Types of Layout Parts and Property Options

Types of Layout Parts

Layouts are created by combining layout parts.
To see how each part is used, you can refer to the default layout data or the layout data of a sample game.
In particular, the title screen, menu screen, config screen, and battle status screen will be helpful in using the various parts.

 

Containers

Containers are the base parts of the layout that bind the various elements together.
A container can have other containers or panels as child elements. (Container for Entry Selection only, it cannot be a child of another container.)

Icon on the TreeContainer NameDescription
24_menuSys.png
Container for Entry Selection (Menu Container)This container is the base for the screen menu. It cannot be placed as a child of another container. Also, with the exception of some screens, only one can be placed on each screen.
Information such as the cursor used in menus and page feeds are also specified in this container.
24_menuitem.png
Container for Elements of Entry Selection (Submenu Container)This container is used as selections in the menu. You can specify what to do when a selection is made in the game, and what screen to open.
This container can only be placed as a child of a menu container.
24_container.png
Container for Rendering (Rendering Container)A container that can organize elements to be rendered.
It can also be used simply to display still images.

Panels

A panel is "an element that will be displayed in the layout". Panels cannot have children. It can be used by itself or belong to a container.

Icon on the TreeContainer NameDescription
24_text.png
Panel for Rendering Strings (Text Panel)This panel displays in-game parameters specified by text or special formats. Depending on the special format you specify, images may also be displayed.
(e.g., specifying the special format \equipimage[] will display the equipment item image specified in the Database).
This panel, used to display in-game parameters and images, will be used very often.
24_image.png
Panel for Rendering Sprites (Sprite Panel)This panel displays the specified sprite.
Sprites created using the Sprite Tool can be displayed, including images.
24_menuslider.png
Panel for Slider Operation (Slider Panel)This panel is used to display the HP gauge and sliders for volume control and other operations using the thumb (knob).
It can be used for specific actions specified by the parent container.
24_menuspin.png
Panel for Spin Operation (Spin Panel)This panel provides a mechanism for selecting text entries with left and right input operations. It is used in situations where "Fast/Normal/Slow" is selected by toggling the left and right keys.
It can be used for specific actions specified by the parent container.
Currently, it only takes effect in the "Config" screen.

The figure below shows the system layout (default layout) of the "Menu" screen.

LayoutTool_Container.png
 

The figure below shows the cast parameter display section at the bottom of the system layout (default layout) on the "Menu" screen.

LayoutTool_Pannel.png
 

You can see that most of the display objects are made of "Text Panels".
The "Cast Icon: red frame" is displayed with the special format specifying "the icon of the cast specified in Database > Casts or the image of the cast when moving".
The "HP: green frame" designates just the text "HP".
The "HP value: black frame" is displayed in a special format, specifying the "current HP of the first character in the party" and the "MaxHP of the first character in the party".
The "HP bar: blue frame" uses a slider panel to display the current HP value in the form of a gauge.

Container for Entry Selection (Menu Container)

The menu container is the foundation of the so-called "menu".
The menu window itself is the "menu container" and the selections on top of it are the "submenu containers".

Key Properties

The followings are some of the key property options of the menu container.

LayoutTool_MenuContainer.png
 

Menu Container Properties















Container for Elements of Entry Selection (Submenu Containers)

Submenu containers are "menu entries" that can be selected by moving the cursor.
They can only be placed as children of a menu container.
Note that the size of the container and the order within the menu are specified in the parent menu container.
This container, on the other hand, allows you to specify the behavior of the selected entry, etc.

Key Properties

This section describes the key property options of the submenu containers.

LayoutTool_SubMenuContainer.png
 

Submenu Container Properties







Container for Rendering (Rendering Containers)

The rendering container is an easy-to-use container for organizing display elements that are not involved in the "menu".
It can also be used to simply display still images.

Key Properties

This section describes the key property options of the rendering containers.

LayoutTool_RenderingContainer.png
 

Rendering Container Properties











Panel for Rendering Strings (Text Panels)

This panel displays in-game parameters specified by text or special formats.
The name is a string, but depending on the special format you specify, an image may be displayed.
This is a very widely used panel.

Key Properties

This section describes the key property options of the text panel.

LayoutTool_TextPannel.png
 

Special Formats

Special formats allow you to display values, images, and text specified in the "Database" menu and other menus in the text panel.
For example, the HP value of a cast, the name of an item in the item list, or the icon image of a cast on the status screen can be displayed by specifying a special format in the text panel.
Some special formats specify one or two parameters.
The following is an example of a description with two parameters.

\partystatus[0][0]

Special formats can also be used in combination with text.
In the example below, "\Partystatus[]" is a special format and "/" is just text.

\partystatus[2] / \partystatus[1]

\partyimageicon

For example, let's say you want to create a layout that displays the status of all members at once.
First, a rendering container is placed, and then various panels are placed on its children to create a layout that displays data for one person in the party.
Simply copy that container for the number of people in the party and change the Container Management Number for each rendering container to display the data for each member.

Example of Special Forms

\partystatus[x]

This is a special format meaning "Status X of Party Member according to Container Management Number".

When you try to put this special format in the dialog, a list will appear telling you which numbers refer to what, as shown in the figure below. In this case, if you put [1], it will show you the maximum HP, and [2] will show you the current HP.

LayoutTool_SpecialFormat_2.png
 

\partystatus [x][y]

This is a special format meaning "status Y of party member X".
The difference from the previous example is that there are two parameters, and the party member number is directly specified by the parameter [x] instead of the parent Container Management Number.

Image of Party Member according to Container Management Number

Status of Selected Item in Possession

Text Panel Properties









Panel for Rendering Sprites (Sprite Panels)"

This panel can display "sprites" created by the Sprite Tool.
Images specified by sprites can also be displayed.
It is mainly used to display graphical elements with animation.

LayoutTool_SpritePannel_base.png
 

Sprite Panel Properties





Panel for Slider Operation (Slider Panels)

This panel displays gauges that expand and contract according to changing values, such as the HP gauge.
You can also create a slider that changes "value" as the user moves the thumb (knob), if placed as a child of a submenu container and a specific action is specified.
The volume setting for BGM/SE on the configuration screen is equivalent to this.
For an example of how to use the slider panel, please refer to the default layout of the "Config" screen and the "Battle Status" screen of the sample project "Orb Stories" in the Top Menu > Game Gallery.

Key Properties

This section describes the key property options of the slider panel.

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Slider Panel Properties







Panel for Spin Operation (Spin Panels)

This panel provides a mechanism for selecting text entries with left and right input operations. It is used in situations where "Fast/Normal/Slow" is selected by toggling the left and right keys.
Currently, it is only effective in the "Config" screen.

Key Properties

The following is a description of the key property options of the spin panel.

LayoutTool_SpinPannel.png
 

Spin Panel Properties








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