#author("2023-04-11T12:40:48+00:00","default:admin","admin")
#author("2024-03-12T11:00:05+09:00","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

--''Maintain''
Keep the orientation before the move.
--Upward/Downward/Leftward/Rightward

--''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
--''Change Map''
Select a map.

--Registered Destinations
--''Registered Destinations''
If a destination has already been registered for another event, you can select that destination from here.

--X/Z Coordinates
--''X/Y/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.
//The value of the specified variable box is entered into the coordinates and used.
Specify the X, Y, and Z coordinates of the destination, either as a direct value or as a variable.

--''Auto''
If checked, the Y coordinate of the destination will use the elevation of the terrain at the destination.

--''Destination Map''
Either the map the player is currently on or the destination map can be specified by the map ID.
When specifying by map ID, store the map ID in a variable and specify that variable here.

**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.
Please note that if you change the movement speed, unless you explicitly set the speed back to the original speed, it will remain at the changed 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)
#ref(Make_Player_Invisible_Visible.png)
#br

-''Invisible''
Make the player transparent and invisible.

-''Visible''
Restore the player's graphic to its original state.

-''Time until Complete''
You can specify the time it takes to make invisible/visible, either as a direct value or as a variable.
The opaque/translucent state of the cast graphic at "the time transparency/release is initiated" is maintained. 
In other words, if the "state" changes during transparency and the cast becomes translucent or opaque, it will have no effect while this panel is in progress.

--''Wait to Complete''
If checked, the next event will not be executed until the operation of this panel is completed.

**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.

If you specify a bone node named L_itemhook/R_itemhook on the model to be used for casts, the item model will joint at that location.
This feature is not available at this time for 2D stamps on casts.

#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(Snap_Player_on_Grid.png)
#br

**Make Player Walk to Specified Coordinates [#ne55d391]
The coordinates of the map are specified and the player is made to walk.

''&color(red){[Regarding the Behavior when Specifying the Y-coordinate of the Move Destination]};''
If the moving target player/event is set to "Falling by Gravity on" and the terrain is not connected to the specified elevation, the player/event will teleport to the specified elevation at the end of the movement to make it add up.
Please note that in order to make the player walk while also interpolating the elevation, it must be set to "Falling by Gravity off".

#ref(Make_Player_Walk_to_Specified_Coordinates.png)
#br
-''Specify from Map''
Specify the destination from the maps you have already created.

-''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''
--''X/Y/Z Coordinates''
Specify the coordinates of the destination by entering numerical values.

-''Specify with Variable Boxes''
Specify variables for the X and Z coordinates of the destination, respectively.
Specify the X, Y, and Z coordinates of the destination, either as a direct value or as a variable.

--''Auto''
If checked, the Y coordinate of the destination will use the elevation of the terrain at the destination.

-''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.

--''Curve Movement''
If checked, the movement to the specified point will be curve interpolated.

-''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.

-''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.

--''Pass Through Events''
If "Abort if Unable to Move" is checked, it can be specified.
Check this box to avoid bumping into events while moving.

**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.

-''Change Subclass into Class''
Switch the primary class to the class specified for the subclass.
Valid only if this panel does not specify where to change the primary 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

**Change Display State of Player Subgraphic [#w715e84c]
Change the display state of the subgraphics of the stamp displayed as the player.
Please note that if an event changes the state of a subgraphic, it will remain changed unless you "explicitly" change its state.
#ref(Change_Display_State_of_Player_Subgraphic.png)
#br
-''Subgraphic Number to be Changed''
If multiple subgraphics are specified, you can specify which subgraphic's display state is to be switched.
Subgraphic numbers can be found in the properties of this stamp in the Resources menu. (Subgraphics are numbered in the form Sub 1, Sub 2, etc.)

-''Time to Change (sec)''
Specify the number of seconds to spend changing the display state.

**Change Footstep Settings [#eb1bf64d]
Adjusts the volume and tempo of the footsteps that sound when the player moves.
The footsteps that sound when walking on terrain or objects can be set in the Resources.
Please read the [[Footstep Settings:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#z219759e]] section for more information.
#ref(Change_Footstep_Settings.png)
#br
-''Adjust Volume''
Adjust the volume of footsteps.

-''Adjust Tempo''
Adjust the tempo of footsteps.

**Apply Blend Shapes to Player [#xee26c7f]
Apply a clip created in Resources > Blend Shapes to this event.
For example, you can apply a clip of an "angry" expression to the player.

Note that in order to apply clips to a stamp, the blend shapes created in the Resources > 3D Stamp Properties must be assigned.

#ref(Apply_Blend_Shapes_to_Player.png)
#br
-''Clip Name''
Assign a clip name to be applied.
Assign the name of the clip contained in the blend shapes you have assigned to the 3D stamp to be applied.

-''Time until Complete''
Specify how long it takes to apply the clip.

-''Reset Keys Other Than Assigned''
Reset all keys except those contained in the assigned clip.

**Change Player's Turning Speed [#a75d0258]
Specify how many degrees per frame this event will turn when changing direction.
Increasing the value causes it to turn faster.
The standard turning speed in the game can be specified under "Standard Turning Speed" in Game Definition > [[Rules and Operations:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#p6cb302f]].
#ref(Change_Players_Turning_Speed.png)
#br

-''Turning Speed''
Assign the angle at which to turn per frame.


Front page   New Page list Search Recent changes   Help   RSS of recent changes