#author("2023-12-25T00:24:07+00:00","default:admin","admin")
#author("2024-03-12T10:53:57+09:00","default:admin","admin")
*Events [#n85f9a97]
>

#contents

**Teleport Event [#tdbb1da5]
Move the specified event on the map to the specified coordinates.

#ref(Teleport_Event.png)
#br
-''Moving Event''
Specify the event to be moved from among the events existing in the same map.

-''Specify Orientation''
Select the orientation of the player after the move.

--''Maintain''
Keep the orientation before the move.

--''Upward/Downward/Leftward/Rightward''
After moving, turn to the specified orientation.

-''Specify from Map''
Specify the destination from a map that has already been created.

--''Registered Destinations''
If a destination has already been registered for another event, you can select that destination from here.

--''X/Y/Z Coordinates''
Specify the coordinates of the destination by entering numerical values.

-''Specify with Variable Boxes''
Specify the X, Y, and Z coordinates of the destination, either as a direct value or as a variable.
--''Auto''
If checked, the Y coordinate of the destination will use the elevation of the terrain at the destination.

**Change Event Orientation [#d21771d7]
Change the orientation of the event.

#ref(Change_Event_Orientation.png)
#br

-''Up, Down, Left and Right''
Change the direction in which the radio button is checked.

-''Face Random Direction''
Change the orientation to either up, down, left, or right.

-''Spin Around''
One rotation on the spot.

-''Face Specified Angle''
Change the orientation to the specified angle.

-''Face Towards Player''
Turn this event in the direction of the player.

-''Face Opposite Player''
Turn this event in the opposite direction from where the player is.

-''4 Fixed Direction''
If checked, the orientation will always be 4 directions (up, down, left, right).


**Make Event Walk [#l1333075]
Make the event walk in the specified number of steps and in the specified direction.

#ref(Make_Event_Walk.png)
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-''Direction''
--''Walk in Direction Facing''
--''Walk to Specified Angle''
--''Walk Towards Player''
--''Walk Away from Player''
--''Walk in Random Direction''

-''Number of Steps''
Specify the number of steps between 0.01 and 100. Up to two decimal places can also be used.

--''Lock Orientation''
If checked, it moves with the orientation fixed.

--''Pass Through Player/Events''
If checked, it will move through the player and all other events.

--''Ignore Elevation''
If checked, it moves ignoring the difference in steps.

--''Abort if Unable to Move''
If checked, event execution will be aborted if it collides with another event or terrain and cannot proceed any further.

--''Keep Current Motion''
If checked, the specified animation will play and move.

--''Change Orientation Smoothly''
If checked, it will smoothly turn to the specified direction by the end of the specified number of steps.


**Change Event Movement Speed [#n030e145]
Change the event's movement speed to any desired speed.

#ref(Change_Event_Movement_Speed.png)
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-''Speed Type''
-- -3: Slowest
-- -2: Slower
-- -1: Slow
-- 0: Normal
-- 1: Fast
-- 2: Faster
-- 3: Fastest

**Make Event Invisible/Visible [#v9b70fad]
Make or undo the event transparent.

#ref(Make_Event_Invisible_Visible.png)
#br

-''Invisible''
Make the event display transparent and invisible.

-''Visible''
Restore the event display to its original state.

-''Time until Complete''
You can specify the time it takes to make invisible/visible, either as a direct value or as a variable.
The opaque/translucent state of the cast graphic at "the time transparency/release is initiated" is maintained. 
In other words, if the "state" changes during transparency and the cast becomes translucent or opaque, it will have no effect while this panel is in progress.

--''Wait to Complete''
If checked, the next event will not be executed until the operation of this panel is completed.

**Change Event Graphic [#l2633d6f]
Change the graphic and motion of the event to be displayed on the screen.

#ref(Change_Event_Graphic.png)
#br

**Change Event Motion [#nf9b4686]
Change the motion of the event to be displayed on the screen.

#ref(Change_Event_Motion.png)
#br

**Change Event Y Coordinate [#pb6cf632]
Change the Y coordinate (height) of the event.

#ref(Change_Event_Y_Coordinate.png)
#br

-''Specifying Method of Y Coordinate''
--''Specify from the Current Value''
Select this option to specify the height at which the event is currently located as 0 and how much it should change from there.

--''Specify the Absolute Value''
Select this option to specify that the bottom of the map is 0 and how much it should change from there.

-''Y Coordinate to be Changed''
Specify a value between 0.1 and 50 for the change.


-''Time to Change''
Specify the time between 0.1 and 120 seconds to make the change; if 0 seconds is specified, the change is made instantly.


-''Moving Speed''
Specify acceleration/deceleration during movement.
--Constant
Move at a constant speed.
--Acceleration
Move with acceleration.
--Deceleration
Move with deceleration.

-''Wait until Y Coordinate Change Completes''
If checked, the next event will not be executed until the move is complete.


**Start Event Falling [#c6811f4d]
When the event is in the air, executing this event will initiate the fall.

#ref(Start_Event_Falling.png)
#br

-''Gravitational Acceleration''
//Specify a value between 0.01 and 100. The standard is 1. The higher the number, the faster the fall speed.
Specify a value between 0.00 and 100. The standard is 1. The higher the value, the faster the fall speed.
If set to 0, the "Move with Physics Engine" Y-axis direction change can be applied to events in the floating state.


-''Wait for Fall to Complete''
If checked, the next event will not be executed until the fall is complete.


**Change Event Traversable Terrains [#fe56a3ed]
Change the passage attributes specified for the " Terrains."

#ref(Change_Event_Traversable_Terrains.png)
#br

-''Entering and Exiting Non-Traversable Terrains''
--''Disable (Normal)''
The event will be impassable.
--''Enable''
The event will be passable.

Passage attributes can be referenced and modified in "Resource Management" > "Terrains" > "Terrain Model Attributes".


**Change Event Scale [#t55c5650]
Change the scale (size) of the 3D model specified for the event by a specified magnification factor and time.

#ref(Change_Event_Scale.png)
#br

-''Scale to be Changed''
It can be specified between 0 and 50.

-''Time to Change''
It can be specified between 0 and 120 seconds; if set to 0 seconds, the scale is changed instantly.

-''Wait until Scale Change Completes''
If checked, the next event will not be executed until the scale change is complete.


**Snap Event on Grid [#ke0963b2]
Fit the event to the nearest grid (square).

#ref(Snap_Event_on_Grid.png)
#br

**Make Event Walk to Specified Coordinates [#q61e5471]
Walk the event by specifying the coordinates of the map.

''&color(red){[Regarding the Behavior when Specifying the Y-coordinate of the Move Destination]};''
If the moving target player/event is set to "Falling by Gravity on" and the terrain is not connected to the specified elevation, the player/event will teleport to the specified elevation at the end of the movement to make it add up.
Please note that in order to make the player walk while also interpolating the elevation, it must be set to "Falling by Gravity off".

#ref(Make_Event_Walk_to_Specified_Coordinates.png)
#br

-''Specify from Map''
Specify the destination from the maps you have already created.

--''Registered Destinations''
If a destination has already been registered for another event, you can select that destination from here.

--''X/Y/Z Coordinates''
Specify the coordinates of the destination by entering values.

-''Specify with Variable Boxes''
Specify the X, Y, and Z coordinates of the destination, either as a direct value or as a variable.

--''Auto''
If checked, the Y coordinate of the destination will use the elevation of the terrain at the destination.

-''Orientation at the End of Move''
Specify the orientation at the end of the move from one of the following methods

--''Face Direction of Moving''
Make it face the direction of movement.

--''Face Specified Angle''
Enter the angle directly as a value or specify the angle by clicking on the direction desired to face in the circle.

--''Time Required for Move''
Specify between 0 and 60 seconds.

-''Interpolation''
Specify acceleration/deceleration settings during the move.

--''Constant''
It always moves at a constant speed.

--''Acceleration''
It moves with gradual acceleration.

--''Deceleration''
It moves with gradual deceleration.

--''Acc. to Decel.''
It accelerates at the start of the movement and decelerates as it approaches the end point.

--''Curve Movement''
If checked, the movement to the specified point will be curve interpolated.

-''Keep Current Motion''
If checked, the specified animation will play and move.

-''Wait to Complete''
If checked, the next event will not be executed until the move is complete.

-''Abort if Unable to Move''
If checked, event execution will be aborted if it collides with another event or terrain and cannot proceed any further.

--''Pass Through Events''
If "Abort if Unable to Move" is checked, it can be specified.
Check this box to avoid bumping into events while moving.

**Rotate Event [#h74761fc]
Rotate the event's orientation and angle, which can be specified for each of the XYZ axes.

#ref(Rotate_Event.png)
#br

**Move Event with Physics Engine [#za781c2e]
Inertia is applied when the event moves.

#ref(Move_Event_with_Physics_Engine.png)
#br
**Change Display State of Event Subgraphic [#h4c4fc85]
You can display or hide the subgraphic of the stamp displayed with the event.
#ref(Change_Display_State_of_Event_Subgraphic.png)
#br
-''Subgraphic Number to be Changed''
If multiple subgraphics are specified, you can specify which subgraphic's display state is to be switched.
Subgraphic numbers can be found in the properties of this stamp in the Resources menu. (Subgraphics are numbered as Sub1, Sub2, etc.)

-''Time to Change (sec)''
Specify the number of seconds to spend changing the display state.

**Make Event as Operation Target [#a8d9799f]
This is an event panel that allows you to move other events from an event.

Since the execution of this event panel, the specified event can be operated as "This Event".
If you want to restore the original state, use this panel again and specify "This Event" for Operating Event.

#ref(Make_Event_as_Operation_Target.png)

**Apply Blend Shapes to This Event [#r9bb76c2]
Apply a clip created in Resources > Blend Shapes to this event.
For example, you can apply a clip of an "angry" expression to this event.

Note that in order to apply clips to a stamp, the blend shapes created in the Resources > 3D Stamp Properties must be assigned.

#ref(Apply_Blend_Shapes_to_This_Event.png)
#br
-''Clip Name''
Assign a clip name to be applied.
Assign the name of the clip contained in the blend shapes you have assigned to the 3D stamp to be applied.

-''Time until Complete''
Specify how long it takes to apply the clip.

-''Reset Keys Other Than Assigned''
Reset all keys except those contained in the assigned clip.

**Change This Event's Turning Speed [#gf2fb5f5]
Specify how many degrees per frame this event will turn when changing direction.
Increasing the value causes it to turn faster.
The standard turning speed in the game can be specified under "Standard Turning Speed" in Game Definition > [[Rules and Operations:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#p6cb302f]].
#ref(Change_This_Events_Turning_Speed.png)
#br

-''Turning Speed''
Assign the angle at which to turn per frame.

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