#author("2025-08-28T17:06:14+09:00","default:admin","admin") #author("2025-10-16T13:40:00+09:00","default:admin","admin") *''Event Editor Features'' [#l9dfa2c5] The Event Editor is a tool that allows you to edit "event sheets" and command scripts that combine "event panels" to create events. #ref(./EventEditor.png,50%) #br #Contents **''Name'' [#e35b13ce] You can change event names. **''Sheet List (Lower Priority)'' [#if480b11] This is a list of event sheets. An event consists of one or more "event sheets". The list is divided into "normal sheets" and "parallel sheets". -''Add Sheet Button'' When "Normal Sheet" is selected on the list, "Normal Sheet" is added; when "Parallel Sheet" is selected, "Parallel Sheet" is added. -''Change Sheet Name Button'' Click to rename the selected event sheet. -''Copy Button'' Copy the selected event sheets and save to the clipboard. -''Paste Button'' Paste the event sheets stored on the clipboard. -''Delete Button'' Delete the selected event sheet. -''Sheet List'' This is a list of event sheets. The order of the sheets can be rearranged by left dragging the sheet name on the list. #br Event sheets are usually processed from the “top” sheet in the sheet list. The event conditions are checked from the top of the list, and the sheet that satisfies the conditions is executed. #br Parallel event sheets are usually processed after event sheets. The position of the parallel event sheet on the list does not affect the execution timing. **C# Program Assignment [#o4a76bdd] Specify [[Plugins:https://rpgbakin.com/pukiwiki_en/#z900e466]] to be bound to an event. Multiple C# plugins can be bound to a single event. **''Conditions to Run This Sheet'' [#c3761beb] Specify the conditions under which the selected event sheet will be executed. If multiple conditions are specified, it will be executed when all of them are met. If no condition is specified, it is executed unconditionally. -''Add Sheet Condition'' Click to select execution conditions from a pull-down menu. ---You can cut/copy/paste the condition panel in the context menu of the added condition panel. --''Event Switch'' #ref(Event_Switch.png) #br Specify the event switch to be checked and on/off. #br --''Variable Box'' #ref(Variable_Box.png) #br Specify the name of the variable box to be checked, the value to be compared, and select the method of comparison. #br --''String Variable'' #ref(String_Variable_Box.png) #br Specify the name of the variable box to check and the string to compare it against, then select a comparison method. ---''Comparison Method'' The condition is met if the selected comparison method matches one of the following: |Equal|The variable box value (string) is exactly equal to the comparison string.| |Starts with|The variable box value (string) starts with the comparison string.| |Ends With|The variable box value (string) ends with the comparison string.| |Contains|The variable box value (string) contains the comparison string.| #br --''Money in Possession'' #ref(Money in Possession.png) #br Specify the value of money in possession to be checked and select the method to be used for comparison. #br --''Items'' #ref(Items.png) #br Specify the item name and number of possessions to be checked, and select the method to be compared. You can also specify whether or not to include items that are being equipped. #br --''Party'' #ref(Party.png) #br Select the name of the party member to be checked and whether the member is joined or not. #br --''Coordinates for This Event'' #ref(Coordinates for This Event.png) #br Select whether this event is within or outside the range specified by the camera. #br --''Collision State for This Event'' #ref(Collision State for This Event.png) #br Select what this event will execute when it comes in contact with. Contact direction can also be specified. Checking the "Including Non-Collision Targets" checkbox allows the condition panel to be fulfilled even when there are overlapping events that are not collision targets. #br -- ''Battle Phase (for Battle Event Only)'' Select which phase of the battle in progress. The phases that can be selected are as follows: "When Battle Starts", "During the Battle", "When Battle Ends", "At the Beginning of Action", "At the End of Action", "When Command Selection Starts", "When Command is Decided", "When Command Selection is Canceled", "When Result Ends" #br ---"When Battle Starts", "During the Battle", "When Battle Ends" #ref(./EventSheet_BattlePhase_1.png) #br ---"At the Beginning of Action", "At the End of Action" #ref(./EventSheet_BattlePhase_2.png) #br ---"When Command Selection Starts", "When Command is Decided", "When Command Selection is Canceled" #ref(./EventSheet_BattlePhase_3.png) #br #br ---"When Result Ends" Please note that "When Result Ends" will also be executed when "When Battle Ends" is executed. #ref(./EventSheet_BattlePhase_4.png.png) #br -''Delete Button'' Delete the selected execution condition. #br ***''Change Elements During Sheet Execution'' [#mbd814da] Specify the elements that will change when the selected sheet is executed. #ref(./Change_Elements_During_Sheet_Execution.png,80%) #br -''Collision Settings'' Specify the behavior of this event when it contacts something else. --''Collide with Player'' When turned on, this event has a collision detection and will collide with the player. When turned off, it will pass through even if the player collides with this event. --''Collide with Other Events'' When turned on, it collides with other events. --''Move When Push'' When turned on, if the player moves toward this event, it can be pushed to move it. --''Custom Collide Range'' When turned on, you can change the size of the collision detection for this event. The default collision detection size is "width x depth x height = 1 * 1 * 1" for casts. In the case of map objects, it depends on their respective settings. --''Collide Range'' This can be specified when the above is turned on. Click to open the dialog box for specifying the collision range. Enter and specify the width, depth, and height, respectively. //COLOR(#FF0000):画像入る(エリアの範囲選択ダイアログ) #ref(./Collide Range.png,60%) #br -''Movement Settings'' Specify whether and how this event will be moved. --''Orientation Control'' Specify one of three methods of controlling event orientation. ---''Normal'' Automatically changes orientation when moved or spoken to. ---''Fixed'' It does not change direction when moving or when spoken to. ---''Free (Use Physics)'' Change the orientation by physics. --''Orientation'' Specify the orientation of the event on the map. --''Movement Speed'' Specify one of seven speeds of movement for this event. For events that do not move, there is no need to specify. --''Movement Pattern'' Specify the movement pattern for this event. ---''Idle'' It does not move and stays where it is. ---''Random'' Move in irregular directions. ---''Approach'' Move closer to the player. ---''Run Away'' Move away from the player. --''Movement Frequency'' Specify the frequency at which this event will move from 7 levels. The less frequently, the longer it is stopped. --''Limit Movement Range'' When turned on, you can determine the range within which this event can move. --''Movement Range'' This can be specified when the above is turned on. Click to open the dialog box for specifying the range of movement. Enter the coordinates of the range or specify them with the mouse from the preview. Drag left to select a range, drag right to scroll the screen, and use the wheel to zoom in and out. //COLOR(#FF0000):画像入る(エリアの範囲選択ダイアログ) #ref(./Specify the Movement Range.png,60%) #br -''Graphic Settings'' Graphic settings for this event. --''Graphic Name'' The graphic name of the currently selected event is displayed. The graphic you specify will appear in the preview below. --''Motion'' Specify the motion of the event. Click on the motion name pull-down to select it, or click on the preview of the motion to specify it from the asset picker's motion column. -- ''Image for Displaying Map'' An icon image can be specified on the mini map to indicate the contents of this event sheet. See [[Creation Tips-Mini Map:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#s0b8f6de]] for instructions on how to make a mini map. The icon is selected from the images registered in Game Definition > [[System Resources]] > "Current Location Map". **''Command Script to be Activated During Sheet Execution'' [#za1001dd] This is the screen for operating "command scripts" that combine event panels to create commands, which can be considered the main body of events. //COLOR(#FF0000):画像入る #ref(./Command Script to be Activated DuringSheet Exectution.png,60%) #br -''Copy'' Copy the selected event panel to the clipboard. -''Cut'' Cut out the selected event panel and save it to the clipboard. -''Paste'' Paste the event panel in the clipboard. -''Delete'' Delete the selected event panel. -''Editing Method'' Select the display format of the command script screen. Since the functions that can be performed are the same, it does not matter which one you choose. --''Panel'' Click to change the display format to panel mode. The panel mode is to graphically arrange the event panels as if arranging cards in sequence. The progression of events is visual and easy to understand. #ref(./Panel.png,40%) #br --''Text'' Click to change the display format to text mode. The event panel is displayed in text mode, one line of sentence at a time. The type of event can be identified by the color of the text; the advantage is that more information can be displayed on a single screen. This type also allows you to select multiple lines for copying, cutting, and pasting. #ref(./Text.png,40%) #br ---''Hotkeys in Text Mode'' The following hotkeys are available in text mode. |i|Inserting an event panel| |e / Enter|Editing the event panel| -''Import'' Load a script in text format from an external source. -''Export'' Export the current event to a text-format script. **''Script Edit Screen'' [#nf08c6f3] -''Event Starts'' Specify the trigger that will cause the event to be executed. Every event begins with this panel. --''How to start'' Specify the trigger that will cause the event to be executed. The settings available in this field vary depending on the type of event. |BGCOLOR(#bbbbbb):Custom Events|BGCOLOR(#bbbbbb):| |When Player Talks|It works when the player talks to it.| |When Player Makes Contact with Event|It works when the player contacts the event.| |When Event Makes Contact with Player|It works when the player is contacted from an event.| |Start Automatically|When a map with an event placed on it is displayed, it will automatically run once or repeatedly.| |Execute in Parallel|Execute a single or repeated event without interrupting the operation of other events.| |Sync with Physics|Executes reliably 60 times per second, synchronized with the physics engine timing.&br;Due to some drawbacks, use this option in scenes where the player moves gradually each frame. (See the supplementary note below the table)| |BGCOLOR(#bbbbbb):Common Events|BGCOLOR(#bbbbbb):| |No Trigger|It works when called by other events.| |Automatically Start|When a map with an event placed on it is displayed, it will automatically run once or repeatedly.| |Execute in Parallel|Execute a single or repeated event without interrupting the operation of other events.| |Sync with Physics|Executes reliably 60 times per second, synchronized with the physics engine timing.&br;Due to some drawbacks, use this option in scenes where the player moves gradually each frame. (See the supplementary note below the table)| |BGCOLOR(#bbbbbb):Battle Events|BGCOLOR(#bbbbbb):| |When Battle Starts|It works at the start of a battle.| |Every Turn|It works every battle turn.| |Repeat in Parallel|Repeat the event without interrupting the operation of other events.| |When Battle Ends|It works after the battle is over and before the result is displayed.| |At the Beginning of Action|It works at the beginning of each cast's action.| |At the End of Action|It works at the end of each cast's action.| |When Command Selection Starts|It works at the start of the battle command selection.| |When Command is Decided|It works when a battle command is decided.| |When Command Selection is Canceled|It works when canceling a battle command.| |At the End of Result|It works after the end of the result screen.| |BGCOLOR(#bbbbbb):Cast Events|BGCOLOR(#bbbbbb):| |When Player Talks|It works when the player talks to it.| |When Player Makes Contact with Event|It works when the player contacts the event.| |When Event Makes Contact with Player|It works when the player is contacted from an event.| |Start Automatically|When a map with an event placed on it is displayed, it will automatically run once or repeatedly.| |Execute in Parallel|Execute a single or repeated event without interrupting the operation of other events.| |Sync with Physics|Executes reliably 60 times per second, synchronized with the physics engine timing.&br;Due to some drawbacks, use this option in scenes where the player moves gradually each frame. (See the supplementary note below the table)| |BGCOLOR(#bbbbbb):Item Events|BGCOLOR(#bbbbbb):| |When Obtaining the Item|It works when obtaining an item.| #br --- ''About "Sync with Physics"'' This start condition is intended for use in cases where the camera, events, or player move gradually each frame, or when creating rhythm/music games. If you have implemented custom movement logic for the player or events, and notice irregular behavior due to frame drops, consider using this option as needed. #br On the other hand, for all other cases, please use the standard update method. #br ''&color(red){(!)};'' When "Sync with Physics" is enabled, the process is forced to execute exactly 60 times per second even during frame drops. The more you use it, the more it reduces the system’s ability to handle overloads, potentially creating a vicious cycle where the frame rate drops even further. Also, since key input processing is usually handled during the regular Update timing, using "Sync with Physics" may cause button presses to be processed twice in some cases. #br --- ''Event Start Timing for Battle Events'' Please refer to the video below for the event start timing of the battle event. (It will be easier to understand if you actually set up events with different event start times.) #ref(./BattleEvent_trigger_640.mp4) --''Ignore Elevation'' If checked, the elevation difference is ignored when judging speech and contact. If they are next to each other, they can talk to others at different elevations. --''React from One Step Ahead'' If checked, it will respond even one step ahead when talking to it or judging its contact. The player can talk to the clerk who is behind the counter. //-''Arrow'' //The order of progression of events is indicated by arrows. //When a control event panel such as a conditional branch is placed, the route by the branch is also displayed. -''Adding an Event Panel'' //The (+) icon on the arrow connecting the event panel to the event panel is the Add Event Panel button. //Clicking on it will bring up the "Command Script" dialog, where you can select the event panel you wish to place. Click below to add an event panel. The Add button opens the Command Selector where you can select an event panel to add. See [[Event Panels (Command Scripts)]] for more information on the Command Selector. |Editing Method|Add Button|h |Panel Mode|+ Icon| |Text Mode|Insert Event Panel button| -''Context Menu '' Right-click on the script edit screen to display a context menu. You can copy/cut/delete or comment out event panels. -''End Event'' This is an end mark for the end of the event. ***''Comment Out'' [#a4dffc2f] You can select "Comment Out/Cancel" by right-clicking on a panel for panel mode or on a line for text mode. The text mode allows multiple lines to be selected and commented out/cancel at once. ---Commented out panels will not be executed until they are released. This is especially useful for debugging events. However, please be careful not to forget to release the comment out. ''[Left: Panel Mode, Right: Text Mode]'' &ref(./Comment_Out.png,50%); &ref(./Comment_Out_Text.png,50%); #br