 6)
10-specific parameters: alpha blending (alpha blend: -1 ~ 6)
Blend ratio: 11-specific parameters (blend rate: 0 ~, 0 = 0%, 256 = 100%)
Value frame effect: 12-specific parameters (effect frame value: 1 ~ 255)
Coefficient Operating speed: 13-specific parameters (action speed coefficient: -4000 ~ 4000%)
X magnification factor: 14-specific parameters (zoom X coefficient: -4000 ~ 4000%)
Y expansion coefficient: 15-specific parameters (zoom Y coefficient: -4000 ~ 4000%)
A specific parameter sets the following values.
Default: 0 (default)
A: 2-specific parameters to reflect the later (refer exparam)
2: always reflect the subsequent 2-specific parameters (always refer exparam)
& 4: Enabling contact determination (enable hitbox)
Drawing of two type-specific parameters are set the following values.
: 0-color fill (solid (HSL color))
1: Sprite (sprite)
(Solid) is specified without sprite, and then draw in the (HSL) color fill color specification.
(Sprite) is a sprite (1 -), both can be specified (-127 to -1) Sprites animation.
3-specific parameter sets the sprite ID.
If the drawing type (solid) will be ignored-color fill.
Four parameters that are specific to set the texture type.
0: Texture point 4 (4point texture)
: 1 to 8 parts texture pair (pair parts texture)
4-point texture is in the drawing area to specify the four points in the 1 ~ 4 (P1 ~ P4) spare parts.
Spare parts the texture of parts to draw a rectangle area that is specified in the spare parts.
The target pair parts can specify up to four of from 1 to 4, and judgment will be applied only contact a spare parts.
5-specific parameter sets the following values.
& 1: automatic attenuation of blend ratio (auto attenuation of blend rate)
& 2: Enabling the fade-in (enable fadein)
& 4: Enabling the fade-out (enable fadeout)
& 128: Do not change the animation speed (don't adjust animation speed)
& 256: the animation to loop (loop animation)
& 512: How to start a random frame of animation (animation starts from random frame)
& 1024: Using a counter to the start of the animation frames (use sub counter for start frame of animation)
& 4096: Enable (enable effect scrolling) scroll effect
Type-specific parameters are drawing 6-8 if (-1), set the foreground color in the HSL color fill.
If the drawing type (sprite) is ignored sprite.
Value will automatically roll (Hue) 4096 = 360 degrees, if you specify more than one 4096 H.
(Saturation) is the saturation is reduced by decreasing the value 0 as a reference, you will monochrome -4096 S.
Bright and darker, smaller (Lightness) is a higher value relative to the 0 L.
9 unique blend mode of the parameter is set the following values.
Default: 0 (default (addition))
3: Synthesis of semi-transparent (translucent)
4: Synthesis of semi-transparent (translucent (black disregard))
5: additive synthesis (addition)
6: Synthesis of subtraction (subtraction)
Blend of 10 alpha-specific parameters are set the following values.
-1: OFF
0: ON (default (subtraction))
3: Synthesis of semi-transparent (translucent)
4: Synthesis of semi-transparent (translucent (black disregard))
5: additive synthesis (addition)
6: Synthesis of subtraction (subtraction)
11-specific parameter sets the blend ratio.
When the drawing is treated as a blended rate of 100% 0% 0, 256 to 100%, even if you set more than 256.
12-specific parameter sets the duration of the effect object that has been generated.
If (& 1) is specified blend ratio will now automatically decay decay automatic 5-specific parameters.
13-specific parameter sets the speed factor.
Operating speed factor will affect the basic rate for each pattern.
14 and 15 are specific parameters to set the magnification factor.
4-point texture will be applied only 14 specific parameters.
Spare parts and 15 texture-specific parameter 14 will be applied.
- Add the parts "(mosaic) screen" new
This effect raises the mosaic effect to the entire screen.
"Screen (mosaic)"
This part is you can change the following specific parameters.
A specific parameter: flag (flag: 0 ~ 2)
Two specific parameters: block size X (blocksize X: 0 or 1 ~)
Three specific parameters: block size Y (blocksize Y: 0 or 1 ~)
4-specific parameters: fade-in frame (fadein frame: 0 ~)
5-specific parameters: Hold frame (hold frame: 0 ~)
6-specific parameters: fade-out frame (fadeout frame: 0 ~)
A specific parameter sets the following values.
0: to remove the mosaic (disable mosaic)
1: Use the half-tone mosaic (enable halftone mosaic)
2: Using the mosaic (enable mosaic)
Processing speed is slightly reduced half-tone mosaic will be better quality.
Specific parameters 2 and 3 specifies the block size of the mosaic.
Window size will be applied If you specify a block size to 0.
- Add the parts "(Charge 2) effector" new
Effector and the existing difference (charge), operate in a normal sprite.
It has also some different specific parameters.
This part is you can change the following specific parameters.
A specific parameter: flag (flag: 0 ~)
Two specific parameters: size (size rate: 0 ~ 500%)
Angle range generate: 3-specific parameters (arc range: 0 ~ 4096)
Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%)
Specific parameters 5-12: Sprite ID (sprite ID)
Generation range: 13-specific parameters (generate range: 0 ~ 100)
X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%)
Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%)
16-specific parameters: blend rate coefficient (blendrate coefficient)
A specific parameter sets the following values.
& 1: apply (change size (ex2)) to change the size
& 2: apply (change arc range (ex3)) to change the angle range generate
& 4: Application (change draw frame rate (ex4)) to change the frame rate drawing
& 8: Application (change sprite (ex5 ~ 12)) to change the sprite
& 16: a random angle (random angle)
& 32: OFF (disable alpha blend) blend the α
& 64: ON (enable alpha blend) blend the α
& 128: Do not change the animation speed (dont change animation speed)
& 256: the animation to loop (loop animation)
& 512: How to start a random frame of animation (start frame at random)
& 1024: How to sprite upside down (turn the sprite)
& 2048: Hittsuki attribute (sticky)
& 4096: Enable (enable effect scrolling) scroll effect
& 8192: How to subtract the blend mode (subtract blending)
& 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor
Tri-relationship
- Added a function chr
Please note also outputs the code to handle because they can not normally enter such characters as a string return the specified character code: chr ().
- Added a function getinfo
Specify the same parameters as the "GETINFO" Basically, each to obtain information: getinfo (,).
Of parameters can not be omitted, however.
Please note that there may be a problem because there are a lot of parts to fix, including the "GETINFO".
- Add the item can be retrieved by getinfo
There is a document that outlines the value of the getinfo in the tri-folder.
type, param
Parts of enemy endurance: 15, ID (parts: durability)
Maximum endurance of enemy parts: 16, ID (parts: maximum durability)
Energy part of the enemy: 17, ID (parts: energy)
Maximum energy of enemy parts: 18, ID (parts: maximum energy)
Energy resilience of enemy parts: 19, ID (parts: energy regeneration)
Score of enemy parts: 20, ID (parts: score)
Stan enemy value of parts: 21, ID (parts: stun value)
Destruction of enemy status parts: 22, ID (parts: destroy status) (0 = living, 1 ~ = destroying)
Part ID of enemy core parts: 23, ID (parts: core ID)
Parent ID of enemy parts parts: 24, ID (parts: parent ID)
Part ID of enemy pointer parts: 25, ID (parts: pointer ID)
Of spare parts Parts enemy 1ID: 26, ID (parts: pair1 ID)
Of spare parts Parts enemy 2ID: 27, ID (parts: pair2 ID)
Of spare parts Parts enemy 3ID: 28, ID (parts: pair3 ID)
Of spare parts Parts enemy 4ID: 29, ID (parts: pair4 ID)
Operating status of enemy parts: 30, ID (parts: movement flag) (0 = play, -1 = stop, 1 ~ = stop (frame))
Enemy behavior patterns of parts: 31, ID (parts: move action)
Parts of enemy action frame: 32, ID (parts: move frame)
Stopped state behavior of enemy parts: 33, ID (parts: move flag) (0 = play, -1 = stop, 1 ~ = stop (frame))
Parts of enemy attack patterns: 34, ID (parts: attack action)
Enemy attack frame of parts: 35, ID (parts: attack frame)
Enemy attack stopped state of parts: 36, ID (parts: attack flag) (0 = play, -1 = stop, 1 ~ = stop (frame))
Destruction of the enemy pattern parts: 37, ID (parts: destroy action)
Destruction of the enemy frame parts: 38, ID (parts: destroy frame)
Notification status of enemy parts: 40, ID (parts: notify status)
A variable part of the enemy: 41, ID (parts: variable1)
Two variable parts of the enemy: 42, ID (parts: variable2)
Variable parts of the enemy 3: 43, ID (parts: variable3)
4 variable parts of the enemy: 44, ID (parts: variable4)
Parts of a specific enemy parameters: 201, ID (parts: extra parameter1)
~
Enemy-specific parameters of the part 16: 216, ID (parts: extra parameter16)
- Added a "WAITFOR" instruction to wait depending on the conditions
"WAITFOR", int1, int2
int1: value or conditional expression (conditional expression or value)
weight values: int2 (wait frame: 0 ~)
if (int1 = 0), between stops (int2) frame to abort the script running is false int1.
After stopping, this instruction is executed again.
if (int1! 0) will continue the script without interruption is true also stop int1.
This instruction Please note that if the condition is not true, the script is called stay down forever.
If you have a + + and in the sub-script with the 3 (a = 10), the weight value in a conditional expression, for example,
Determined that more than 10 missing while waiting in a wait occurs.
Will be similar to the following script to reproduce the same behavior in the existing instruction and this instruction.
"REPEAT", -1
"IF", int1
"EXITLOOP"
"ENDIF"
"WAIT", int2
"LOOP"
- Added the "MOSAIC" instruction screen effect
"MOSAIC", int1, int2, int3, int4, int5, int6
int1: fade-in frame (fadein frame: 0 ~)
int2: Hold frame (hold frame: 0 ~)
int3: fade-out frame (fadeout frame: 0 ~)
int4: flag (flag: 0 ~ 2)
int5: block size X (blocksize X: 0 or 1 ~)
int6: block size Y (blocksize Y: 0 or 1 ~)
- Fixed several bugs related to the sub-script
· And · "TIMEREND" Fixed a bug cause strange values (_cnt) system variable to put such "WAIT" running at the same time "REPEAT" multiple-Fixed handling of running at the same time the "CHOICES" more than one still, there might be a temporary fix handling of "PLAYERDESTROYED"
- Add some instruction related to "CHOICES"
Must be set prior to running the "CHOICES" "CHOICEWORD", "CHOICEIMAGE", "CHOICEIMAGEFONT" and "CHOICEPOS" is.
String that you specify in the "CHOICES" is a string of "CHOICEIMAGEFONT" and "CHOICEWORD" will be used.
Please see the sample in the tri-folder.
"CHOICERESET", int1
Instruction set to initialize the type and location of each item in the "CHOICES".
If you specify -1 initializes all items.
item ID to be initialized: int1 (itemID: -1 or 0 ~ 7)
"CHOICEPOS", int1, int2, int3, int4, int5
Instruction to set the position of each item in the "CHOICES".
target item ID: int1 (itemID: 0 ~ 7)
Alignment: int2 (align: 0 ~ 15)
origin position: int3 (base pos: 0 ~ 7)
int4: X position (pos X)
int5: Y position (pos Y)
"CHOICEWORD", int1
Set each item type to a string of "CHOICES".
You need to set the position in the "CHOICEPOS" item was set by this instruction.
target item ID: int1 (itemID: 0 ~ 7)
"CHOICEIMAGE", int1, int2, int3, int4, int5, int6, int7, int8
Set the image type each item in the "CHOICES".
You need to set the position in the "CHOICEPOS" item was set by this instruction.
target item ID: int1 (itemID: 0 ~ 7)
int2: ID image (image ID)
int3: X yuan image (image X)
int4: Y yuan image (image Y)
int5: X size image (size X)
int6: Y image size (size Y)
int7: blend mode (blend mode: 3 ~ 6)
blend ratio: int8 (blend rate: 0 ~ 255)
"CHOICEIMAGEFONT", int1, int2, int3, int4, int5, int6, int7, int8
Set the font type image of each item "CHOICES".
You need to set the position in the "CHOICEPOS" item was set by this instruction.
target item ID: int1 (itemID: 0 ~ 7)
int2: ID image (image ID)
int3: font size X (font size X)
int4: font size Y (font size Y)
int5: X position correction for each character drawing of 1 (pos shift X)
int6: Y position correction for each character drawing of 1 (pos shift Y)
int7: blend mode (blend mode: 3 ~ 6)
blend ratio: int8 (blend rate: 0 ~ 255)
Relations editor
- Extend the set of spare parts
Was added to specify from 1 to 4 to set the spare parts spare parts.
If not specified, please specify a particular spare parts.
Existing data event is supposed to be replaced by a spare parts specified, please note, because it may cause a malfunction and that another value is specified for some reason.
- To add an event condition "(Pair) distance" and "(Pointer) distance"
Returns the distance between the pointer and parts spare parts.
If a part does not already exist, it returns -1.
True if is determined that for "the distance between the target part (Distance <n) below n" is specified.
To avoid this decision, please add one "distance is not -1 (Distance! -1)" Already on the condition.
- Added "previous event" in the event condition
This is a special condition.
Returns the execution state of the event (on one of the event list) just before.
If one is running, if it is not will be 0.
If this is the event itself at the top of the list, it returns -1.
Also returns -1 if it is run for the first time in the event of its parts. (For example, was the top event has been deleted)
- Special events in addition to the settings to "or determined by the condition"
To run the event will be True if any one of the conditions in and checked.
- Added (& 16) to clear the bullet and ship (&
always reflect specific parameters to the parameters of a specific wall energy
1-specific parameters: behavior options (option)
Length: 2-specific parameters (length: -1 or 1 ~ 1024 dot)
Width: 3-specific parameters (width: 1 ~ 100 dot)
Specific parameters not ship collisions and bullet Indestructible = -2: (-2 ~ -1,1 ~ 999999 durability) -1 = 5: Durability: 4-specific parameters for drawing options (draw option)
Frame trigger value: 6-specific parameters (frame until finish generating: 1 ~ frame)
Reflection attribute value: 9-specific parameters (reflect attribute: -1 ~)
Wall attribute value: 11-specific parameters (wall attribute: -1 ~)
Options of a specific parameter to specify the following values.
& 1: Disable (invalidate collision with player) the determination of contact with player
& 8: always reflect the specific parameters (always refer exparam)
& 16: To clear the ship bullet (eliminate player bullet)
3,5,6,9,11 (&
2-specific parameters and always reflect the specific parameters are valid.
(& 16) will clear the bullet effects and sound effects without the ship was in contact with the ship to clear the bullet.
The length of the parameter is specified in units of 2-specific dot the length of the wall energy.
If you specify -1 to the length, to generate the energy wall between himself and spare parts.
5 options of parameters specific to the drawing, specify the following values.
Parts fit into the middle of the start and end points: 0 (cardinal point: center)
Fit into parts starting point: 1 (cardinal point: start point)
Fit the end parts: 2 (cardinal point: end point)
& 4: Do not draw a starting point (don't draw start point)
& 8: Do not draw the end (don't draw end point)
& 16: Do not draw a stick (don't draw bar)
& 32: Do not draw the lightning (don't draw lightning)
& 64: Do not draw the trigger at the start of emission (don't draw light of generate)
0 to 2 can be specified only one of them.
You can specify more than one and four since that adds the values of 0 to 2 respectively.
Frame-specific activation of the parameter value is a value in six frames to generate a complete end wall energy.
Will be generated if you specify an instant.
If you are no longer destroyed the durability, returns & 1 to status notification.
If you are in contact with the player, returns & 2 in the status notification.
If you are in contact with the bullet of player, returns & 4 in the status notification.
- Added (& 16) to clear the ship bullets to a specific parameter of barrier
A specific parameter: use flag-specific parameters (exparam flag and option)
Two specific parameters: size (size: 1 ~ 2000 dot)
The size of the arc: 4-specific parameters and the bullet does not ship collision -2 = non-destruction: (-2 ~ -1,1 ~ 999999 durability) -1 = endurance: 3-specific parameters (arc size: 1 ~ 2048)
Reflection attribute value: 9-specific parameters (reflect attribute: -1 ~)
Wall attribute value: 11-specific parameters (wall attribute: -1 ~)
1-4 specific parameters will be applied if you specify a value other than 0 to a specific parameter.
Options of a specific parameter to specify the following values.
-1: (Will be converted to two internally) counter-clockwise (counterclockwise, it's changed to 2 automatically)
0: Do not apply specific parameters (default)
1: clockwise (clockwise)
2: counter-clockwise (counterclockwise)
& 4: hidden (invisible)
& 8: always reflect the specific parameters (always refer exparam)
& 16: To clear the ship bullet (eliminate player bullet)
4,9,11 (&
2-specific parameters and always reflect the specific parameters are valid.
(& 16) will clear the bullet effects and sound effects without the ship was in contact with the ship to clear the bullet.
If the barrier is destroyed, returns & a notification on the status of the part.
Will be sent only once at the moment this notification has been destroyed.
Status notification can be referenced in the conditions of the event.
If you are in contact with the player, returns & 2 in the status notification.
If you are in contact with the bullet of player, returns & 4 in the status notification.
- Added (& 16384) and apply the change of each coefficient (& 8192) to subtract the blend mode to a specific parameter of the effector
A specific parameter: flag (flag: 0 ~)
Two specific parameters: size (size rate: 0 ~ 500%)
Three specific parameters: rotational speed (rotate speed)
Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%)
Specific parameters 5-12: Sprite ID (sprite ID)
13-specific parameters: the velocity factor (speed coefficient)
14-specific parameters: coefficient of X (X coefficient)
15-specific parameters: coefficient Y (Y coefficient)
16 specific parameters: blend rate coefficient (blendrate coefficient)
A specific parameter sets the following values.
& 1: apply (change size (ex2)) to change the size
& 2: apply (change rotate speed (ex3)) to change the rotational speed
& 4: Application (change draw frame rate (ex4)) to change the frame rate drawing
& 8: Application (change sprite (ex5 ~ 12)) to change the sprite
& 16: a random angle (random angle)
& 32: OFF (disable alpha blend) blend the α
& 64: ON (enable alpha blend) blend the α
& 128: Do not change the animation speed (dont change animation speed)
& 256: the animation to loop (loop animation)
& 512: How to randomly start frame of the animation (start frame at random)
& 1024: How to sprite upside down (turn the sprite)
& 2048: Hittsuki attribute (sticky)
& 4096: Enable (enable effect scrolling) scroll effect
& 8192: How to subtract the blend mode (subtract blending)
& 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor
Effect to change the sprite of 5-12 specific parameters are set.
Please note that a different number of sprites that are used by the effector.
In addition, several effector can not be changed.
Sprite ID is a value that is defined internally.
ID of the sprite can be specified, please refer to the sprite list of chores window.
Drawing frame rate of 4-specific parameters will be 32 frames to eight frames, if you specify 200 for 16 frames, if you specify a 50 yuan.
If you specify a sprite animation, this value will also apply to animation speed.
If you & 128 are specified in a specific parameter, the animation speed is not changed.
Factor of 13 to 16 parameters that are specific effect differs depending on each effector.
Normal-effector system (common)
Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%)
X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%)
Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%)
Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%)
Kay effector shock wave (shockwave)
Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%)
14-specific parameters: none (none)
15-specific parameters: none (none)
Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%)
Kay effector explosion (explosion)
Speed factor: 13-specific parameters (speed coefficient:-n ~ 100 ~ n%)
14-specific parameters: none (none)
15-specific parameters: none (none)
Rate coefficient Blend: 16-specific parameters (blendrate coefficient: 0 ~ 100 ~ n%)
- Change of system-specific parameters (shock) effector
A specific parameter: flag (flag: 0 ~)
Two specific parameters: size (size rate: 0 ~ 500%)
Angle range generate: 3-specific parameters (arc range: 0 ~ 4096)
Drawing frame rate: 4-specific parameters (draw frame rate: 1 ~%)
Specific parameters 5-12: Sprite ID (sprite ID)
Random numbers: 13-specific parameters (random number: 0 ~ 100 ~ n%)
X magnification factor: 14-specific parameters (zoom X coefficient:-n ~ 100 ~ n%)
Y expansion coefficient: 15-specific parameters (zoom Y coefficient:-n ~ 100 ~ n%)
Blend ratio factor: 16 specific parameters (blendrate coefficient: 0 ~ 100 ~ n%)
A specific parameter sets the following values.
& 1: apply (change size (ex2)) to change the size
& 2: apply (change arc range (ex3)) to change the angle range generate
& 4: Application (change draw frame rate (ex4)) to change the frame rate drawing
& 8: Application (change sprite (ex5 ~ 12)) to change the sprite
& 16: a random angle (random angle)
& 32: OFF (disable alpha blend) blend the α
& 64: ON (enable alpha blend) blend the α
& 128: Do not change the animation speed (dont change animation speed)
& 256: the animation to loop (loop animation)
& 512: How to start a random frame of animation (start frame at random)
& 1024: How to sprite upside down (turn the sprite)
& 2048: Hittsuki attribute (sticky)
& 4096: Enable (enable effect scrolling) scroll effect
& 8192: How to subtract the blend mode (subtract blending)
& 16384: Application (change coefficient (ex13 ~ 16)) the change of each factor
Effect to change the sprite of 5-12 specific parameters are set.
Please note that a different number of sprites that are used by the effector.
In addition, several effector can not be changed.
Sprite ID is a value that is defined internally.
ID of the sprite can be specified, please refer to the sprite list of chores window.
Drawing frame rate of 4-specific parameters will be 32 frames to eight frames, if you specify 200 for 16 frames, if you specify a 50 yuan.
If you specify a sprite animation, this value will also apply to animation speed.
If you & 128 are specified in a specific parameter, the animation speed is not changed.
Other
- Fixed a bug in the player would use suicide bombers equipped with
And the remaining amount of energy consumption occurred when the same.
This is terrible.
- Fixed the process of determining contact of laser energy and wall system
Point was funny, such as the direction of the effect under specific conditions.
- Fixed various sub-processes of the main health bar and health bar
So there is no fixed bonus in a state of rapid change.
Fixed a bug that strange bar when you change various display the current value and maximum value.
Behavior may have been changed a little because we modify accordingly.
- Fixed a little bit related processing of the editor interface
Modification of settings window and event window chore.
Please report to us if you have part does not work.