#author("2022-09-12T07:36:05+00:00","default:admin","admin") *Player [#sfa4b392] > #contents **Teleport Player [#l652125d] Move the player to the specified location. #ref(Teleport_Player.png) #br -''Specify Orientation'' Select the orientation of the player after the move. --Maintain Keep the orientation before the move. --Upward/Downward/Leftward/Rightward After moving, turn to the specified orientation. -''Specify from Map'' Specify the destination from the map you have already created. --Change Map Select a map. --Registered Destinations If a destination has already been registered for another event, you can select that destination from here. --X/Z Coordinates Specify the coordinates of the destination by entering numerical values. -''Specify with Variable Boxes'' The value of the specified variable box is entered into the coordinates and used. **Change Player Orientation [#mbd5b3af] Change the player's orientation to the specified direction. #ref(Change_Player_Orientation.png) #br -''Up/Down/Left/Right'' Change the direction in which the radio button is checked. -''Face Random Direction'' Change the orientation to either up, down, left, or right. -''Spin Around'' Make one rotation on the spot. -''Face Specified Angle'' Change the orientation to the specified angle. -''Face This Event'' Turn the player in the direction of this event. -''Face Opposite'' Turn the player in the opposite direction from which this event is located. -''4 Fixed Directions'' When checked, the orientation is always four directions (up, down, left, right) when changing the orientation. **Make Player Walk [#dcf2a10e] Make the player walk in the specified direction. #ref(Make_Player_Walk.png) #br -''Directions'' --''Walk in Direction Facing'' --''Walk to Specified Angle'' --''Walk Towards This Event'' --''Walk Opposite This Event'' --''Walk in Random Direction'' -''Number of Steps'' Specify the number of steps between 0.01 and 100. Up to two decimal places can also be used. --''Lock Orientation'' If checked, it moves with the orientation fixed. --''Pass Through Events'' If checked, it will move through all other events. --''Ignore Elevation'' If checked, it moves ignoring steps. --''Abort if Unable to Move'' If checked, event execution will be aborted if it collides with another event or terrain and cannot proceed any further. --''Keep Current Motion'' If checked, the specified animation will play and move. --''Change Orientation Smoothly'' If checked, the camera will smoothly turn to the specified direction by the end of the specified number of steps. **Change Player Movement Speed [#u4972753] Change the speed at which the player moves to any desired speed. #ref(Change_Player_Movement_Speed.png) #br -''Speed Type'' -- -3: Slowest -- -2: Slower -- -1: Slow -- 0: Normal -- 1: Fast -- 2: Faster -- 3: Fastest **Make Player Invisible/Visible [#c70a8f16] Make the player's graphic invisible or return to its original state. #ref(Make_Player_InvisibleVisible.png) #br -''Invisible'' Make the player transparent and invisible. -''Visible'' Restore the player's graphic to its original state. **Change Cast Graphic [#ub134d68] Change the graphic and motion of the cast on the screen. #ref(Change_Cast_Graphic.png) #br -''Cast to be Changed'' Select from the casts already created. -''nth in the Party'' Change the graphic of the cast at the specified index in the party. -''Graphic on the Map'' Select the cast graphic to be changed. -''Graphic for Layout'' Select the cast face graphic to be changed. -''Play the Whole Motion'' If checked, the system will not perform any motion changes (move, wait, run) until the motion is completed or circled. **Change Player Y Coordinate [#c1a8f950] Change the Y coordinate (height) of the player. #ref(Change_Player_Y_Coordinate.png) #br -''Specifying Method of Y Coordinate'' --''Specify from the Current Value'' Select this option to specify that the height the player is currently at is 0 and how much to change from there. --''Specify the Absolute Value'' Select this option when setting the bottom of the map as 0 and specifying how much to change from there. -''Y Coordinate to be Changed'' Specify a value between 0.1 and 50 for the change. -''Time to Change'' Specify the time between 0.1 and 120 seconds to make the change; if 0 seconds is specified, the change is made instantly. -''Moving Speed'' Specify acceleration/deceleration during movement. --Constant Move at a constant speed. --Acceleration Move with acceleration. --Deceleration Move with deceleration. -''Wait until Y Coordinate Change Completes'' If checked, the next event will not be executed until the move is complete. **Start Player Falling [#q1fa96b1] When the player is in the air, executing this event will initiate the player's fall. #ref(Start_Player_Falling.png) #br -''Gravitational Acceleration'' Specify a value between 0.01 and 100. The standard is 1. The higher the number, the faster the fall speed. -''Wait for Fall to Complete'' If checked, the next event will not be executed until the fall is complete. **Change Player Traversable Terrains [#g63822af] Change the passage attributes specified for the "Terrains." #ref(Change_Player_Traversable_Terrains.png) #br -''Entering and Exiting Non-Traversable Terrains'' --''Disable (Normal)'' The player will be impassable. --''Enable'' The player will be able to pass through. Passage attributes can be referenced and modified in "Resource Management" > "Terrains" > "Terrain Model Attributes". **Change Player Scale [#m156996c] Change the scale (size) of the 3D model specified for the player by the specified magnification and time. #ref(Change_Player_Scale.png) #br -''Scale to be Changed'' It can be specified between 0 and 50. -''Time to Change'' It can be specified between 0 and 120 seconds; if 0 seconds is specified, the scale is changed instantly. -''Wait until Scale Change Completes'' If checked, the next event will not be executed until the scale change is complete. **Attach Model to Cast [#ub07d02a] If the 3D model with hooks for items is used, the item model can be attached to the 3D model. #ref(Attach_Model_to_Cast.png) #br -''Cast to be Attached'' Specify how to set the cast to be attached. --''Cast to be Changed'' Select from the casts already created. --''nth in the Party'' Specify the model for the cast to which you want to attach the item by indexing it in the party. -''Preview'' Preview the specified settings. -''Remove All'' Remove all jointed models. -''Attach Model According to Equipped Item'' Joint a 3D model that is specified in the "Items" section of the database. -''Attach Selected Model'' Joint any 3D model, regardless of equipment. **Enable/Disable Player Orientation Change [#u483fc0d] Allow or prohibit the player to change direction. #ref(EnableDisable_Player_Orientation_Change.png) #br **Make Player Invincible [#udce7f92] Make the player invincible for a specified period of time. #ref(Make_Player_Invincible.png) #br -''Invincible Time'' Specify the length of time the player will be invincible, from 0 to 60 seconds. -''Blink Graphic During Invincible'' If checked, the graphic flashes during the invincibility time. -''No Damage to Enemies by Bumping During Invincible'' If checked, the cast will not give any damage when it hits enemies by body hits. **Snap Player on Grid [#pdd4f68e] Fit the player to the nearest grid (square). #ref() #br **Make Player Walk to Specified Coordinates [#ne55d391] The coordinates of the map are specified and the player is made to walk. #ref(Make_Player_Walk_to_Specified_Coordinates.png) #br -''Specify the Destination'' Specify the destination of the player from one of the following methods. --''Registered Destinations'' If a destination has already been registered for another event, you can select that destination from here. --''X/Z Coordinates'' Specify the coordinates of the destination by entering numerical values. -''Orientation at the End of Move'' Specify the orientation at the end of the move from one of the following methods. --''Face Direction of Moving'' Turn it to face the direction of movement. --''Face Specified Angle'' Enter the angle directly as a number or specify the angle by clicking on the direction you want to face in the circle. --''Time Required for Move'' Specify between 0 and 60 seconds. -''Interpolation'' Specify acceleration/deceleration settings during the move. --''Constant'' It always moves at a constant speed. --''Acceleration'' It moves with gradual acceleration. --''Deceleration'' It moves with gradual deceleration. --''Acc. to Decel.'' It accelerates at the start of the movement and decelerates as it approaches the end point. -''Keep Current Motion'' If checked, the specified animation will play and move. -''Wait to Complete'' If checked, the next event will not be executed until the move is complete. **Change Cast's Equipment [#abb37f81] Change the equipment of the specified cast forcibly. #ref(Change_Cast's_Equipment.png) #br -''Cast to be Changed'' Select from the casts already created. -''nth in the Party'' Specify a cast member in the party whose equipment you wish to change by indexing them in the party. -''Equipment Type'' Specify from one of the following: Weapon, Arm Armor, Headgear, Body Armor, Accessory 1, or Accessory 2. -''Item to be Equipped'' Specify the item to be equipped. **Change Cast's Class [#q53ea99a] Change the class of the cast. #ref(Change_Cast's_Class.png) #br -''Cast to be Changed'' Select from the casts already created. -''nth in the Party'' Specify the cast whose class will be changed by indexing them in the party. -''Change Target'' Select either a class or a subclass. -''Transfer of Grown-Up Status'' Specify whether or not to carry over the grown status from the previous class. **Rotate Player [#ddc234e8] Rotate the player's orientation and angle, which can be specified for each of the XYZ axes. #ref(Rotate_Player.png) #br **Move Player with Physics Engine [#d555db2c] Inertia is applied when the player moves. #ref(Move_Player_with_Physics_Engine.png) #br