#author("2023-11-18T04:12:02+00:00","default:admin","admin")
#author("2024-03-13T10:55:09+09:00","default:admin","admin")
*''Event Editor Features'' [#l9dfa2c5]
An event is made up of one or more "event sheets," and what conditions are met determines which event sheet will be executed. Then, within each event sheet, "event panels (command scripts)" are placed in the order in which they are to be executed.
This event editor is used to create event sheets and set up the event panels that contain them.
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#ref(./EventEditor.png,50%)
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#Contents

**''Name'' [#e35b13ce]
You can change event names.

**''Sheet List (Lower Priority)'' [#if480b11]
Operate event sheets with combined event panels.

-''Add Sheet Button''
Add a new event sheet.

-''Add Parallel Sheet Button''
Add an event sheet that runs in parallel.

-''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''
List of event sheets with different activation conditions.
If the conditions are the same, the execution at the bottom of the list takes precedence.
The order of the sheets can be rearranged by left-dragging the sheet name on the list.

**''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''
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Specify the event switch to be checked and on/off.
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--''Variable Box''
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Specify the name of the variable box to be checked, the value to be compared, and select the method of comparison.
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--''Money in Possession''
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Specify the value of money in possession to be checked and select the method to be used for comparison.
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--''Items''
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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.
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--''Party''
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#ref(Party.png)
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Select the name of the party member to be checked and whether the member is joined or not.
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--''Coordinates for This Event''
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#ref(Coordinates for This Event.png)
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Select whether this event is within or outside the range specified by the camera.
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--''Collision State for This Event''
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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.
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-- ''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"
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---"When Battle Starts", "During the Battle", "When Battle Ends"
#ref(./EventSheet_BattlePhase_1.png)
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---"At the Beginning of Action", "At the End of Action"
#ref(./EventSheet_BattlePhase_2.png)
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---"When Command Selection Starts", "When Command is Decided", "When Command Selection is Canceled"
#ref(./EventSheet_BattlePhase_3.png)
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-''Delete Button''
Delete the selected execution condition.
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***''Change Elements During Sheet Execution'' [#mbd814da]
Specify the elements that will change when the selected sheet is executed.
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-''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.
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#ref(./Collide Range.png,60%)
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-''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.
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#ref(./Specify the Movement Range.png,60%)
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-''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''
You can specify an icon image to indicate this event sheet on the 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.
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#ref(./Command Script to be Activated DuringSheet Exectution.png,60%)
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-''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 type.

--''Text''
Click to change the display format to text type.

-''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]
***''Panel Type'' [#w4b0510d]
The panel type is to graphically arrange the event panels as if arranging cards in sequence. The progression of events is visual and easy to understand.
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-''Event Starts''
Specify the conditions under which the event will be started, etc.
Every event begins with this panel.

--''How to start''
Specify the trigger that will cause the event to be executed and choose from the below.
---When Player Talks
---When Player Makes Contact with Event
---When Event Makes Contact with Player
---Automatically Start (Only Once)
---Automatically Start (Repeat)
---Automatically Start (Only Once in Parallel)
---Automatically Start (Repeat in Parallel)

--''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.

-''Add Button''
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.

-''Event Panels''
Each event panel placed on the screen can be opened by clicking on the title section to enter specification mode and edit its contents.
To return to the original view, click on the gray background where nothing is placed.

-''End Event''
This is an end mark for the end of the event.

***''Text Type'' [#j58ba7bc]
The event panel is displayed in text type, 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.
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#ref(./Text.png,50%)
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-''Event Starts''
Specify the conditions under which the event will be started, etc.
Every event begins with this panel.

--''How to start''
Specify the trigger that will cause the event to be executed and choose from the below.
---When Player Talks
---When Player Makes Contact with Event
---When Event Makes Contact with Player
---Automatically Start (Only Once)
---Automatically Start (Repeat)
---Automatically Start (Only Once in Parallel)
---Automatically Start (Repeat in Parallel)

--''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.

-''Tree view''
The progression of events flows from the top row to the bottom row.
When a control event panel such as a conditional branch is placed, the route by the branch is displayed in a tree structure to the left of the line.

-''Insert Event Panel''
To add an event panel, select the row in which you want to insert the panel and click "Insert Event Panel" at the top of the list.

-''Event Panel''
For text type, one line of the list corresponds to one event panel.
To edit, double-click on the line to open the specifying diagram.

-''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 type or on a line for text type.
The text type 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 Type, Right: Text Type]''
&ref(./Comment_Out.png,50%); &ref(./Comment_Out_Text.png,50%); 
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