#author("2023-04-27T01:05:48+00:00","default:admin","admin")
#author("2023-07-17T01:05:48+00:00","default:admin","admin")
*''Types of Layout Parts and Property Options'' [#cb3cbb33]
#contents

**''Types of Layout Parts'' [#nf83b1b7]
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.
#br

***''Containers'' [#fee30112]
Containers are the base parts of a layout that bind the various elements together.
A container can have other containers or panels as child elements. (Only containers for entry selection, they cannot be children of other 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.)

-''Container for Entry Selection''
This container is the base of the screen menu. It cannot be a child of any other container. Also, with the exception of some screens, only one is placed on each screen.
Information such as cursors used in menus and page feeds are also specified in this container.
|Icon on the Tree|Container Name|Description|h
|#ref(./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.&br;Information such as the cursor used in menus and page feeds are also specified in this container.|
|#ref(./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.&br;This container can only be placed as a child of a menu container.|
|#ref(./24_container.png)|Container for Rendering (Rendering Container)|A container that can organize elements to be rendered.&br;It can also be used simply to display still images.|

-''Container for Elements of Entry Selection''
This container is used as an entry selection in a menu. You can set what to do when a selection is made in the game, and what screen to open.
This container works when placed as a child of Container for Entry Selection.
***''Panels'' [#m2c13103]
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.

-''Container for Rendering''
This container allows you to group elements to be rendered. The Container Management Number field can be used to specify the container number used in the special format used by the elements it belongs to all at once.
It can also be used simply to display still images.
|Icon on the Tree|Container Name|Description|h
|#ref(./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.&br;(e.g., specifying the special format \equipimage[] will display the equipment item image specified in the Database).&br;This panel, used to display in-game parameters and images, will be used very often.|
|#ref(./24_image.png)|Panel for Rendering Sprites (Sprite Panel)|This panel displays the specified sprite.&br;Sprites created using the [[Sprite Tool]] can be displayed, including images.|
|#ref(./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).&br;It can be used for specific actions specified by the parent container.|
|#ref(./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.&br;It can be used for specific actions specified by the parent container.&br;Currently, it only takes effect in the "Config" screen.|

***''Panels'' [#m2c13103]
A panel is "an element that appears in a layout. Panels cannot have children. It can be used by itself or belong to a container.

-''Panel for Rendering Strings''
This panel displays in-game parameters specified by text or special format. Depending on the special format you specify, images may also be displayed. (e.g., the special format\equipimage[] will display the equipment item image set in the database).
The figure below shows the system layout (default layout) of the "Menu" screen.
#ref(./LayoutTool_Container.png,70%)
#br
- The "Main Menu Window" container is a menu container.
It is the foundation for submenu containers such as items and skills .......
It also manages the size of submenu containers, spacing between containers, and cursor position.

-''Panel for Rendering Sprites''
This panel displays the specified sprite. The image specified by the sprite can be displayed.
- The "Items" container is a submenu container.
"Skills" and "Equipment" ...... are likewise submenu containers.
Submenu containers are menu selections and can only be placed as children of a menu container.
This container manages which menu to move to when this section is selected.

-''Panel for Slider Operation''
This panel is used to display sliders for HP gauges, volume control, and other thumb-based operations. It can be used for specific actions specified by the parent container.
- The "Simplified Status" container is a Container for Rendering.
The "Cast 1" to "Cast 4" containers, which are also rendering containers, are included as children of the "Simplified Status" container.
Container for Rendering can also specify an image to be displayed, but no image is assigned to the container here.
The face icon and the various values and gauges displayed in the "Cast 1" container are shown in the various panels arranged as children of the container.

-''Panel for Spin Operation''
This panel provides a mechanism for selecting text entries with left and right input operations. It can be used for specific actions specified by the parent container.
The figure below shows the cast parameter display section at the bottom of the system layout (default layout) on the "Menu" screen.
#ref(./LayoutTool_Pannel.png,70%)
#br

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.



**Properties that can be specified in "Container for Entry Selection" [#n97e1d69]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Display Position X''
Specify the X Coordinate of the layout part.
--''Display Position Y''
Specify the Y Coordinate of the layout part.
--''Horizontal Size''
Specify the width of the display size of the layout part.
--''Vertical Size''
Specify the height of the display size of the layout part.
--''Display Origin''
Specify the display origin of the layout part.
--''Scale X''
Specify the display scale of the horizontal (X) axis of the layout part.
--''Scale Y''
Specify the display scale of the vertical (Y) axis of the layout part.
--''Special Coordinate Specification Tag''
By specifying this tag, this part will be displayed at the origin of each tag specified by Bakin during events and battles.
If this tag is specified, then Properties>Basic>Display Position X,Y are the offset values from this tag.
Click the arrow to display a dialog box for selecting a special coordinate specification tag.

-''Visible''
Specify settings related to the display of layout parts, such as images.
--''Window Image''
Specify the underlying image (background or window frame) for the container.
--''Fill with Specified Size as Rectangle''
Fill the area set in "Basic" with the specified color.
--''Color''
Multiply the specified image or rectangle by the color specified here. You can also create an image in all white and use this entry to specify the display color.
--''Use Additive Composition''
Normally, color calculation is performed by multiplication, but when the switch is turned on, color calculation is performed by addition and the window is displayed.

-''Effect''
Specify settings related to effects such as the appearance and disappearance of layout parts.
--''Sprite Set referring to "Motion"''
Specify the sprite set to be used for the display effect of the layout.
Information other than "Image" of the specified sprite set is referenced.
--''Motion During Display''
Specify the motion being displayed.
--''Appearance Motion''
Specify the motion at appearance.
--''Disappearance Motion''
Specify the motion at disappearance.

-''Control''
Specify the behavior of the layout parts.
--''Hide when Menu is Opened''
Hide this container when the menu is opened.
--''Hide when Child Text is Empty''
If there is no information to display in the text panel within the container, this container itself is hidden.
(e.g., to display casts and status with special formats.)

//-''Menu Subpanel Settings''
//Specify entries related to the position and display of the menu sub-panels.
//--''Placement Method''
//Specify how the menu sub-panels are arranged. Choose from two types: horizontal or vertical.
-''Submenu Container Settings''
Specify options related to the position and display of submenu containers (Containers for Elements of Entry Selection).
--''Placement Method''
Specify how the submenu containers will be positioned. Choose from two types: horizontal or vertical.
--''Number of Elements per Row or Column''
Specify the number of elements per row or column.
--''Selection Frame Image''
Specify an image for the selection frame.
--''Selection Frame Color''
Multiply the image in the selection frame by the specified color. You can also create an image in all white and use this entry to specify the display color.
--''Use Additive Composition''
Normally, color calculation is performed by multiplication, but when the switch is turned on, color calculation is performed by addition and the window is displayed.
--''Blink Frame Image''
When the switch is turned ON, the selection frame blinks.
--''Background Image''
Specify an image for the background.
--''Background Color''
Multiply the background by a specified color.  You can also create an image in all white and use this entry to specify the display color.
--''Use Additive Composition''
Normally, color calculation is performed by multiplication, but when the switch is turned on, color calculation is performed by addition and the window is displayed.
--''Offset X''
Specify the placement position of the selected element in this container. Specify the distance (X) from the origin of this container.
--''Offset Y''
Specify the placement position of the selected element in this container. Specify the distance (Y) from the origin of this container.
--''Sub-Panel Width''
Specify the width size of the sub-panel.
--''Sub-Panel Height''
Specify the height size of the sub-panel.
--''Sub-panel Margin X''
Specify the horizontal size of the margins around the sub-panel.
--''Sub-panel Margin Y''
Specify the vertical size of the margins around the sub-panel.
--''Standard Placement''
Specify the reference point for the placement of the sub-panel.

-''Cursor Setting''
Specify settings related to the cursor that points to entries.
--''Selection Cursor Sprite Set''
Specify the sprite set to be displayed as a cursor.
--''Selection Cursor Displaying Motion''
Specify the motion while the selection cursor is displayed.
--''Selection Cursor Inactive Motion''
Specify the motion when the selection cursor is inactive.
--''Selection Cursor Appearance Motion''
Specify the motion when the selection cursor appears.
--''Selection Cursor Disappearance Motion''
Specify the motion when the selection cursor disappears.
--''Cursor Offset X''
Specifies the horizontal distance from the cursor and the origin of the "Container for Elements of Entry Selection" that the cursor will hit.
--''Cursor Offset Y''
Specifies the vertical distance from the cursor and the origin of the "Container for Elements of Entry Selection" that the cursor will hit.
--''Whether to Interpolate Cursor Position''
Specify how to interpolate until the cursor moves to the next position.
--''Time Required to Interpolate Cursor Position''
Specify the time (in seconds) to interpolate the cursor position.

-''Page Mark Setting''
Specify settings related to indicators when menu selections span multiple pages.
--''Display''
Specify whether to display the page mark.
The image used for the page mark can be specified in Game Definition > System Resources.
--''Hide When Within 1 Page''
When the switch is turned on, the page mark is hidden when all entries fit on one page.
--''Offset X''
Specify the distance to shift the page mark in the horizontal (X) direction from the reference position.
--''Offset Y''
Specify the distance to shift the page mark in the vertical (Y) direction from the reference position.
--''Page Position Current''
Specify a graphic to indicate that items, saved data, and other displayed entries are spread over multiple pages.
--''Page Position''
Specify a graphic to indicate that items, saved data, and other displayed entries are spread over multiple pages.


**''Properties that can be specified in "Container for Elements of Entry Selection"'' [#i850fc6d]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Offset X''
Specify the offset value in the horizontal (X) direction from the parent part.
--''Offset Y''
Specify the offset value in the vertical (Y) direction from the parent part.

-''Effect''
Specify settings related to the effect of layout parts, such as their appearance and disappearance.
--''Sprite Set referring to "Motion"''
Specify the sprite set to be used for the effect of displaying the layout.
Information other than "Image" of the specified sprite set is referenced.
--''Motion During Display''
Specify the motion being displayed.
--''Appearance Motion''
Specify the motion at appearance.
--''Disappearance Motion''
Specify the motion at disappearance.
--''Decision Motion''
Specify the motion at the time of decision.

-''Control''
Specify the behavior of the layout parts.
--''Submenu Container to Select When Pressing Up''
--''Submenu Container to Select When Pressing Down''
--''Submenu Container to Select When Pressing Left''
--''Submenu Container to Select When Pressing Right''
You can specify which submenu container the cursor will move to depending on the direction of the player's input.
Note that some submenu containers may be generated that are not selected depending on what is specified.
--''Action''
Specify the action to be taken when this entry is selected.
//--''Input to Execute Action''いずれ公開予定のため訳しておく
//The action is executed when the specified input occurs.
//Which key/button is assigned to the input to be set can be specified in "Assign Input Device" under Game Definition > Rules and Operations.
--''Layout to be Opened''
Specify the layout to be opened when this entry is selected. Select from the screen layouts specified in the "Action" section.
--''Hide Parent Container when Layout is Opened''
Specify whether to hide the "Container for Entry Selection" to which it belongs when the specified layout is opened.
--''Common Events''
//Specify a common event to be executed when selected. The common event to be executed must be created first. It is also necessary to specify "Close and Call Common Event" as //the action of this container.
Specify common events to be executed when selected.
It is necessary to create a common event to be executed first. It is also necessary to specify "Call Common Event" or "Close and Call Common Event" as the action of this container.
--''Display Selection Frame Image''
Specify whether to show or hide the selection frame image specified in the menu sub-panel settings.
--''Display Cursor''
Specify to show or hide the selection cursor, as specified in the menu sub-panel settings.
--''Disable Auto Assignment Container Management Number''
Container Management Numbers for submenu containers are usually assigned automatically from the top entry in the layout parts tree. (If it is not a child of a menu container, no number is assigned.)
However, if this option is turned on, the number can be removed from automatic assignment.
The left side of the figure below shows the state when Container Management Number is automatically assigned. (The red numbers 0 to 3 represent Container Management Number.)
The right side of the figure below shows a case in which this option is turned on for the "Continue" container and no Container Management Number is automatically assigned.
#ref(./Container_MG_No.png,80%)
#br
**''Properties that can be specified in "Container for Rendering"'' [#nfde92d2]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Display Position X''
Specify the X Coordinate of the layout part.
--''Display Position Y''
Specify the Y Coordinate of the layout part.
--''Horizontal Size''
Specify the width of the display size of the layout part.
--''Vertical Size''
Specify the height of the display size of the layout part.
--''Display Origin''
Specify the display origin of the layout part.
--''Scale X''
Specify the display scale of the horizontal (X) axis of the layout part.
--''Scale Y''
Specify the display scale of the vertical (Y) axis of the layout part.
--''Special Coordinate Specification Tag''
By specifying this tag, this part will be displayed at the origin of each tag specified by Bakin during events and battles.
If this tag is specified, then Properties>Basic>Display Position X,Y are the offset values from this tag.
Click the arrow to display a dialog box for selecting a special coordinate specification tag.

-''Visible''
Specify settings related to the display of layout parts, such as images.
--''Window Image''
Specify the underlying image (background or window frame) for the container.
--''Fill with Specified Size as Rectangle''
Fill the area set in "Basic" with the specified color.
--''Color''
Multiply the specified image or rectangle by the color specified here. You can also create an image in all white and use this entry to specify the display color.
--''Use Additive Composition''
Normally, color calculation is performed by multiplication, but when the switch is turned on, color calculation is performed by addition and the window is displayed.

-''Effect''
Specify settings related to the effect of layout parts, such as their appearance and disappearance.
--''Sprite Set referring to "Motion"''
Specify the sprite set to be used for the effect of displaying the layout.
Information other than "Image" of the specified sprite set is referenced.
--''Motion During Display''
Specify the motion being displayed.
--''Appearance Motion''
Specify the motion at appearance.
--''Disappearance Motion''
Specify the motion at disappearance.

-''Control''
Specify the behavior of the layout parts.
--''Container Management Number''
Specify the container number to be used for special formats, as specified by child elements placed in the hierarchy immediately below this container.
For special formats related to party members, "0" indicates the first member, "1" indicates the next member, and for enemy groups, "0" indicates the first enemy, "1" indicates the second enemy, and so on. A "-1" indicates "not specified".
--''Hide when Menu is Opened''
Hide this container when the menu is opened.
--''Hide when Child Text is Empty''
If there is no information to display in the text panel within the container, this container itself is hidden.
(e.g., to display casts and status with special formats.
-''Special''
This option can be specified only on specific screens.
--''Auto Size Adjustment [Input String Screen Only]''
You can specify whether this container should automatically adjust its size as the parent container changes size.

**''Properties that can be specified in "Panel for Rendering Strings"'' [#x7cf59b9]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Display Position X''
Specify the X Coordinate of the layout part.
--''Display Position Y''
Specify the Y Coordinate of the layout part.
--''Horizontal Size''
Specify the width of the display size of the layout part.
--''Vertical Size''
Specify the height of the display size of the layout part.
--''Display Origin''
Specify the display origin of the layout part.
--''Scale''
Specify the font scale value for the text. Does not work when images are displayed.

-''Visible''
Specify settings related to the visualization of layout parts, such as images.
--''Specify What to Display in the Panel''
Fill in the text to be displayed or special formats.
Clicking on it opens the Insert Special Format Support dialog, where you can fill in your text.
---Regular text and special formats can be mixed.
e.g.: Lv.\partystatus[0] (Lv. is normal text and \partystatus[0] is a special format.)
---Multiple lines can be entered by starting a new line.
--''Color''
Specify the text display color.
--''Inactive Color''
Specify the display color for the disabled text state.
--''Status Up Color''
Specify the display color for the text status up state.
--''Status Down Color''
Specify the display color for the text status down state.
--''Outlines''
Outline the text.
--''Shadow''
Shadow the text.
--''Italic''
Italicize the text.
--''Bold''
Bold the text.
--''Auto Line Break''
If the number of letters does not fit in the horizontal size, it will be displayed on several lines.
--''Clipping with Parent Container''
If it is specified outside of the parent container, it will not be displayed.

**''Properties that can be specified in "Panel for Rendering Springs"'' [#d680e6cb]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Offset X''
Specify the offset value in the horizontal (X) direction from the parent part.
--''Offset Y''
Specify the offset value in the vertical (Y) direction from the parent part.

-''Visible''
Specify settings related to the visualization of layout parts, such as images.
--''Sprite Set''
Specify the sprite set to be displayed. The image specified for each motion in the sprite set is displayed.
--''Motion During Display''
Specify the motion being displayed.
--''Appearance Motion''
Specify the motion at appearance.
--''Disappearance Motion''
Specify the motion at disappearance.
--''Color''
Multiply the image of the specified sprite set by the color specified here.


**''Properties that can be specified in "Panel for Slider Operation"'' [#eeb170d7]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Offset X''
Specify the offset value in the horizontal (X) direction from the parent part.
--''Offset Y''
Specify the offset value in the vertical (Y) direction from the parent part.
--''Horizontal Size''
Specify the width of the display size of the layout part.
--''Vertical Size''
Specify the height of the display size of the layout part.
--''Scale X''
Specify the display scale of the horizontal (X) axis of the layout part.
--''Scale Y''
Specify the display scale of the vertical (Y) axis of the layout part.

-''Visible''
Specify settings related to the visualization of layout parts, such as images.
--''Background Image''
Specify an image to be placed in the background of the slider.
--''Background Image Color''
Multiply the specified image by the color specified here. You can create an image in all white and use this entry to specify the display color.
--''Frame Thickness''
Specify the thickness of the frame when the background image is specified as "Display Rectangle".
--''Frame Color when Rectangle is Used''
Specify the display color when the background image is specified as "Display Rectangle".
--''Slider Image''
Specify the slider image.
--''Slider Image Color''
Multiply the specified image by the color specified here. You can also create an image in all white and use this entry to specify the display color.
--''Thumbnail Image''
Specify the image that will be the slider's knob.
--''Display Value as Text''
The changing value is displayed as a number with text.
--''Slider Text Color''
Specify the text color of the value to be displayed.
--''Offset X of the Value''
Specify the offset value in the horizontal (X) direction of the value to be displayed.
--''Offset Y of the Value''
Specify the off set value in the vertical (Y) direction of the value to be displayed.
--''Scale of the Value''
Specify the scale of the value to be displayed.

-''Control''
Specify the behavior of the layout parts.
--''Initial Value''
Specify the initial value of the action specified by the "Container for Elements of Entry Selection".
--''Upper Value Limit''
Specify the maximum value for the slider.
--''Lower Value Limit''
Specify the minimum value for the slider.
--''Parameters Reflected in the Slider''
Specify values to be displayed on the slider, such as HP bars for party members in special format or values of variables created by events.
--''Response Range Extension Size X''
Widen the horizontal (X) value of the cursor's response range beyond the actual slider appearance.
--''Response Range Extension Size Y''
Widen the vertical (Y) value of the cursor's response range beyond the actual slider appearance.
--''Change Slider Color by Value''
Change the color of the slider when the parameter falls below a specified value. Two levels can be specified.
--''Color Change Start Rate''
Specify the value at which the color will begin to change when it falls below the specified percentage.
--''Slider Image Color after Change''
Specify the color of the slider after the change.
--''Change Slider Color by Value2''
Change the color of the slider when the parameter falls below a specified value. Two levels can be specified.
--''Color Change Start Rate''
Specify the value at which the color will begin to change when it falls below the specified percentage.
--''Slider Image Color after Change''
Specify the color of the slider after the change.

**''Properties that can be specified in "Panel for Spin Operation"'' [#pe6c5ef9]
-''Basic''
Specify basic settings such as the position of layout parts.
--''Offset X''
Specify the offset value in the horizontal (X) direction from the parent part.
--''Offset Y''
Specify the offset value in the vertical (Y) direction from the parent part.
--''Horizontal Size''
Specify the width of the display size of the layout part.
--''Vertical Size''
Specify the height of the display size of the layout part.
--''Scale X''
Specify the display scale of the horizontal (X) axis of the layout part.
--''Scale Y''
Specify the display scale of the vertical (Y) axis of the layout part.

-''Visible''
Specify settings related to the visualization of layout parts, such as images.
--''Background Image''
Specify an image to be placed in the background of the spin operation panel.
--''Left Button Image''
Specify an image for the left button.
--''Right Button Image''
Specify an image for the right button.

-''Control''
Specify the behavior of the layout parts.
--''Spin Text''
Specify the text (selections) to be displayed. You can specify the order in which the strings are displayed by separating the strings with \n.
(e.g.: Instant\nFast\nNormal\nSlow)
--''Initial Value''
Specify the default value to be displayed.
(e.g.: When the text "Instant\nFast\nNormal\nSlow" is entered, enter 0 to specify "Instant" as the default value.)
--''Text Offset X''
Specify the horizontal (X) display offset value of the text from the panel origin.
--''Text Offset Y''
Specify the vertical (Y) display offset value of the text from the panel origin.
--''Text Scale''
Specify the scale of the text.


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