Conditional Judgment
[
Front page
] [
New
|
Page list
|
Search
|
Recent changes
|
Help
|
Log in
]
Start:
*Various Branches, Screen Display and Result Confirmation...
>
#contents
**Select from Selection and Check Results [#dc6dde9e]
Make selections.
#ref(Select_from_Selection_and_Check_Results.png)
#br
-''Selection Position''
Select the position where the selection will be displayed.
It corresponds to the Special Coordinate Specification Ta...
ex. "Center" will display a menu container with "Center" ...
-''Add/Delete''
Add or delete selections. Up to ten selections can be add...
-''Input Support''
Control inputs can be used to display variable contents a...
For a list of Input Supports, see the [[Text Decoration/C...
The type of Input Supports that can be used depends on th...
-''Text''
Enter the text that will appear as selections.
-''Visibility Switch''
You can specify an event switch (variable) to display the...
If a switch is specified, the selections will not be disp...
This function makes it easy to create events such as "if ...
**Execute Battle and Check Results [#o22fcf69]
Execute a battle and handle the branching of winning and ...
#ref(Execute_Battle_and_Check_Results.png)
#br
-''Placement''
Select the map to be used during the battle and specify t...
-''Battle Test''
Execute the battle test with the specified details.
-''BGM''
Specify the BGM to be used during battle." If you specify...
-''Inescapable''
If checked, the player will not be able to run away from ...
-''No Game Over Even If Defeated''
Even if they are annihilated in battle, the game does not...
By turning off "Inescapable" and turning on "No Game Over...
-''No Monster Appearance Message''
No system message is displayed when monsters appear.
-''Appearing Monsters''
Add/delete monsters that appear in battles. The level of ...
The maximum number of enemies that can appear at the same...
**Display Store and Check Results [#o6f97393]
Display a screen of store where items can be traded. The ...
It is also possible to display a screen to select items t...
#ref(Display_Store_and_Check_Results.png)
#br
//-''Selection Position''
//Select the position where the selection will be display...
-''Layout to be Used''
Select which layout to use when displaying Selection Scre...
-''Register Items for Sale''
Specify items to be sold in the store and their prices.
**Display Inn and Check Results [#y6f0c60f]
Display an innkeeper. The process can be performed differ...
#ref(Display_Inn_and_Check_Results.png)
#br
-''Lodging Charge''
Specify a lodging charge between 0 and 9999999.
-''Selection Position''
Select the position where the selection will be displayed.
-''Cure State Changes''
If checked, their state changes will be restored.
-''Recover from KO''
If checked, they will recover from KO state.
**Check Event Switch [#s1c821d6]
Check the on/off of the specified event switch.
#ref(Check_Event_Switch.png)
#br
**Check Variable Box [#xa4c2d70]
Check the specified value variable.
#ref(Check_Variable_Box.png)
#br
-''Variable Box Number''
Specify the variable box to be referenced.
-''Value''
Enter a value to be compared or specify a variable box to...
**Check String Variable Box [#r01d350f]
Check the specified string variable.
#ref(Check_String_Variable_Box.png)
#br
-''String Variable Number''
Specify the string variable box to be used.
-''Comparing String''
Specify the string input or string variable to be compare...
**Check Party Cast [#y49e3e07]
Check if the specified cast is included in the party.
#ref(Check_Party_Cast.png)
#br
**Check Items Possessed [#ce0e3d36]
Check if the specified item is in possession.
#ref(Check_Items_Possessed.png)
#br
-''Item to Check''
Specify items to be checked. If you want to include items...
-''Quantity''
Specify the number of items.
-''When in Possession/When not in Possession''
Specify one of the conditions.
**Check the Learned Skill [#q614189e]
Check to see if the target cast member has learned the as...
#ref(Check_the_Learned_Skill.png)
#br
-''Cast to Check''
Assign a cast to be checked.
-''Skill to Check''
Assign a skill to be checked if it is learned.
**Check Money in Possession [#s1c761fb]
Check the amount of money in possession.
#ref(Check_Money_in_Possession.png)
#br
-''Amount of Money to Check''
Specify the amount of money in possession to be checked.
-''When in Possession/When not in Possession''
Specify one of the conditions.
**Check Available Item Slots [#y4de98f5]
Check the availability for the item inventory.
#ref(Check_Available_Item_Slots.png)
#br
-- ''Check Available Slots''
Check to see if there is space to add one or more items t...
-- ''Availability of Additional Specified Item''
Check if there is space in the Inventory to add at least ...
**Check Whether in Battle (Available only for battle even...
Check if a battle is in progress.
#ref(Check Whether in Battle.png)
#br
**Check Monster in Battle [#fdbce3b4]
During a battle, it checks to see if the specified monste...
#ref(Check Monster in Battle.png)
#br
**Check Collision State [#daa59b2f]
Check if the player or event is in contact with any terra...
#ref(Check_Collision_State.png)
#br
-''Check Source''
Select either the player or this event.
-''Check Target''
//Select terrain, object, player, or event.
Select terrain, object, player, event, or cast.
If a cast is selected, select the target cast.
-''Including Non-Collision Targets (Available only when P...
The condition will be fulfilled even if there are overlap...
//-''Ignore Events in the Process of Disappearing (Availa...
-'' Ignore Events in the Process of Disappearing (selecta...
Ignore events during the disappearance process when check...
-''Obtain Name of Check Target Contacted (Available only ...
Available only when Event is selected as the Check Target.
**Check Surrounding Collision Detection (Raycast) [#q6d77...
Extend a raycast (linear collision detection) from the ch...
#ref(Check_Surrounding_Collision_Detection (Ray Cast).png)
#br
-''Check Source''
Select either the player or this event.
-''Check Target''
Select terrain, object, player, or event.
-''Direction''
Specify whether local (check source) or world is used as ...
After determining the basis, specify the direction in whi...
--Front, Left, Right, Up, Down, Behind, Specified Angle
-''How Many Grids to Check Ahead''
Specify the length of the raycast. The unit is grid.
Raycast is determined by touching the check target collis...
End:
*Various Branches, Screen Display and Result Confirmation...
>
#contents
**Select from Selection and Check Results [#dc6dde9e]
Make selections.
#ref(Select_from_Selection_and_Check_Results.png)
#br
-''Selection Position''
Select the position where the selection will be displayed.
It corresponds to the Special Coordinate Specification Ta...
ex. "Center" will display a menu container with "Center" ...
-''Add/Delete''
Add or delete selections. Up to ten selections can be add...
-''Input Support''
Control inputs can be used to display variable contents a...
For a list of Input Supports, see the [[Text Decoration/C...
The type of Input Supports that can be used depends on th...
-''Text''
Enter the text that will appear as selections.
-''Visibility Switch''
You can specify an event switch (variable) to display the...
If a switch is specified, the selections will not be disp...
This function makes it easy to create events such as "if ...
**Execute Battle and Check Results [#o22fcf69]
Execute a battle and handle the branching of winning and ...
#ref(Execute_Battle_and_Check_Results.png)
#br
-''Placement''
Select the map to be used during the battle and specify t...
-''Battle Test''
Execute the battle test with the specified details.
-''BGM''
Specify the BGM to be used during battle." If you specify...
-''Inescapable''
If checked, the player will not be able to run away from ...
-''No Game Over Even If Defeated''
Even if they are annihilated in battle, the game does not...
By turning off "Inescapable" and turning on "No Game Over...
-''No Monster Appearance Message''
No system message is displayed when monsters appear.
-''Appearing Monsters''
Add/delete monsters that appear in battles. The level of ...
The maximum number of enemies that can appear at the same...
**Display Store and Check Results [#o6f97393]
Display a screen of store where items can be traded. The ...
It is also possible to display a screen to select items t...
#ref(Display_Store_and_Check_Results.png)
#br
//-''Selection Position''
//Select the position where the selection will be display...
-''Layout to be Used''
Select which layout to use when displaying Selection Scre...
-''Register Items for Sale''
Specify items to be sold in the store and their prices.
**Display Inn and Check Results [#y6f0c60f]
Display an innkeeper. The process can be performed differ...
#ref(Display_Inn_and_Check_Results.png)
#br
-''Lodging Charge''
Specify a lodging charge between 0 and 9999999.
-''Selection Position''
Select the position where the selection will be displayed.
-''Cure State Changes''
If checked, their state changes will be restored.
-''Recover from KO''
If checked, they will recover from KO state.
**Check Event Switch [#s1c821d6]
Check the on/off of the specified event switch.
#ref(Check_Event_Switch.png)
#br
**Check Variable Box [#xa4c2d70]
Check the specified value variable.
#ref(Check_Variable_Box.png)
#br
-''Variable Box Number''
Specify the variable box to be referenced.
-''Value''
Enter a value to be compared or specify a variable box to...
**Check String Variable Box [#r01d350f]
Check the specified string variable.
#ref(Check_String_Variable_Box.png)
#br
-''String Variable Number''
Specify the string variable box to be used.
-''Comparing String''
Specify the string input or string variable to be compare...
**Check Party Cast [#y49e3e07]
Check if the specified cast is included in the party.
#ref(Check_Party_Cast.png)
#br
**Check Items Possessed [#ce0e3d36]
Check if the specified item is in possession.
#ref(Check_Items_Possessed.png)
#br
-''Item to Check''
Specify items to be checked. If you want to include items...
-''Quantity''
Specify the number of items.
-''When in Possession/When not in Possession''
Specify one of the conditions.
**Check the Learned Skill [#q614189e]
Check to see if the target cast member has learned the as...
#ref(Check_the_Learned_Skill.png)
#br
-''Cast to Check''
Assign a cast to be checked.
-''Skill to Check''
Assign a skill to be checked if it is learned.
**Check Money in Possession [#s1c761fb]
Check the amount of money in possession.
#ref(Check_Money_in_Possession.png)
#br
-''Amount of Money to Check''
Specify the amount of money in possession to be checked.
-''When in Possession/When not in Possession''
Specify one of the conditions.
**Check Available Item Slots [#y4de98f5]
Check the availability for the item inventory.
#ref(Check_Available_Item_Slots.png)
#br
-- ''Check Available Slots''
Check to see if there is space to add one or more items t...
-- ''Availability of Additional Specified Item''
Check if there is space in the Inventory to add at least ...
**Check Whether in Battle (Available only for battle even...
Check if a battle is in progress.
#ref(Check Whether in Battle.png)
#br
**Check Monster in Battle [#fdbce3b4]
During a battle, it checks to see if the specified monste...
#ref(Check Monster in Battle.png)
#br
**Check Collision State [#daa59b2f]
Check if the player or event is in contact with any terra...
#ref(Check_Collision_State.png)
#br
-''Check Source''
Select either the player or this event.
-''Check Target''
//Select terrain, object, player, or event.
Select terrain, object, player, event, or cast.
If a cast is selected, select the target cast.
-''Including Non-Collision Targets (Available only when P...
The condition will be fulfilled even if there are overlap...
//-''Ignore Events in the Process of Disappearing (Availa...
-'' Ignore Events in the Process of Disappearing (selecta...
Ignore events during the disappearance process when check...
-''Obtain Name of Check Target Contacted (Available only ...
Available only when Event is selected as the Check Target.
**Check Surrounding Collision Detection (Raycast) [#q6d77...
Extend a raycast (linear collision detection) from the ch...
#ref(Check_Surrounding_Collision_Detection (Ray Cast).png)
#br
-''Check Source''
Select either the player or this event.
-''Check Target''
Select terrain, object, player, or event.
-''Direction''
Specify whether local (check source) or world is used as ...
After determining the basis, specify the direction in whi...
--Front, Left, Right, Up, Down, Behind, Specified Angle
-''How Many Grids to Check Ahead''
Specify the length of the raycast. The unit is grid.
Raycast is determined by touching the check target collis...
Page: