Event Editor Features†
An event is made up of one or more "event sheets," and what conditions are met determines which event sheet will be executed. Then, within each event sheet, "event panels (command scripts)" are placed in the order in which they are to be executed.
This event editor is used to create event sheets and set up the event panels that contain them.
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Sheet List (Lower Priority)†
Operate event sheets with combined event panels.
- Add Sheet Button
Add a new event sheet.
- Add Parallel Sheet Button
Add an event sheet that runs in parallel.
- Change Sheet Name Button
Click to rename the selected event sheet.
- Copy Button
Copy the selected event sheets and save to the clipboard.
- Paste Button
Paste the event sheets stored on the clipboard.
- Delete Button
Delete the selected event sheet.
- Sheet List
List of event sheets with different activation conditions.
If the conditions are the same, the execution at the bottom of the list takes precedence.
The order of the sheets can be rearranged by left-dragging the sheet name on the list.
Conditions to Run This Sheet†
Specify the conditions under which the selected event sheet will be executed.
If multiple conditions are specified, it will be executed when all of them are met.
If no condition is specified, it is executed unconditionally.
- Add Sheet Condition
Click to select execution conditions from a pull-down menu.
- Money in Possession
Specify the value of money in possession to be checked and select the method to be used for comparison.
- Items
Specify the item name and number of possessions to be checked, and select the method to be compared.
You can also specify whether or not to include items that are being equipped.
- Party
Select the name of the party member to be checked and whether the member is joined or not.
- Coordinates for This Event
Select whether this event is within or outside the range specified by the camera.
- Collision State for This Event
Select what this event will execute when it comes in contact with.
Contact direction can also be specified.
- Delete Button
Delete the selected execution condition.
Change Elements During Sheet Execution†
Specify the elements that will change when the selected sheet is executed.
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- Collision Settings
Specify the behavior of this event when it contacts something else.
- Collide with Player
When turned on, this event has a collision detection and will collide with the player.
When turned off, it will pass through even if the player collides with this event.
- Collide with Other Events
When turned on, it collides with other events.
- Move When Push
When turned on, if the player moves toward this event, it can be pushed to move it.
- Custom Collide Range
When turned on, you can change the size of the collision detection for this event.
The default collision detection size is "width x depth x height = 1 * 1 * 1" for casts.
In the case of map objects, it depends on their respective settings.
- Collide Range
This can be specified when the above is turned on.
Click to open the dialog box for specifying the collision range.
Enter and specify the width, depth, and height, respectively.
- Movement Settings
Specify whether and how this event will be moved.
- Synchronize with Camera Movement
When turned on, the coordinates of this event will also move in sync when the center coordinates of the camera are moved.
- Orientation Control
Specify one of three methods of controlling event orientation.
- Normal
Automatically changes orientation when moved or spoken to.
- Fixed
It does not change direction when moving or when spoken to.
- Free (Use Physics)
Change the orientation by physics.
- Orientation
Specify the orientation of the event on the map.
- Movement Speed
Specify one of seven speeds of movement for this event.
For events that do not move, there is no need to specify.
- Movement Pattern
Specify the movement pattern for this event.
- Idle
It does not move and stays where it is.
- Random
Move in irregular directions.
- Approach
Move closer to the player.
- Run Away
Move away from the player.
- Movement Frequency
Specify the frequency at which this event will move from 7 levels.
The less frequently, the longer it is stopped.
- Limit Movement Range
When turned on, you can determine the range within which this event can move.
- Movement Range
This can be specified when the above is turned on.
Click to open the dialog box for specifying the range of movement.
Enter the coordinates of the range or specify them with the mouse from the preview.
Drag left to select a range, drag right to scroll the screen, and use the wheel to zoom in and out.
- Graphic Settings
Graphic settings for this event.
- Graphic Name
The graphic name of the currently selected event is displayed.
- Motion
Specify the motion of the event.
Click on the motion name pull-down to select it, or click on the preview of the motion to specify it from the asset picker's motion column.
Command Script to be Activated During Sheet Execution†
This is the screen for operating "command scripts" that combine event panels to create commands, which can be considered the main body of events.
- Copy
Copy the selected event panel to the clipboard.
- Cut
Cut out the selected event panel and save it to the clipboard.
- Paste
Paste the event panel in the clipboard.
- Delete
Delete the selected event panel.
- Editing Method
Select the display format of the command script screen.
Since the functions that can be performed are the same, it does not matter which one you choose.
- Panel
Click to change the display format to panel type.
- Text
Click to change the display format to text type.
- Import
Load a script in text format from an external source.
- Export
Export the current event to a text-format script.
Script Edit Screen†
Panel Type†
The panel type is to graphically arrange the event panels as if arranging cards in sequence. The progression of events is visual and easy to understand.
- Event Starts
Specify the conditions under which the event will be started, etc.
Every event begins with this panel.
- How to start
Specify the trigger that will cause the event to be executed and choose from the below.
- When Player Talks
- When Player Makes Contact with Event
- When Event Makes Contact with Player
- Automatically Start (Only Once)
- Automatically Start (Repeat)
- Automatically Start (Only Once in Parallel)
- Automatically Start (Repeat in Parallel)
- Ignore Elevation
If checked, the elevation difference is ignored when judging speech and contact.
If they are next to each other, they can talk to others at different elevations.
- React from One Step Ahead
If checked, it will respond even one step ahead when talking to it or judging its contact.
The player can talk to the clerk who is behind the counter.
- Arrow
The order of progression of events is indicated by arrows.
When a control event panel such as a conditional branch is placed, the route by the branch is also displayed.
- Add Button
The (+) icon on the arrow connecting the event panel to the event panel is the Add Event Panel button.
Clicking on it will bring up the "Command Script" dialog, where you can select the event panel you wish to place.
- Event Panels
Each event panel placed on the screen can be opened by clicking on the title section to enter specification mode and edit its contents.
To return to the original view, click on the gray background where nothing is placed.
- End Event
This is an end mark for the end of the event.
Text Type†
The event panel is displayed in text type, one line of sentence at a time. The type of event can be identified by the color of the text; the advantage is that more information can be displayed on a single screen.
- Event Starts
Specify the conditions under which the event will be started, etc.
Every event begins with this panel.
- How to start
Specify the trigger that will cause the event to be executed and choose from the below.
- When Player Talks
- When Player Makes Contact with Event
- When Event Makes Contact with Player
- Automatically Start (Only Once)
- Automatically Start (Repeat)
- Automatically Start (Only Once in Parallel)
- Automatically Start (Repeat in Parallel)
- Ignore Elevation
If checked, the elevation difference is ignored when judging speech and contact.
If they are next to each other, they can talk to others at different elevations.
- React from One Step Ahead
If checked, it will respond even one step ahead when talking to it or judging its contact.
The player can talk to the clerk who is behind the counter.
- Tree view
The progression of events flows from the top row to the bottom row.
When a control event panel such as a conditional branch is placed, the route by the branch is displayed in a tree structure to the left of the line.
- Insert Event Panel
To add an event panel, select the row in which you want to insert the panel and click "Insert Event Panel" at the top of the list.
- Event Panel
For text type, one line of the list corresponds to one event panel.
To edit, double-click on the line to open the specifying diagram.
- End Event
This is an end mark for the end of the event.