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Compilin

  1. Install AutoHotkey, either v1.1 or v2.0
  2. Run make.ahk and press Compile

Assets

You can choose a packaged asset by right clicking on the opened window. If you want to set the asset programmatically, you can use optional executable arguments which can be either a name of packaged asset (e.g., fluffyvulpix) or path to the custom asset. It will also search for PNG files starting with eevee.png, vulpix.png, zorua.png, pikachu.png, vaporeon.png, and noteevee.png in the current directory.

To make initial window bigger or smaller, append tiny, verysmall, smaller, small, normal, big, bigger, or huge to the arguments list

Speed can be set with /speed followed by slow, normal, or fast after a space.

/sit makes the window stay in place.

/fork followed by a number 1 through 99 spawns random assets specified number of times. The script won't allow more than 99 instances even if the command is ran multiple times.

This example uses Command Prompt to load the Pikachu asset with compiled executable:

eevee.exe pikachu

By default it searches for png files that start with one of the modes, then loads Eevee asset if not found, second line loads Vulpix asset with a larger window size:

eevee.exe
eevee.exe big vulpix

Loads Eevee-based, Vulpix-based, and Zorua-based assets from file:

eevee.exe "test\eevee_test.png"
eevee.exe "test\vulpix_test.png" /mode vulpix
eevee.exe "test\zorua_test.png" /mode zorua

Makes Possessed Eevee very large and slow and FluffyVulpix very small and fast:

eevee.exe huge possessedeevee /speed slow
eevee.exe tiny fluffyvulpix /speed fast