#author("2024-08-29T13:26:17+09:00","default:admin","admin") #author("2024-10-23T10:58:08+09:00","default:admin","admin") *Screen Effects [#g8990fdd] > #contents **Display Effect [#y7da4d2c] //Play the effect at the specified display position. Play effects (sprites and particles) at the assigned display position. #ref(Display_Effect.png) #br -''Display Position'' -- ''Display on This Event'' Play the selected effect at the coordinates set for this event. -- ''Display on Player'' Play the selected effect at the coordinates set for the player. -- ''Display in Center of Screen'' Play the selected effect in the center of the game screen. -- '' Image'' Play the effect on the specified image. Images represent the resources displayed in the [[Display Image:https://rpgbakin.com/pukiwiki_en/?Screen+Effects#o128febc]] panel or the [[Display String as Image on Screen:https://rpgbakin.com/pukiwiki_en/?Screen+Effects#kaefa019]] panel. --''2nd ~ 8th Cast in the Party'' Play the effect at the coordinates where the 2nd to 8th cast member of the party is located. --- ''Image Control Number'' When "Image" is specified as the Display Position, you can assign an Image Control Number to specify which image's display position the effect will be applied to. -''Select Effect'' Specify the effect to be displayed. -''Wait to Complete'' Wait for the next event panel to be executed until the display of the effect is finished. **Display Image [#o128febc] Display the assigned 2D resources, such as images, sprites, etc. #ref(Display_Image.png) #br -''Image Control Number'' Image display priority can be set from 0 to 255. The larger the value, the more it appears in the foreground. -''Preview (Click to Select Image)'' You can assign a resource to be displayed. Click on the box to open the Asset Picker. --''Motion/Pattern'' If the resource to be displayed is a sprite or slice animation, you can assign which motion to display. If the resource to be displayed is an image, and the "Slice" setting in the Resources > Image Properties is specified as CountSlice or PixcelSlice, you can assign which of the sliced frames will be displayed. -''Display Position'' Specify the coordinates to display the image. The method to specify can be selected from the following two patterns. --''Specify Display Position'' This opens a dialog box that allows you to assign a position to the image while dragging the image on the preview. This dialog also allows you to specify the magnification and rotation angle. --''Specify Coordinates'' Display coordinates can be specified by direct values or a variables. -''Priority'' You can set the priority of the order in which images are rendered relative to other displayed objects, such as the screen UI. Image Control Number controls the order in which images are rendered, and is effective for images with the same level of display priority. |Low|Display in normal rendering order.| |Medium|Render above the emotion mark.| |High|Render above the layout screen and fade process.| -''Magnification Ratio'' The Image can be enlarged or reduced in a range of -3000 to 3000%. If a negative value is entered, the image is inverted. -''Rotation'' The Image can rotate between -3600 and 3600°. -''Fade In'' When displaying an image, display it in a gradually changing manner. -''Translucent'' Display the image semi-transparently. **Display String as Image on Screen [#kaefa019] Display the assigned string as an image at any position. While event panels such as "Display Conversation" and "Display Message" are bound by the layout created with the Layout Tool, this panel allows text to be displayed in any position. Note, however, that displayed text is treated in the same way as "images" in terms of display priority, etc. #ref(Display_String_as_Image_on_Screen.png) #br -''Image Control Number'' Image display priority can be set from 0 to 255. The larger the value, the more it appears in the foreground. -''String to be Displayed'' Enter a string to be displayed as an image. --''Input Support Button'' It allows you to enter command input for text to create effects such as bolding, or to display the contents of a variable. 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 Effect'' You can add outlines and other effects to text. -''Text Alignment'' You can select from three types: left-aligned, center-aligned, and right-aligned. -''Display Position'' --''Specify Display Position'' This opens a dialog box that allows you to assign a position to the image while dragging the image on the preview. --''Specify Coordinates'' Display coordinates can be specified by direct values or a variables -''Select Color'' Select the color of the string. -''Magnification Ratio'' Strings can be enlarged or reduced in the range of 0 to 1,000%. **Move Image [#l4ac2bd8] You can move the specified image to any location. #ref(Move_Image.png) #br -''Image Control Number'' Assign the Image Control Number to be moved. -''Position After Move'' --''Specify Location'' This opens a dialog box that allows you to assign a position to the image while dragging the image on the preview. This dialog also allows you to specify the magnification ratio. --''Specify Coordinates'' Display coordinates can be specified by direct values or a variables -''Magnification Ratio After Move'' Specify the final display size after the image has been moved. It can be set in the range of 0 to 500% for each of the X-axis and Y-axis. -''Time to Move'' Specify the time for the image to move to the specified coordinates. - ''Wait to Complete'' Wait for the next event panel to execute until the image move is complete. **Delete Image [#t93e2f35] Delete the image of the specified control number from the screen. #ref(Delete_Image.png) #br -''Fade Out'' When deleting an image, gradually delete the image while increasing the transparency. **Brighten/Darken Screen [#e75a1de1] Fade in and out can be produced at the specified time on the game screen. #ref(BrightenDarken_Screen.png) #br **Change Screen Color [#g8343c80] Additive change of game screen color with specified time, color, and opacity. #ref(Change_Screen_Color.png) #br **Shake Screen [#i9aacb04] Randomly shake the game screen at the specified time. #ref(Shake_Screen.png) #br **Flash Screen [#sfb14ae0] Flash the game screen at the specified time. #ref(Flash_Screen.png) #br **Display Save Screen [#l3762f60] Force the save screen to be displayed during play. #ref(Display_Save_Screen.png) #br **Display Item Selection Screen [#wa553cf9] #ref(Display_Item_Selection_Screen.png) #br **Display Free Layout for Event [#s6a1b03e] You can specify a layout created in the Layout Tool > Free Layout for Event screen to show or hide it. #ref(Display_Free_Layout_for_Event.png) #br -''Use String Variable'' Display a free layout with the same name as the content of the specified string variable. -''Wait to Close'' Wait for the next panel to execute until the specified Free Layout for the Event is closed. **Display Title Screen [#u015ac91] Display the layout created in the Layout Tool > Title screen. #ref(Display_Title_Screen.png) #br **Display Main Menu Screen [#y5e0773e] Display the layout created in the Layout Tool > Menu screen. #ref(Display_Main_Menu_Screen.png) #br **Display Layout Screen [#be342b8a] Display the layout created with the Layout Tool. Specify the screen to be displayed in "Layout Type" and select the layout belonging to the screen to be displayed in "Layout to be Used". #ref(Display_Layout_Screen.png) #br **Change Layout to be Used [#gbf828d7] #ref(Change_Layout_to_be_Used.png) #br **Specify Game Over [#gef5cfd6] Specify the action to be taken when the party is annihilated, and the game is over. #ref(Specify_Game_Over.png) #br -''Back to Title'' Upon game over, it returns to the title screen. -''Revive on the Spot'' With HP of 1, they will be revived at the place where the game is over. -''Advanced Settings'' When the game is over, you can move to a specific map to revive the casts under specified conditions or execute a common event to express detailed effects. - ''Advanced Game Over Setting Dialog'' This dialog specifies the behavior when the "Advanced Settings" checkbox is checked in this panel. #ref(./Advanced_Game_Over_Setting_dialog.png,70%) #br --''Destination Settings'' Check the "Move" checkbox to assign a destination for moving the cast after the game is over. If you wish to change the map to which they are moving, please assign the map in the "Change Map" section. ---''Move'' If this checkbox is checked, the party will move to the destination assigned in "Destination Settings" after the game is over. --''Revive Setting'' You can assign whether to revive "the whole party" or "only the leading cast of the party." --''HP After Revive'' The amount of HP at revival can be specified as "1" or as a percentage of the maximum HP. --''Consumption status at the time of resurrection'' You can specify how much of the consumption statues will be restored upon revival. Select consumption statuses using the Add button, and specify what percentage of the statuses will be restored to their maximum value when they are revived. For consumption statuses not specified here, the values at game over are retained. --''Common Event to be Executed after Move'' Assign a common event to be executed after the game is over and the player is revived. **Display Web Browser [#a338823d] Use the in-player web browser to open the specified web page. #ref(Display_Web_Browser.png) #br **Play Movie [#ne477db6] Play the specified movie data. The volume of the movie is applied to the volume of the sound effect. #ref(Play_Movie.png) #br -''Video to be Played'' Select a video to play. Select “None” to end video playback. -''Priority'' You can set the priority of the order in which movies are rendered relative to the images and screen UI displayed by the event. |Low|Render below images (low).| |Medium|Render below images (medium) and above the emotion marks.| |High|Render below images (high) and above the layout screen and fade process.| -''Enable Skipping with Enter/Menu Key'' If checked, movies can be skipped by key input. **Change Rendering Settings [#o77ffa30] You can change the map's rendering settings using custom or preset data created in the "Rendering" section of the Map Settings. #ref(Change_Rendering_Settings.png) #br **Change Screen Switching Effect (Transition) [#gdc61be5] Change the screen switching effects (transitions) when moving to battle or between maps, as defined in Game Definition > [[System Resources]]. You can use it to change transitions only when moving to an important map. Change the screen switching effects (transitions) defined in Game Definition > System Resources > [[Screen Switching Effectshttps://rpgbakin.com/pukiwiki_en/?System+Resources#bc6a21fc]]. You can use this function to change transitions when moving to an important map, for example. #ref(Change_Screen_Switching_Effect.png) #br - ''Select the Scene to be Changed'' Select which scene transitions to change. - ''Change Destination Sprite'' Assign which sprite will be used to change the transition of the selected scene. Press the arrow buttons to select a sprite set, then assign which motion to use. -- ''Revert to System Defined Sprites'' Revert the selected scene's transitions back to those defined in Game Definition > [[System Resources]].