#author("2024-06-21T10:28:59+09:00","default:admin","admin")
#author("2024-08-29T11:43:32+09:00","default:admin","admin")
*Various Branches, Screen Display and Result Confirmation (Battle, Store, Inn) [#j000317e]
>

#contents

**Select from Selection and Check Results [#dc6dde9e]
Make selections.

#ref(Select_from_Selection_and_Check_Results.png)
#br

-''Selection Position''
Select the position where the selection will be displayed.
It corresponds to the Special Coordinate Specification Tag specified in the menu container of the Layout Tool > [[Selection screen:https://rpgbakin.com/pukiwiki_en/?Screen+List#hcb9fd3f]]. 
ex. "Center" will display a menu container with "Center" specified in the Special Coordinate Specification Tag.


-''Add/Delete''
Add or delete selections. Up to ten selections can be added.

-''Input Support''
Control inputs can be used to display variable contents and cast names in the text of the selection.
For a list of Input Supports, see the [[Text Decoration/Command Input Support:https://rpgbakin.com/pukiwiki_en/?Text+Decoration/Command+Input+Support]] page for more information.
The type of Input Supports that can be used depends on the contents of the event panel.

-''Text''
Enter the text that will appear as selections.

-''Visibility Switch''
You can specify an event switch (variable) to display the selections.
If a switch is specified, the selections will not be displayed if the value in the switch is 0 (off).
This function makes it easy to create events such as "if they have a certain item, they will have an additional selection".

**Execute Battle and Check Results [#o22fcf69]
Execute a battle and handle the branching of winning and losing. The process can be performed for winning and losing separately.

#ref(Execute_Battle_and_Check_Results.png)
#br

-''Placement''
Select the map to be used during the battle and specify the placement of allies and enemies.

-''Battle Test''
Execute the battle test with the specified details.

-''BGM''
Specify the BGM to be used during battle." If you specify "No Change," the normal battle BGM will be played.

-''Inescapable''
If checked, the player will not be able to run away from the battle.

-''No Game Over Even If Defeated''
Even if they are annihilated in battle, the game does not transition to game over.
By turning off "Inescapable" and turning on "No Game Over Even If Defeated," you can execute a " escapeable and no game over" battle.

-''No Monster Appearance Message''
No system message is displayed when monsters appear.

-''Appearing Monsters''
Add/delete monsters that appear in battles. The level of each monster can also be specified.
The maximum number of enemies that can appear at the same time is eight.

**Display Store and Check Results [#o6f97393]
Display a screen of store where items can be traded. The process can be performed independently for when the store is used or not used. 
It is also possible to display a screen to select items to be bought/sold without going through the screen to select whether to buy/sell them in the store.

#ref(Display_Store_and_Check_Results.png)
#br

//-''Selection Position''
//Select the position where the selection will be displayed.
-''Layout to be Used''
Select which layout to use when displaying Selection Screen, Buy Screen, and Sell Screen.

-''Register Items for Sale''
Specify items to be sold in the store and their prices.


**Display Inn and Check Results [#y6f0c60f]
Display an innkeeper. The process can be performed differently for when it is used or not used.

#ref(Display_Inn_and_Check_Results.png)
#br

-''Lodging Charge''
Specify a lodging charge between 0 and 99999999.
Specify a lodging charge between 0 and 9999999.

-''Selection Position''
Select the position where the selection will be displayed.

-''Cure State Changes''
If checked, their state changes will be restored.

-''Recover from KO''
If checked, they will recover from KO state.

**Check Event Switch [#s1c821d6]
Check the on/off of the specified event switch.

#ref(Check_Event_Switch.png)
#br

**Check Variable Box [#xa4c2d70]
Check the specified value variable.

#ref(Check_Variable_Box.png)
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-''Variable Box Number''
Specify the variable box to be referenced.

-''Value''
Enter a value to be compared or specify a variable box to specify the comparison condition.

**Check String Variable Box [#r01d350f]
Check the specified string variable.

#ref(Check_String_Variable_Box.png)
#br

-''String Variable Number''
Specify the string variable box to be used.

-''Comparing String''
Specify the string input or string variable to be compared and the comparison condition.

**Check Party Cast [#y49e3e07]
Check if the specified cast is included in the party.

#ref(Check_Party_Cast.png)
#br

**Check Items Possessed [#ce0e3d36]
Check if the specified item is in possession.

#ref(Check_Items_Possessed.png)
#br

-''Item to Check''
Specify items to be checked. If you want to include items that the casts are equipped with, check the "Include Equipped Items" checkbox.

-''Quantity''
Specify the number of items.

-''When in Possession/When not in Possession''
Specify one of the conditions.

**Check the Learned Skill [#q614189e]
Check to see if the target cast member has learned the assigned skill.

#ref(Check_the_Learned_Skill.png)
#br

-''Cast to Check''
Assign a cast to be checked.

-''Skill to Check''
Assign a skill to be checked if it is learned.

**Check Money in Possession [#s1c761fb]
Check the amount of money in possession.

#ref(Check_Money_in_Possession.png)
#br

-''Amount of Money to Check''
Specify the amount of money in possession to be checked.

-''When in Possession/When not in Possession''
Specify one of the conditions.

**Check Available Item Slots [#y4de98f5]
Check the availability for the item inventory. 

#ref(Check_Available_Item_Slots.png)
#br
-- ''Check Available Slots''
Check to see if there is space to add one or more items to the Inventory.

-- ''Availability of Additional Specified Item''
Check if there is space in the Inventory to add at least one of the specified item(s).

**Check Whether in Battle (Available only for battle events) [#v9be32ec]
Check if a battle is in progress.
#ref(Check Whether in Battle.png)
#br



**Check Monster in Battle [#fdbce3b4]
During a battle, it checks to see if the specified monster is in the specified location.
#ref(Check Monster in Battle.png)
#br


**Check Collision State [#daa59b2f]
Check if the player or event is in contact with any terrain, object, player, or event.

#ref(Check_Collision_State.png)
#br

-''Check Source''
Select either the player or this event.

-''Check Target''
//Select terrain, object, player, or event.
Select terrain, object, player, event, or cast.
If a cast is selected, select the target cast.

-''Including Non-Collision Targets (Available only when Player/Event/Cast is selected in "Check Target")''
The condition will be fulfilled even if there are overlapping events or player that are not targeted for detection.

//-''Ignore Events in the Process of Disappearing (Available only when Event is selected in "Check Target")''
-'' Ignore Events in the Process of Disappearing (selectable only when the check target is an event/cast)''
Ignore events during the disappearance process when checking collision state.

-''Obtain Name of Check Target Contacted (Available only when Event is selected in "Check Target")''
Available only when Event is selected as the Check Target.


**Check Surrounding Collision Detection (Raycast) [#q6d773e2]
Extend a raycast (linear collision detection) from the check source to the specified target and check if it touches the object to be checked.

#ref(Check_Surrounding_Collision_Detection (Ray Cast).png)
#br

-''Check Source''
Select either the player or this event.

-''Check Target''
Select terrain, object, player, or event.

-''Direction''
Specify whether local (check source) or world is used as the basis.
After determining the basis, specify the direction in which to extend the raycast from the following.
--Front, Left, Right, Up, Down, Behind, Specified Angle

-''How Many Grids to Check Ahead''
Specify the length of the raycast. The unit is grid.
Raycast is determined by touching the check target collision. If you feel it is not detected, try adjusting the length.

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