Control†
Wait Specified Time†
The process is stopped until the time specified in the wait time has elapsed, ranging from 0 to 120 seconds.
Start Loop†
Start loop processing.
- Assign the Number of Loops
When turned on, the number of times to loop can be assigned as a direct value or as a variable.
After looping an assigned number of times, it moves to the next process.
- Counting Variable
You can specify a variable to which you want to assign the number of loops.
Escape from Loop†
Exit from the loop process.
End Event†
The event is terminated.
Execute Common Event†
Invoke a common event that has already been created.
Generate Events†
Generate events dynamically.
- Event to be Generated
Specify the events to be generated.
- Shooting Source
Specify the source from which the generated events are fired.
- Generating Direction
Specify the direction in which the generated events will move.
- Standard 0 Degrees
Choose one of the following five
Downward (South) of Map
Direction Which Generating Source is Facing to
Looking at Player from Generating Source
Looking at This Event from Generating Source
Looking at Event [ ] from Generating Source
- Angle
Click inside the circle to determine the direction, or enter the angle directly as a value.
- Shooting Method
Specify the number or conditions under which a single firing is to be made.
- Number of Events
Specify the number of events to be fired in one execution.
- Angle to Shift per Generation
Specify the angle at which one event is fired each time one is generated.
- Random Angle Range
The angle is randomly shifted by a maximum of that value from the specified angle.
For example, if the setting is to fire in the direction of 180 degrees, and the Random Angle Range is set to 30, the shots will be fired randomly in the direction of 150 to 210 degrees.
- Wait Time per Generation
Specify the time between events to be generated.
- Wait until Shooting Complete
The next process is not executed until all events have been fired.
Delete Event†
Delete the event.
Exit Game†
Terminate the game in one of the following ways
Call C# Program†
The function of the C# program (.cs file) assigned to the "C# Program Assignment" in the lower left corner of the event edit screen can be called.
See What are Plug-ins? and Plug-in Samples for C# programs.
- C# Method to Call
If the assigned .cs program has a callable function, you can select the function in this combo box.
Forced Save†
Save the play data to the assigned save slot.
- Usual Data
Save the play data to the save slot with the number assigned by the direct value or variable.
- Auto Save Data
Save the play data to a special save slot for auto save.
Forced Load†
Load play data from the assigned save slot.
- Usual Data
Load play data from the save slot with the number assigned by the direct value or variable.
- Auto Save Data
Load play data from a special save slot for auto save.
Change Game Speed†
You can change the time elapsed speed of the game engine on maps.
Game speed will return to normal speed (100%) when entering a battle. Please use the Change Battle Speed panel to change the speed during battles.
- Game Speed (%)
It can be specified from 1 to 2000%.
(!) Excessively high game speeds may cause frame skipping and other rendering problems.
The speed limit will vary depending on factors such as the specs of your PC and the map layout.
When speeding up, please play and check and set the appropriate value.
- Auto Proceeding Conversations and Messages
If checked, the game speed will not restore the normal speed (100%) even if conversations or messages occur during the event.
- Undo if Selection Waiting Occurs
If checked, the game speed will restore the normal speed (100%) when the “user must select an event” comes.
For example, speed is restored after scenes such as choosing a selection, inputting text, or selecting an item to be discarded.
- Switch to Turn On When Undoing
Checking the box turns on the specified event switch.
- Mute Sound Effects
If checked, sound effects are muted during game speed changes.
Movie sounds are also treated as sound effects.