#author("2025-04-02T17:31:10+09:00","default:admin","admin") #author("2025-04-24T14:49:44+09:00","default:admin","admin") *Control [#b01e7648] > #contents **Wait Specified Time [#dff88a4d] The process is stopped until the time specified in the wait time has elapsed, ranging from 0 to 120 seconds. If 0 seconds is specified, waits for 1 frame. #ref(Wait_Specified_Time.png) #br **Start Loop [#c13f873d] Start loop processing. #ref(Start_Loop.png) #br -Assign the Number of Loops When turned on, the number of times to loop can be assigned as a direct value or as a variable. After looping an assigned number of times, it moves to the next process. --Counting Variable --''Counting Variable'' You can specify a variable to which you want to assign the number of loops. -- ''Initial Value'' Initial values can be set for variables for counting. **Escape from Loop [#i1847b9d] Exit from the loop process. #ref(Escape_from_Loop.png) #br **End Event [#o6fdd37c] The event is terminated. #ref(End_Event.png) #br **Execute Common Event [#ze821002] Invoke a common event that has already been created. #ref(Execute_Common_Event.png) #br -''Wait until the Event is Executable'' If checked, if the “Common Event to be Executed” was already running, it will wait until the execution is complete and can be called. If unchecked, if it was already executing, it will be assumed that it is not callable and this panel will be skipped. -''Wait to Complete'' If checked, the next panel will not be executed until the processing of common events called through this panel is completed. -''Start Execution from Next Frame (~1.13.1 compatible)'' If checked, processing of events called through this panel will start from the next frame. This is compatible with the execution method up to Ver. 1.13.1. If unchecked, processing of the target event will begin immediately. **Generate Events [#v8d850b6] Generate events dynamically. #ref(Generate_Events.png) #br -''Event to be Generated'' Specify the events to be generated. -''Shooting Source'' Specify the source from which the generated events are fired. -''Offset'' Specify the offset value from the origin of the "Shooting Source". Depending on the value you set, it will be displayed away from the "Shooting Source". --''Apply Orientation'' When checked, the offset value is rotated according to the orientation of the “Shooting Source” and is applied to the appearance. -''Generating Direction'' Specify the direction in which the generated events will move. --''Standard 0 Degrees'' Choose one of the following five: Downward (South) of Map Looking at Player from Generator Looking at This Event from Generator Direction that Generator is Facing Looking at Event [ ] from Generator -''Angle'' Click inside the circle to determine the direction, or enter the angle directly as a value. -''Shooting Method'' Specify the number or conditions under which a single firing is to be made. --''Number of Events'' Specify the number of events to be fired in one execution. --''Angle to Shift per Generation'' Specify the angle at which one event is fired each time one is generated. --''Random Angle Range'' The angle is randomly shifted by a maximum of that value from the specified angle. For example, if the setting is to fire in the direction of 180 degrees, and the Random Angle Range is set to 30, the shots will be fired randomly in the direction of 150 to 210 degrees. --''Wait Time per Generation'' Specify the time between events to be generated. -''Wait until Shooting Complete'' The next process is not executed until all events have been fired. **Delete Event [#zf0aada9] Delete the event. #ref(Delete_Event.png) #br **Exit Game [#b80e48f7] Terminate the game in one of the following ways #ref(Exit_Game.png) #br --''Return to Title Screen'' --''Game Over'' **Call C# Program [#t9fe882d] The function of the C# program (.cs file) assigned to the "C# Program Assignment" in the lower left corner of the event edit screen can be called. See [[What are Plug-ins?]] and [[Plug-in Samples]] for C# programs. #ref(Call_C_Program.png) #br -''C# Method to Call'' If the assigned .cs program has a callable function, you can select the function in this combo box. **Forced Save [#x39512eb] Save the play data to the assigned save slot. #ref(Forced_Save.png) #br -''Usual Data'' Save the play data to the save slot with the number assigned by the direct value or variable. -''Auto Save Data'' Save the play data to a special save slot for auto save. **Forced Load [#a3a78f55] Load play data from the assigned save slot. #ref(Forced_Load.png) #br -''Usual Data'' Load play data from the save slot with the number assigned by the direct value or variable. -''Auto Save Data'' Load play data from a special save slot for auto save. **Change Game Speed [#i1804f05] You can change the time elapsed speed of the game engine on maps. Game speed will return to normal speed (100%) when entering a battle. Please use the [[Change Battle Speed:https://rpgbakin.com/pukiwiki_en/?Battles#r8c45b25]] panel to change the speed during battles. #ref(Change_Game_Speed.png) - ''Game Speed (%)'' It can be specified from 1 to 2000%. ''&color(red){(!)};'' Excessively high game speeds may cause frame skipping and other rendering problems. The speed limit will vary depending on factors such as the specs of your PC and the map layout. When speeding up, please play and check and set the appropriate value. - ''Auto Proceeding Conversations and Messages'' If checked, the game speed will not restore the normal speed (100%) even if conversations or messages occur during the event. -- ''Undo if Selection Waiting Occurs'' If checked, the game speed will restore the normal speed (100%) when the “user must select an event” comes. For example, speed is restored after scenes such as choosing a selection, inputting text, or selecting an item to be discarded. -- ''Switch to Turn On When Undoing'' Checking the box turns on the specified event switch. -- ''Mute Sound Effects'' If checked, sound effects are muted during game speed changes. -- '''Omit Physics Update'' If checked, physics processing will be skipped during game speed changes. When this panel is used for event skipping, enabling this option can help avoid the issue where the speed-up effect is limited due to physics processing. - ''Mute Sound Effects'' If checked, sound effects and fanfare will be muted during game speed change. //If checked, sound effects are muted during game speed changes. Movie sounds are also treated as sound effects. ''&color(red){(!)};''If “Undo if Selection Waiting Occurs” was turned on, the game speed will be restored and the mute will be canceled.