<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Save-Point - Event Systems Database]]></title>
		<link>https://www.save-point.org/</link>
		<description><![CDATA[Save-Point - https://www.save-point.org]]></description>
		<pubDate>Sun, 10 May 2026 15:57:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[After Battle XP for Tough Fights]]></title>
			<link>https://www.save-point.org/thread-13461.html</link>
			<pubDate>Sun, 19 Apr 2026 21:52:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13461.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">After Battle EXP  for Tough Fights</span></span><br />
Not mine.  Initial work by Iishinron (2002)</div>
<br />
For RPGMaker 2000-2003<br />
<div style="text-align: center;" class="mycode_align"><img src="https://www.save-point.org/attachment.php?aid=3085" loading="lazy"  alt="[Image: attachment.php?aid=3085]" class="mycode_img" /></div>
<br />
This is an evented system (Duh) that gauges how tough your opponent(s) are after having defeated them, and will only give the defined actors in the party XP if the fight was tough enough.<br />
<br />
<span style="font-style: italic;" class="mycode_i">"You mean, I can go on a slime killing rampage and not go beyond level 2 no matter what?"</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">"Yup.  They'd be too weak at that point."</span><br />
<br />
THIS IS THE BASELINE for the system, not accounting for any enemies leaving battle, nor whether the party won or not.  IF you allow for gameplay to continue in certain battles even after loss, then the Battle Triggered switch described below will need to instead be within the Won/Defeated conditional branch permitted by the Battle Processing event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The system relies upon:</span><ul class="mycode_list"><li>One Switch<br />
</li>
<li>19 Variables<br />
</li>
<li>Edit to the Troops database to apply values<br />
</li>
<li>Four 'reusable' Common Events<br />
</li>
<li>One Common Event per actor in use<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SWITCHES:  </span><ul class="mycode_list"><li>0001 - Battle Triggered:  <br />
Turned on at Battle Turn 0 - Triggers the After Battle XP system in the field map<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">VARIABLES:</span><ul class="mycode_list"><li><span style="color: #e82a1f;" class="mycode_color">0001 - Troop Cumulatives: Estimated difficulty scores for all enemies in the party</span><br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0002 - Troop XP: Total XP given for the whole party (divided among party members)</span><br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0003 - Troop Difficulty: A multiplier actually, if your cumulative scores are a bit weak</span><br />
</li>
<li>0004 - PARTY Size: Size of the party<br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0005 - HERO ID: Database ID of the hero</span><br />
</li>
<li>0006 - HERO WeapID<br />
</li>
<li>0007 - HERO ShieldID<br />
</li>
<li>0008 - HERO BodyID<br />
</li>
<li>0009 - HERO HelmID<br />
</li>
<li>0010 - HERO AccessID<br />
</li>
<li>0011 - HERO MaxHP<br />
</li>
<li>0012 - HERO MaxSP<br />
</li>
<li>0013 - HERO - Attack<br />
</li>
<li>0014 - HERO - Defense<br />
</li>
<li>0015 - HERO - Mind'<br />
</li>
<li>0016 - HERO - Agility<br />
</li>
<li>0017 - Randomization: Generates a variable 1-10 point spread <br />
</li>
<li>0018 - HERO - Troop Cumulative<br />
</li>
<li>0019 - TROOP - To Beat<br />
</li>
</ul>
<br />
Values in <span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">RED </span></span>are meant to be Game Dev editable<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">XP ONLY BY THE EVENT SYSTEM:</span><br />
<img src="https://www.save-point.org/attachment.php?aid=3086" loading="lazy"  alt="[Image: attachment.php?aid=3086]" class="mycode_img" /><br />
I personally REMOVE the XP from the enemies themselves.  The XP gained will only happen after the battle has been fought.<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">BATTLE START:</span><br />
<img src="https://www.save-point.org/attachment.php?aid=3087" loading="lazy"  alt="[Image: attachment.php?aid=3087]" class="mycode_img" /><br />
<br />
Depicted here is a TROOP that has been set for the event system.<br />
<br />
Upon battle start (Turn Count 0), it contains the values used by the event system and the switch/trigger that activates it.  That is, if the troop is used for battles the player cannot walk away from.  If you can escape battle and/or escape a loss, then the Battle Triggered switch shown above must be in the Battle Processing event's conditional branch instead.<br />
<br />
The way I worked out the Troop Cumulative score was the total Attack, Mind, Defense, Agi, HP and MP scores of EACH enemy... all added up. That's 98 per Slime and 195 per Sylph.   <br />
<br />
But its not that strong a fight given this score will be divided by the total number in the party.  Ergo the Troop Difficulty variable.  Meh, I probably should have called it Troop Score Multiplier or something.  Because a value of 684 is just too low for all four party members by default.<br />
<br />
So now to the MECHANICS!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">THE MECHANICS</span><br />
<br />
Common Event #1<br />
<img src="https://www.save-point.org/attachment.php?aid=3088" loading="lazy"  alt="[Image: attachment.php?aid=3088]" class="mycode_img" /><br />
<br />
Above is the main event.  It is a parallel process, but only activates when the Battle Triggered switch is turned ON. And once it has been triggered, the switch is immediately turned OFF.<br />
 <br />
It immediately cuts the values of the Troop Cumulative and Troop XP scores by the size of the party. Obviously, the more members in the party, the fewer shares of XP and so on. <br />
 <br />
Then my Troop Difficulty (ugh) value multiplies/increases the Troop Cumulative variable.<br />
 <br />
After that, the system performs CONDITIONAL BRANCHES.  Each Branch is keyed to a different Actor in your database, and will run nearly the same common events for each:<br />
<ol type="1" class="mycode_list"><li>Get the data from the defined actor (must have one common event per actor)<br />
</li>
<li>Perform Calculations<br />
</li>
<li>Re-equip the actor (you'll see why)<br />
</li>
<li>Get the result for the actor<br />
</li>
</ol>
<br />
Again, this needs to be done for each actor.  So if you have a game with twelve rotating actors, you will need twelve conditional branches. and one unique Common Event providing actor info for each.<br />
<br />
<br />
<br />
Common Event #2<br />
<img src="https://www.save-point.org/attachment.php?aid=3089" loading="lazy"  alt="[Image: attachment.php?aid=3089]" class="mycode_img" /><br />
<br />
This is NOT the first common event to run, but it is the first one within the common event list.  <br />
<br />
Executed right after the stats data of an actor is retrieved, it cuts the HP score of an actor in half and reduces the MP score to 2/3rds of the norm.<br />
<br />
After that, it creates a singular value (0018: Hero Cumulative) and adds the critical scores of the actor into one; the HP, Attack, Agility and so on.<br />
<br />
Again, this this is not the first common event, but the one performed after the actor's data has been grabbed.<br />
<br />
<br />
<br />
Common Event #3<br />
<img src="https://www.save-point.org/attachment.php?aid=3090" loading="lazy"  alt="[Image: attachment.php?aid=3090]" class="mycode_img" /><br />
<br />
This is a necessary event.  Before the hero's stats are acquired, the hero's equipment is removed.  The stats that the system temporarily records is their unadjusted scores.<br />
<br />
This event re-equips the actor.<br />
<br />
Do note that the Change Equipment command is targeting an actor by Variable #5 and not by a specifically named actor.  This makes it re-usable for EVERY actor.<br />
<br />
<br />
<br />
Common Event #4<br />
<img src="https://www.save-point.org/attachment.php?aid=3091" loading="lazy"  alt="[Image: attachment.php?aid=3091]" class="mycode_img" /><br />
<br />
This is the LAST event to run per actor.  It COPIES the Troop's cumulative score and reduces it by the individual actor's cumulative stats score.  And after that, gives a little randomness to see if the actor's fight was sufficiently tough enough to get any XP.<br />
<br />
And do note that the updated XP is going to an actor designated by a variable.  Again, this makes it reusable among all actors involved.<br />
<br />
Ah, but while this is the last common event to run for every actor, it is not the last common event on our list...<br />
<br />
<br />
<br />
Common Event(s) #5 on up<br />
<img src="https://www.save-point.org/attachment.php?aid=3092" loading="lazy"  alt="[Image: attachment.php?aid=3092]" class="mycode_img" /><br />
<br />
Above is the last in our list, but the first within each actor's common event to run.<br />
<br />
This common event is very much specific to one actor and one alone.  In the above example, it is specific to Zack.<br />
<br />
Here, we get the ID values to each and every piece of gear he has, and then use the Change Equipment command to remove all the gear.  But don't worry as I already explained that Common Event #3 will return/re-equip him when it is done.<br />
<br />
Once he is un-equipped, the system grabs all his stats.<br />
<br />
And lastly, you set his Database ID value (1) into Variable #5 Hero ID.  While you must target the Hero itself in the commands to get the equipment IDs and the stats,  Hero ID  is the only variable you need to actively set within the events.<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3085" target="_blank" title="">Ooga1.png</a> (Size: 107.31 KB / Downloads: 103)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3086" target="_blank" title="">Ooga2.png</a> (Size: 27.35 KB / Downloads: 117)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3087" target="_blank" title="">Ooga3.png</a> (Size: 131.68 KB / Downloads: 109)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3088" target="_blank" title="">Ooga4.png</a> (Size: 35.85 KB / Downloads: 138)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3089" target="_blank" title="">Ooga5.png</a> (Size: 34.13 KB / Downloads: 98)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3090" target="_blank" title="">Ooga6.png</a> (Size: 36.45 KB / Downloads: 83)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3091" target="_blank" title="">Ooga7.png</a> (Size: 32.79 KB / Downloads: 84)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3092" target="_blank" title="">Ooga8.png</a> (Size: 47.94 KB / Downloads: 82)
]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">After Battle EXP  for Tough Fights</span></span><br />
Not mine.  Initial work by Iishinron (2002)</div>
<br />
For RPGMaker 2000-2003<br />
<div style="text-align: center;" class="mycode_align"><img src="https://www.save-point.org/attachment.php?aid=3085" loading="lazy"  alt="[Image: attachment.php?aid=3085]" class="mycode_img" /></div>
<br />
This is an evented system (Duh) that gauges how tough your opponent(s) are after having defeated them, and will only give the defined actors in the party XP if the fight was tough enough.<br />
<br />
<span style="font-style: italic;" class="mycode_i">"You mean, I can go on a slime killing rampage and not go beyond level 2 no matter what?"</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">"Yup.  They'd be too weak at that point."</span><br />
<br />
THIS IS THE BASELINE for the system, not accounting for any enemies leaving battle, nor whether the party won or not.  IF you allow for gameplay to continue in certain battles even after loss, then the Battle Triggered switch described below will need to instead be within the Won/Defeated conditional branch permitted by the Battle Processing event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The system relies upon:</span><ul class="mycode_list"><li>One Switch<br />
</li>
<li>19 Variables<br />
</li>
<li>Edit to the Troops database to apply values<br />
</li>
<li>Four 'reusable' Common Events<br />
</li>
<li>One Common Event per actor in use<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SWITCHES:  </span><ul class="mycode_list"><li>0001 - Battle Triggered:  <br />
Turned on at Battle Turn 0 - Triggers the After Battle XP system in the field map<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">VARIABLES:</span><ul class="mycode_list"><li><span style="color: #e82a1f;" class="mycode_color">0001 - Troop Cumulatives: Estimated difficulty scores for all enemies in the party</span><br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0002 - Troop XP: Total XP given for the whole party (divided among party members)</span><br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0003 - Troop Difficulty: A multiplier actually, if your cumulative scores are a bit weak</span><br />
</li>
<li>0004 - PARTY Size: Size of the party<br />
</li>
<li><span style="color: #e82a1f;" class="mycode_color">0005 - HERO ID: Database ID of the hero</span><br />
</li>
<li>0006 - HERO WeapID<br />
</li>
<li>0007 - HERO ShieldID<br />
</li>
<li>0008 - HERO BodyID<br />
</li>
<li>0009 - HERO HelmID<br />
</li>
<li>0010 - HERO AccessID<br />
</li>
<li>0011 - HERO MaxHP<br />
</li>
<li>0012 - HERO MaxSP<br />
</li>
<li>0013 - HERO - Attack<br />
</li>
<li>0014 - HERO - Defense<br />
</li>
<li>0015 - HERO - Mind'<br />
</li>
<li>0016 - HERO - Agility<br />
</li>
<li>0017 - Randomization: Generates a variable 1-10 point spread <br />
</li>
<li>0018 - HERO - Troop Cumulative<br />
</li>
<li>0019 - TROOP - To Beat<br />
</li>
</ul>
<br />
Values in <span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">RED </span></span>are meant to be Game Dev editable<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">XP ONLY BY THE EVENT SYSTEM:</span><br />
<img src="https://www.save-point.org/attachment.php?aid=3086" loading="lazy"  alt="[Image: attachment.php?aid=3086]" class="mycode_img" /><br />
I personally REMOVE the XP from the enemies themselves.  The XP gained will only happen after the battle has been fought.<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">BATTLE START:</span><br />
<img src="https://www.save-point.org/attachment.php?aid=3087" loading="lazy"  alt="[Image: attachment.php?aid=3087]" class="mycode_img" /><br />
<br />
Depicted here is a TROOP that has been set for the event system.<br />
<br />
Upon battle start (Turn Count 0), it contains the values used by the event system and the switch/trigger that activates it.  That is, if the troop is used for battles the player cannot walk away from.  If you can escape battle and/or escape a loss, then the Battle Triggered switch shown above must be in the Battle Processing event's conditional branch instead.<br />
<br />
The way I worked out the Troop Cumulative score was the total Attack, Mind, Defense, Agi, HP and MP scores of EACH enemy... all added up. That's 98 per Slime and 195 per Sylph.   <br />
<br />
But its not that strong a fight given this score will be divided by the total number in the party.  Ergo the Troop Difficulty variable.  Meh, I probably should have called it Troop Score Multiplier or something.  Because a value of 684 is just too low for all four party members by default.<br />
<br />
So now to the MECHANICS!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">THE MECHANICS</span><br />
<br />
Common Event #1<br />
<img src="https://www.save-point.org/attachment.php?aid=3088" loading="lazy"  alt="[Image: attachment.php?aid=3088]" class="mycode_img" /><br />
<br />
Above is the main event.  It is a parallel process, but only activates when the Battle Triggered switch is turned ON. And once it has been triggered, the switch is immediately turned OFF.<br />
 <br />
It immediately cuts the values of the Troop Cumulative and Troop XP scores by the size of the party. Obviously, the more members in the party, the fewer shares of XP and so on. <br />
 <br />
Then my Troop Difficulty (ugh) value multiplies/increases the Troop Cumulative variable.<br />
 <br />
After that, the system performs CONDITIONAL BRANCHES.  Each Branch is keyed to a different Actor in your database, and will run nearly the same common events for each:<br />
<ol type="1" class="mycode_list"><li>Get the data from the defined actor (must have one common event per actor)<br />
</li>
<li>Perform Calculations<br />
</li>
<li>Re-equip the actor (you'll see why)<br />
</li>
<li>Get the result for the actor<br />
</li>
</ol>
<br />
Again, this needs to be done for each actor.  So if you have a game with twelve rotating actors, you will need twelve conditional branches. and one unique Common Event providing actor info for each.<br />
<br />
<br />
<br />
Common Event #2<br />
<img src="https://www.save-point.org/attachment.php?aid=3089" loading="lazy"  alt="[Image: attachment.php?aid=3089]" class="mycode_img" /><br />
<br />
This is NOT the first common event to run, but it is the first one within the common event list.  <br />
<br />
Executed right after the stats data of an actor is retrieved, it cuts the HP score of an actor in half and reduces the MP score to 2/3rds of the norm.<br />
<br />
After that, it creates a singular value (0018: Hero Cumulative) and adds the critical scores of the actor into one; the HP, Attack, Agility and so on.<br />
<br />
Again, this this is not the first common event, but the one performed after the actor's data has been grabbed.<br />
<br />
<br />
<br />
Common Event #3<br />
<img src="https://www.save-point.org/attachment.php?aid=3090" loading="lazy"  alt="[Image: attachment.php?aid=3090]" class="mycode_img" /><br />
<br />
This is a necessary event.  Before the hero's stats are acquired, the hero's equipment is removed.  The stats that the system temporarily records is their unadjusted scores.<br />
<br />
This event re-equips the actor.<br />
<br />
Do note that the Change Equipment command is targeting an actor by Variable #5 and not by a specifically named actor.  This makes it re-usable for EVERY actor.<br />
<br />
<br />
<br />
Common Event #4<br />
<img src="https://www.save-point.org/attachment.php?aid=3091" loading="lazy"  alt="[Image: attachment.php?aid=3091]" class="mycode_img" /><br />
<br />
This is the LAST event to run per actor.  It COPIES the Troop's cumulative score and reduces it by the individual actor's cumulative stats score.  And after that, gives a little randomness to see if the actor's fight was sufficiently tough enough to get any XP.<br />
<br />
And do note that the updated XP is going to an actor designated by a variable.  Again, this makes it reusable among all actors involved.<br />
<br />
Ah, but while this is the last common event to run for every actor, it is not the last common event on our list...<br />
<br />
<br />
<br />
Common Event(s) #5 on up<br />
<img src="https://www.save-point.org/attachment.php?aid=3092" loading="lazy"  alt="[Image: attachment.php?aid=3092]" class="mycode_img" /><br />
<br />
Above is the last in our list, but the first within each actor's common event to run.<br />
<br />
This common event is very much specific to one actor and one alone.  In the above example, it is specific to Zack.<br />
<br />
Here, we get the ID values to each and every piece of gear he has, and then use the Change Equipment command to remove all the gear.  But don't worry as I already explained that Common Event #3 will return/re-equip him when it is done.<br />
<br />
Once he is un-equipped, the system grabs all his stats.<br />
<br />
And lastly, you set his Database ID value (1) into Variable #5 Hero ID.  While you must target the Hero itself in the commands to get the equipment IDs and the stats,  Hero ID  is the only variable you need to actively set within the events.<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3085" target="_blank" title="">Ooga1.png</a> (Size: 107.31 KB / Downloads: 103)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3086" target="_blank" title="">Ooga2.png</a> (Size: 27.35 KB / Downloads: 117)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3087" target="_blank" title="">Ooga3.png</a> (Size: 131.68 KB / Downloads: 109)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3088" target="_blank" title="">Ooga4.png</a> (Size: 35.85 KB / Downloads: 138)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3089" target="_blank" title="">Ooga5.png</a> (Size: 34.13 KB / Downloads: 98)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3090" target="_blank" title="">Ooga6.png</a> (Size: 36.45 KB / Downloads: 83)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3091" target="_blank" title="">Ooga7.png</a> (Size: 32.79 KB / Downloads: 84)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=3092" target="_blank" title="">Ooga8.png</a> (Size: 47.94 KB / Downloads: 82)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TETRIS - RM2K(3)]]></title>
			<link>https://www.save-point.org/thread-9183.html</link>
			<pubDate>Sun, 08 Sep 2024 01:18:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-9183.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">TETRIS</span></span></div>
<div style="text-align: center;" class="mycode_align">v 2.2</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by Laughy</div>
<br />
<br />
Surprise.  This demo provides all the fun of the original Tetris, but made as a demo created with RPGMaker 2000.<br />
<br />
There is no story content, no introductions.  However, you may play in both normal and challenge modes, control options on the game and controller speeds, and both music and sound volume options.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/s9c49lkmgtelmhk/Tetris.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">TETRIS</span></span></div>
<div style="text-align: center;" class="mycode_align">v 2.2</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by Laughy</div>
<br />
<br />
Surprise.  This demo provides all the fun of the original Tetris, but made as a demo created with RPGMaker 2000.<br />
<br />
There is no story content, no introductions.  However, you may play in both normal and challenge modes, control options on the game and controller speeds, and both music and sound volume options.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/s9c49lkmgtelmhk/Tetris.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SPACE INVADERS 2002 - RM2K(3)]]></title>
			<link>https://www.save-point.org/thread-9005.html</link>
			<pubDate>Thu, 29 Aug 2024 17:00:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-9005.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: xx-large;" class="mycode_size">SPACE<br />
INVADERS<br />
2002<br />
</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by The Blob from Hell</div>
<div style="text-align: center;" class="mycode_align">Ship Graphic by Yargovich.</div>
<br />
<br />
Indeed, this project provides much of the arcade experience from Space Invaders, though with a few facets removed.  There are no barriers to hide behind, no saucer that flies across the screen for bonus points, and the enemies do not increase speed when you  decrease their numbers.<br />
<br />
Instead, the number of ships in each wave gets progressively larger.  Command ships in the rear can spawn more invaders if not first destroyed, and waves do get faster over time.<br />
<br />
As any arcade game, there isn't expected to be any story content or introductions, only a selection screen where you may choose the number of lives to start, and what enemy wave to begin with. There is only midi music available, the wave format option disabled as he had no suitable tracks.<br />
<br />
However, it is a fully playable demo.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/675gqdu530nufbu/Space_Invader_RM2K.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.<br />
<br />
<hr class="mycode_hr" />
<br />
 <img src="https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif" alt="Laughing + Tongue sticking out" title="Laughing + Tongue sticking out" class="smilie smilie_30" />  It isn't hard for those wanting to enable wav music. The 'Beg/Reset' event in the actual game map would be where to define the optional wav score.  And the 2nd tab in the 'beg event' of the title screen map holds the 'no-wave-music' alert you'd wanna remove. <br />
<br />
<img src="https://www.save-point.org/images/smilies/ejlol/cool.gif" alt="Joe Cool" title="Joe Cool" class="smilie smilie_57" />  I used "Savior", the battle music from Cult of the Lamb's OST as my .wav music.  I would let YOU choose your own.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: xx-large;" class="mycode_size">SPACE<br />
INVADERS<br />
2002<br />
</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by The Blob from Hell</div>
<div style="text-align: center;" class="mycode_align">Ship Graphic by Yargovich.</div>
<br />
<br />
Indeed, this project provides much of the arcade experience from Space Invaders, though with a few facets removed.  There are no barriers to hide behind, no saucer that flies across the screen for bonus points, and the enemies do not increase speed when you  decrease their numbers.<br />
<br />
Instead, the number of ships in each wave gets progressively larger.  Command ships in the rear can spawn more invaders if not first destroyed, and waves do get faster over time.<br />
<br />
As any arcade game, there isn't expected to be any story content or introductions, only a selection screen where you may choose the number of lives to start, and what enemy wave to begin with. There is only midi music available, the wave format option disabled as he had no suitable tracks.<br />
<br />
However, it is a fully playable demo.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/675gqdu530nufbu/Space_Invader_RM2K.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.<br />
<br />
<hr class="mycode_hr" />
<br />
 <img src="https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif" alt="Laughing + Tongue sticking out" title="Laughing + Tongue sticking out" class="smilie smilie_30" />  It isn't hard for those wanting to enable wav music. The 'Beg/Reset' event in the actual game map would be where to define the optional wav score.  And the 2nd tab in the 'beg event' of the title screen map holds the 'no-wave-music' alert you'd wanna remove. <br />
<br />
<img src="https://www.save-point.org/images/smilies/ejlol/cool.gif" alt="Joe Cool" title="Joe Cool" class="smilie smilie_57" />  I used "Savior", the battle music from Cult of the Lamb's OST as my .wav music.  I would let YOU choose your own.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tantalus Rugby - RM2K(3)]]></title>
			<link>https://www.save-point.org/thread-8999.html</link>
			<pubDate>Mon, 19 Aug 2024 13:26:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8999.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Tantalus</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: xx-large;" class="mycode_size">RUGBY</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by Oleg L.</div>
<br />
<br />
Indeed, this project provides a mini-game demo that lets the player actively participate in an interpretation of Rugby, even allowing for three different difficulty settings and weather conditions.<br />
<br />
There is no story content, no introductions, only the selection screens for game conditions and the minimal number of maps to provide the three difficulty setting arenas.<br />
<br />
However, it is a fully playable demo.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/jbo5648uy653bpa/Rugby_Demo.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Tantalus</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: xx-large;" class="mycode_size">RUGBY</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Made with RPGMaker 2000</span></div>
<div style="text-align: center;" class="mycode_align">Created by Oleg L.</div>
<br />
<br />
Indeed, this project provides a mini-game demo that lets the player actively participate in an interpretation of Rugby, even allowing for three different difficulty settings and weather conditions.<br />
<br />
There is no story content, no introductions, only the selection screens for game conditions and the minimal number of maps to provide the three difficulty setting arenas.<br />
<br />
However, it is a fully playable demo.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://www.mediafire.com/file/jbo5648uy653bpa/Rugby_Demo.zip/file" target="_blank" rel="noopener" class="mycode_url">CLICK FOR THE DEMO HERE</a></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><br />
If you need the RM2K fonts... </span><a href="http://www.mediafire.com/download/r0z8gh28by6k1d1/RMFONTS.zip" target="_blank" rel="noopener" class="mycode_url"><span style="color: #330066;" class="mycode_color"><span style="color: #ff0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">(&gt;DOWNLOAD ME TOO&lt;)</span></span></span></a> </div>
<br />
<br />
<br />
For those users of RPGMaker 2003, I simply provided an <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"> .r3proj  </span></span>file within so you can access its contents with the RPGMaker 2003 editor.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BLACKJACK  (XP and VX editions)]]></title>
			<link>https://www.save-point.org/thread-8835.html</link>
			<pubDate>Wed, 25 Oct 2023 02:15:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8835.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Impact;" class="mycode_font">BLACKJACK</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">RPGMaker XP and VX editions</span></div>
<div style="text-align: center;" class="mycode_align"><img src="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e4/BlackJack6.jpg/1024px-BlackJack6.jpg" loading="lazy"  width="512" height="355" alt="[Image: 1024px-BlackJack6.jpg]" class="mycode_img" /></div>
<br />
A simple card game... you try to have a better hand than the other players, especially the dealer, without the cards in your hand totaling more than 21.<br />
<br />
An evented system that only displays card values, there are no custom graphics applied.  No actual cards to see, but only reading what the values of the cards add to.  You will not see card suits, nor deal with effects like 'naturals' nor being able to 'push' the game were you and the dealer tie.<br />
<br />
But the very basics is evented and sound.<br />
<br />
AND.. available for RPGMaker XP and VX<br />
<br />
For RPGMaker XP:  
<br />
<img src="https://www.save-point.org/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=1987" target="_blank" title="">Blackjack XP.zip</a> (Size: 922.31 KB / Downloads: 382)
<br />
For RPGMaker VX:  
<br />
<img src="https://www.save-point.org/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=1988" target="_blank" title="">Blackjack VX.zip</a> (Size: 242.63 KB / Downloads: 422)
]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Impact;" class="mycode_font">BLACKJACK</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">RPGMaker XP and VX editions</span></div>
<div style="text-align: center;" class="mycode_align"><img src="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e4/BlackJack6.jpg/1024px-BlackJack6.jpg" loading="lazy"  width="512" height="355" alt="[Image: 1024px-BlackJack6.jpg]" class="mycode_img" /></div>
<br />
A simple card game... you try to have a better hand than the other players, especially the dealer, without the cards in your hand totaling more than 21.<br />
<br />
An evented system that only displays card values, there are no custom graphics applied.  No actual cards to see, but only reading what the values of the cards add to.  You will not see card suits, nor deal with effects like 'naturals' nor being able to 'push' the game were you and the dealer tie.<br />
<br />
But the very basics is evented and sound.<br />
<br />
AND.. available for RPGMaker XP and VX<br />
<br />
For RPGMaker XP:  
<br />
<img src="https://www.save-point.org/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=1987" target="_blank" title="">Blackjack XP.zip</a> (Size: 922.31 KB / Downloads: 382)
<br />
For RPGMaker VX:  
<br />
<img src="https://www.save-point.org/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=1988" target="_blank" title="">Blackjack VX.zip</a> (Size: 242.63 KB / Downloads: 422)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[EVENTED HOUSES]]></title>
			<link>https://www.save-point.org/thread-8729.html</link>
			<pubDate>Fri, 05 May 2023 20:38:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8729.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">EVENTED HOUSES</span></span></div>
<div style="text-align: center;" class="mycode_align">Buy a house... buy furniture... enjoy your new home.</div>
<br />
<br />
Within the gaming community, there would be very few that haven't ventured into large open-ended worlds. And a fair number of these worlds may give the player a fairly popular option... to purchase real estate.  Whether it be the Sims, the Elder Scrolls games (from Daggerfall and Oblivion to Skyrim) or even The Legend of Zelda: Breath of the Wild, one may perchance be able to acquire a home of their virtual dreams.<br />
<br />
This demo depicts how one can use events to replicate the subtle 'purchase' of furniture within a player-bought home, as can be accomplished within games such as TES IV: Oblivion or TES IV: Skyrim.  It does not dwell upon building of an actual house, though such techniques COULD be used.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demo</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">( <span style="color: #17B529;" class="mycode_color"><span style="font-style: italic;" class="mycode_i"><a href="https://app.box.com/s/sergtbgrvues1zv5me9ngroey9qlhr6f" target="_blank" rel="noopener" class="mycode_url">The Demo</a></span></span> )</span>  -- Box.Com link<br />
*<span style="font-style: italic;" class="mycode_i"><span style="font-size: small;" class="mycode_size"> When you click this, the resulting page will have the 'Download' button at the top of the window... towards the left.</span></span><br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots:</span></span><br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Three-in-one</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<img src="https://i.imgur.com/1xknlN9.png" loading="lazy"  alt="[Image: 1xknlN9.png]" class="mycode_img" /><br />
</div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The HEART of what is going on:</span></span><br />
<br />
Essentially, the created 'house' map has a ton of events, and these events have pages tied to either an RPGMaker Switch or Variable.  And until it is turned on or increased, the event will appear blank and invisible.  I chose to use variables within this demo so one could purchase this clock or that clock, one of these selections of beds, and so on.  And for each furniture piece, I had need for an in-game variable.  These shown below:<br />
<br />
<span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0001: Bed</span></span><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0002: Bookshelves<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0003: Flooring<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0004: Clock<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0005: Curtains<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0006: Kitchen</span></span></span></span></span></span><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="font-family: Courier New;" class="mycode_font"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0007: Study/Office<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0008: Bedroom<br />
</span></span></span></span></span><br />
Again, I could have used switches, but opted for variables to allow variety.  And the demo uses more than just these variables, but these were the most important.  These variables were the ones that influenced the furniture events.<br />
<br />
Now the demo uses more events and switches, but that includes allowing one entry into the house after it has been bought, turning on/off various events to simulate the environment, and values I came up with for a simple scripted furniture purchase system.  <br />
<br />
And while the player may only purchase one house, there are four player-home maps in the demo. Each one has a different floor tile to allow the player to 'purchase' new flooring. When this is done, the outside house door can teleport the player to the proper house map with the proper flooring.  A simple tileset swap script can be employed and reduce the number of maps, but I kept the demo down to an absolute minimum with no scripts actually affecting the house and furniture within.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commentary:</span></span><br />
<br />
In the top-left corner of each map is an event.  Each event contains commentary on the map itself, its primary function within the demo and some content as to what is accomplished.  It isn't so much as instructions as it is hints.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What scripts ARE in use?</span><br />
<br />
This demo did not focus upon script use, but eventing.  Still, some scripts were applied.<br />
<br />
One script is a very comical addition to the Game_Character class entitled 'move_toward_the_baby'.  An edit/alteration of the 'move_toward_the_player' method, it is used by one event to follow a very specific map event, a fast little baby character crawling around the town park.<br />
<br />
The second script is the 'Awesome "Show Choices"' script by Jimmy &copy; 2009.  While the default RPGMaker system can show only four choices at a time, Jimmy's script allows one to break that limit, and I used it to display up to nine selections using event commands.  This was the only script used for the purchase of furniture, and not one that was even a necessity.<br />
<br />
Again, I do wish to stress that these scripts are non-essential.  The magic is in the events and switches/variables in play.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">What's with the town?</span></span><br />
<br />
Um... well, it seemed stupid to just buy a house in the middle of no where.  So I made a map with a planned suburban community.  Still, I had to bring it to life.  Street names are based on real ones.  So yes, there really is a "Chicken Dinner Road" and a "Psycho Path" somewhere in the world.  And many of the NPCs were given names from some movies.  If no one gets the Beatrice Kiddo reference, they obviously never saw Kill Bill.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">EVENTED HOUSES</span></span></div>
<div style="text-align: center;" class="mycode_align">Buy a house... buy furniture... enjoy your new home.</div>
<br />
<br />
Within the gaming community, there would be very few that haven't ventured into large open-ended worlds. And a fair number of these worlds may give the player a fairly popular option... to purchase real estate.  Whether it be the Sims, the Elder Scrolls games (from Daggerfall and Oblivion to Skyrim) or even The Legend of Zelda: Breath of the Wild, one may perchance be able to acquire a home of their virtual dreams.<br />
<br />
This demo depicts how one can use events to replicate the subtle 'purchase' of furniture within a player-bought home, as can be accomplished within games such as TES IV: Oblivion or TES IV: Skyrim.  It does not dwell upon building of an actual house, though such techniques COULD be used.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demo</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">( <span style="color: #17B529;" class="mycode_color"><span style="font-style: italic;" class="mycode_i"><a href="https://app.box.com/s/sergtbgrvues1zv5me9ngroey9qlhr6f" target="_blank" rel="noopener" class="mycode_url">The Demo</a></span></span> )</span>  -- Box.Com link<br />
*<span style="font-style: italic;" class="mycode_i"><span style="font-size: small;" class="mycode_size"> When you click this, the resulting page will have the 'Download' button at the top of the window... towards the left.</span></span><br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots:</span></span><br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Three-in-one</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<img src="https://i.imgur.com/1xknlN9.png" loading="lazy"  alt="[Image: 1xknlN9.png]" class="mycode_img" /><br />
</div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The HEART of what is going on:</span></span><br />
<br />
Essentially, the created 'house' map has a ton of events, and these events have pages tied to either an RPGMaker Switch or Variable.  And until it is turned on or increased, the event will appear blank and invisible.  I chose to use variables within this demo so one could purchase this clock or that clock, one of these selections of beds, and so on.  And for each furniture piece, I had need for an in-game variable.  These shown below:<br />
<br />
<span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0001: Bed</span></span><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0002: Bookshelves<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0003: Flooring<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0004: Clock<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0005: Curtains<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0006: Kitchen</span></span></span></span></span></span><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="font-family: Courier New;" class="mycode_font"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0007: Study/Office<br />
</span><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff0000;" class="mycode_color">0008: Bedroom<br />
</span></span></span></span></span><br />
Again, I could have used switches, but opted for variables to allow variety.  And the demo uses more than just these variables, but these were the most important.  These variables were the ones that influenced the furniture events.<br />
<br />
Now the demo uses more events and switches, but that includes allowing one entry into the house after it has been bought, turning on/off various events to simulate the environment, and values I came up with for a simple scripted furniture purchase system.  <br />
<br />
And while the player may only purchase one house, there are four player-home maps in the demo. Each one has a different floor tile to allow the player to 'purchase' new flooring. When this is done, the outside house door can teleport the player to the proper house map with the proper flooring.  A simple tileset swap script can be employed and reduce the number of maps, but I kept the demo down to an absolute minimum with no scripts actually affecting the house and furniture within.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commentary:</span></span><br />
<br />
In the top-left corner of each map is an event.  Each event contains commentary on the map itself, its primary function within the demo and some content as to what is accomplished.  It isn't so much as instructions as it is hints.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What scripts ARE in use?</span><br />
<br />
This demo did not focus upon script use, but eventing.  Still, some scripts were applied.<br />
<br />
One script is a very comical addition to the Game_Character class entitled 'move_toward_the_baby'.  An edit/alteration of the 'move_toward_the_player' method, it is used by one event to follow a very specific map event, a fast little baby character crawling around the town park.<br />
<br />
The second script is the 'Awesome "Show Choices"' script by Jimmy &copy; 2009.  While the default RPGMaker system can show only four choices at a time, Jimmy's script allows one to break that limit, and I used it to display up to nine selections using event commands.  This was the only script used for the purchase of furniture, and not one that was even a necessity.<br />
<br />
Again, I do wish to stress that these scripts are non-essential.  The magic is in the events and switches/variables in play.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">What's with the town?</span></span><br />
<br />
Um... well, it seemed stupid to just buy a house in the middle of no where.  So I made a map with a planned suburban community.  Still, I had to bring it to life.  Street names are based on real ones.  So yes, there really is a "Chicken Dinner Road" and a "Psycho Path" somewhere in the world.  And many of the NPCs were given names from some movies.  If no one gets the Beatrice Kiddo reference, they obviously never saw Kill Bill.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Developer Bakin: Turn HP into Hearts!]]></title>
			<link>https://www.save-point.org/thread-8669.html</link>
			<pubDate>Sat, 04 Feb 2023 22:53:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8669.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Turn HP into Hearts</span></div>
<br />
<br />
<br />
Posted originally by MelonToucan, this converts your Displayed HP as hearts. It doesn't include quarter hearts yet, but the author promises that it's easily editable.<br />
<br />
Simply download the event system, and drag and drop the .txt file into the event panel of your Bakin project.<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1727" target="_blank" title="">HP_Heart_Display.txt</a> (Size: 4.48 KB / Downloads: 348)
]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Turn HP into Hearts</span></div>
<br />
<br />
<br />
Posted originally by MelonToucan, this converts your Displayed HP as hearts. It doesn't include quarter hearts yet, but the author promises that it's easily editable.<br />
<br />
Simply download the event system, and drag and drop the .txt file into the event panel of your Bakin project.<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1727" target="_blank" title="">HP_Heart_Display.txt</a> (Size: 4.48 KB / Downloads: 348)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Developer Bakin: Extensible 'Active Item' Event]]></title>
			<link>https://www.save-point.org/thread-8656.html</link>
			<pubDate>Sat, 28 Jan 2023 01:37:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8656.html</guid>
			<description><![CDATA[One of Bakin's tinkerers AmalgamAsh created an event system that allows players to cycle through their inventory for an 'active' item. Here's how he describes it.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #1e92f7;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">I created an extensible system by which the player can cycle through items in their inventory, landing on an "active" one. (I asked for help on this recently; this is what I ended up doing!) Place this event anywhere in a map that allows the player to cycle items, or as a common event.</span></span></span></span></blockquote>

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1718" target="_blank" title="">Ashs_Item_Cycle.txt</a> (Size: 4.52 KB / Downloads: 324)
<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="color: #1e92f7;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">If you'd like to test it, just place the following script on an NPC and go talk to that NPC during test play.</span></span></span></span></span><br />
[/list]</blockquote>

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1720" target="_blank" title="">Ashs_Give_Item_NPC.txt</a> (Size: 1,006 bytes / Downloads: 376)
<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="color: #0074d9;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Also, make sure the following event is a common event. I have it set up separate from the cycle, but you can probably merge them. It will listen for the keypress Q, which is normally used for camera rotation, but you can change this (make sure you change it in the cycle event as well then).</span></span></span></span></span><br />
[/list]</blockquote>
<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1719" target="_blank" title="">Ashs_Item_Keypress_Listen_Q.txt</a> (Size: 556 bytes / Downloads: 379)
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="color: #0074d9;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Now you can set up objects in your game that will respond to when the 'pointerItem' variable is set to a specific number (such as 5 which could equal rope), and if it isn't the active item, nothing will happen.</span></span></span></span></span><br />
[/list]</blockquote>
]]></description>
			<content:encoded><![CDATA[One of Bakin's tinkerers AmalgamAsh created an event system that allows players to cycle through their inventory for an 'active' item. Here's how he describes it.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #1e92f7;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">I created an extensible system by which the player can cycle through items in their inventory, landing on an "active" one. (I asked for help on this recently; this is what I ended up doing!) Place this event anywhere in a map that allows the player to cycle items, or as a common event.</span></span></span></span></blockquote>

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1718" target="_blank" title="">Ashs_Item_Cycle.txt</a> (Size: 4.52 KB / Downloads: 324)
<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="color: #1e92f7;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">If you'd like to test it, just place the following script on an NPC and go talk to that NPC during test play.</span></span></span></span></span><br />
[/list]</blockquote>

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1720" target="_blank" title="">Ashs_Give_Item_NPC.txt</a> (Size: 1,006 bytes / Downloads: 376)
<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="color: #0074d9;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Also, make sure the following event is a common event. I have it set up separate from the cycle, but you can probably merge them. It will listen for the keypress Q, which is normally used for camera rotation, but you can change this (make sure you change it in the cycle event as well then).</span></span></span></span></span><br />
[/list]</blockquote>
<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=1719" target="_blank" title="">Ashs_Item_Keypress_Listen_Q.txt</a> (Size: 556 bytes / Downloads: 379)
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[*]<span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-family: 'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="color: #0074d9;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Now you can set up objects in your game that will respond to when the 'pointerItem' variable is set to a specific number (such as 5 which could equal rope), and if it isn't the active item, nothing will happen.</span></span></span></span></span><br />
[/list]</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Developer Bakin: Grid Based Movement]]></title>
			<link>https://www.save-point.org/thread-8624.html</link>
			<pubDate>Tue, 03 Jan 2023 21:37:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8624.html</guid>
			<description><![CDATA[<span style="font-style: italic;" class="mycode_i">Note: This event system is for RPG Developer Bakin. In order to add this event, copy to a simple .txt file, and then simply import the .txt file after saving your game on an event screen, and it will fill in the nodes automatically!</span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Grid Based Movement!</span><br />
<br />
Originally created by MelonToucan</span></div>
This Common Event system will allow you to forego the non-grid based movement for a simpler 8 direction grid based one. Adjust for different resolutions.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Guid&nbsp;&nbsp;&nbsp;&nbsp;fc503ff2-f343-4b32-bafa-67a7e9faa4ce<br />
イベント名&nbsp;&nbsp;&nbsp;&nbsp;GridMovement<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Event Sheet<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:LockPlayer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Stops all regular player movement from happening<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Down and Right at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;45<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Down and Left at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-45<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Up and Right at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Up and Left at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing up, but not left or right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;180<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing down, but not left or right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing left, but not down or up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-90<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions. <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing right, but not down or up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;90<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了</code></div></div>]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;" class="mycode_i">Note: This event system is for RPG Developer Bakin. In order to add this event, copy to a simple .txt file, and then simply import the .txt file after saving your game on an event screen, and it will fill in the nodes automatically!</span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Grid Based Movement!</span><br />
<br />
Originally created by MelonToucan</span></div>
This Common Event system will allow you to forego the non-grid based movement for a simpler 8 direction grid based one. Adjust for different resolutions.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Guid&nbsp;&nbsp;&nbsp;&nbsp;fc503ff2-f343-4b32-bafa-67a7e9faa4ce<br />
イベント名&nbsp;&nbsp;&nbsp;&nbsp;GridMovement<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Event Sheet<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:LockPlayer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Stops all regular player movement from happening<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;12<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Down and Right at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;45<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Down and Left at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-45<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Up and Right at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing Up and Left at the same time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing up, but not left or right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;180<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing down, but not left or right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing left, but not down or up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressLEFT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;-90<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions. <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Pressing right, but not down or up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressRIGHT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressUP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;pressDOWN<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Being held, pressed, let go, etc.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLWALK<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;90<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLSNAP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;If you want event to move this way you would just enter this into the events motions.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Developer Bakin: Quick Harvesting Event]]></title>
			<link>https://www.save-point.org/thread-8623.html</link>
			<pubDate>Tue, 03 Jan 2023 21:31:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8623.html</guid>
			<description><![CDATA[<span style="font-style: italic;" class="mycode_i">Note: This event system is for RPG Developer Bakin. In order to add this event, copy to a simple .txt file, and then simply import the .txt file after saving your game on an event screen, and it will fill in the nodes automatically!</span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">NON Interaction Harvesting Nodes!</span><br />
<br />
Originally created by Evolution_Artist</span></div>
<br />
<div style="text-align: center;" class="mycode_align">This Event system will allow you to quickly and easily create fruit trees, mining nodes, whatever your needs, without any further interaction.<br />
(Updated 1/3/23)</div>
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Guid&nbsp;&nbsp;&nbsp;&nbsp;70342230-2889-47cb-8a73-7f0920eb9677<br />
イベント名&nbsp;&nbsp;&nbsp;&nbsp;Herb Gather Node<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Item Check<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;a47115ea-b1fc-47cd-82da-b22997af61bc<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;1.5<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Harvest<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;HIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;99<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Your Inventory has reach max limit for carrying Herbs.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;Harvest Local<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;F:Harvest B<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;END<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [1] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [2] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [3] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Growth Period<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;120 sec is equal to 2 minutes real life.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了</code></div></div>]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;" class="mycode_i">Note: This event system is for RPG Developer Bakin. In order to add this event, copy to a simple .txt file, and then simply import the .txt file after saving your game on an event screen, and it will fill in the nodes automatically!</span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">NON Interaction Harvesting Nodes!</span><br />
<br />
Originally created by Evolution_Artist</span></div>
<br />
<div style="text-align: center;" class="mycode_align">This Event system will allow you to quickly and easily create fruit trees, mining nodes, whatever your needs, without any further interaction.<br />
(Updated 1/3/23)</div>
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Guid&nbsp;&nbsp;&nbsp;&nbsp;70342230-2889-47cb-8a73-7f0920eb9677<br />
イベント名&nbsp;&nbsp;&nbsp;&nbsp;Herb Gather Node<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Item Check<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;a47115ea-b1fc-47cd-82da-b22997af61bc<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;1.5<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Harvest<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;HIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;99<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;Your Inventory has reach max limit for carrying Herbs.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;Harvest Local<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;F:Harvest B<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;END<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [1] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [2] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;IFVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;10<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;PLAYSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;cb507b68-6128-4951-8183-ecb7b3271631<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;40<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;75<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;STOPSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;00000000-0000-0000-0000-000000000000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ITEM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;341c4833-b8f4-4aeb-95a0-0a0b6262de1e<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;MESSAGE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;You gathered [3] Herb.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;4096<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;b68a73c8-a35e-4c1b-8e75-e3b1ffa614c6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;move<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ELSE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;ENDIF<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了<br />
シート&nbsp;&nbsp;&nbsp;&nbsp;Growth Period<br />
&nbsp;&nbsp;&nbsp;&nbsp;グラフィック&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;向き固定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;物理&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;衝突判定&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;イベントと衝突&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動速度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動頻度&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;移動タイプ&nbsp;&nbsp;&nbsp;&nbsp;NONE<br />
&nbsp;&nbsp;&nbsp;&nbsp;押せる&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張X&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Z&nbsp;&nbsp;&nbsp;&nbsp;1.8<br />
&nbsp;&nbsp;&nbsp;&nbsp;判定拡張Y&nbsp;&nbsp;&nbsp;&nbsp;4<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件&nbsp;&nbsp;&nbsp;&nbsp;COND_TYPE_SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;比較演算子&nbsp;&nbsp;&nbsp;&nbsp;EQUAL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;インデックス&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;オプション&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル参照&nbsp;&nbsp;&nbsp;&nbsp;True<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ&nbsp;&nbsp;&nbsp;&nbsp;-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ポインタ名&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;参照名&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;条件終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;開始条件&nbsp;&nbsp;&nbsp;&nbsp;PARALLEL<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;高さ無視&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;判定拡張&nbsp;&nbsp;&nbsp;&nbsp;False<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;The Change Event Graphic is Important as it will not use the Change Elements During Sheet Execution Graphic.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;HLVARIABLE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;変数&nbsp;&nbsp;&nbsp;&nbsp;N:Harvest A<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;COMMENT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;120 sec is equal to 2 minutes real life.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;WAIT<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;小数&nbsp;&nbsp;&nbsp;&nbsp;5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;GRAPHIC<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Guid&nbsp;&nbsp;&nbsp;&nbsp;f4b03226-98ec-47e5-9f79-fc88c7b6e389<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;文字列&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;HARVEST<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド&nbsp;&nbsp;&nbsp;&nbsp;SWITCH<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ローカル変数&nbsp;&nbsp;&nbsp;&nbsp;GROW PERIOD<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;整数&nbsp;&nbsp;&nbsp;&nbsp;1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;コマンド終了<br />
&nbsp;&nbsp;&nbsp;&nbsp;スクリプト終了<br />
シート終了</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rogue Crew (Sci Fi) for Ace]]></title>
			<link>https://www.save-point.org/thread-8421.html</link>
			<pubDate>Thu, 16 Dec 2021 13:19:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6664">Mike_Everley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8421.html</guid>
			<description><![CDATA[Hi, the attached is a short 30 to 40 minute Sci-Fi game in which a Rogue Crew is sent on a covert mission to destroy a chemical plant. No prizes for originality!  It is mainly evented, although supported by some key scripts. It could easily be expanded into a longer game either through utilising some of the redundant gauges and lockers which are mainly decorative at present. Alternatively. additional missions could be added at the end. Feel free to do whatever you want with it and treat it as a base game. The only caveat being that you must own the Enterbrain Sci-Fi tilesets and characters along with the other Commercial Graphics used.<br />
<br />
Examples of where it could be expanded:<br />
<br />
1- A hull breach causing the life support gauge to drop. A crew member needs to use a space suit from one of the lockers in order to carry out repairs.<br />
2- Failure of the warp engine or plasma core resulting in a rising background radiation gauge until repairs are carried out.<br />
3- Use of the portable coms unit  located in one of the lockers on a field trip.<br />
<br />
You can either watch the cutscene Introduction or jump straight into the game. If you do the latter you will need to view the Mission Objectives on the monitor in the Captain's Office. In fact every monitor has useful information to discover.<br />
<br />
The benign onboard computer leads you through the game and basically tells you what to do. It will nag you until you comply,! No HAL though!!<br />
<br />
I have set the variables and parameters to make it fairly easy to tackle issues and win battles. These could be tweaked to make a harder game. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Slight Glitches</span><br />
<br />
1- Beware of the bridge lift door as if you press enter twice it is likely to send you back to where you came from. I am still working on that glitch.<br />
2- Just notice that if you get toolbox from Doc's locker you can go back and get it again. Didn't spot this until file uploaded. An easy fix. When Toolbox got, switch via Self Switch or Control Switch to a new Event Page where if you enter code it says "nothing here". Alternatively, set a variable to 0 and a conditional branch to give message when it is 0. Then give message and add 1 to the variable, The next time it is opened give the message "nothing here" under the Else branch of the conditional.<br />
3- Not real a glitch more a development issue. If you unlock safes and lockers from the Communications Centre Monitor some just show Captain's face when touched. This is because I am undecided about what to put in them. You can either put "nothing here" or add an item for the Captain to find.<br />
<br />
The main keys can be viewed on several monitors and also by pressing the Q key. The S key gives the status of the characters. The A key fires the ship's laser cannon and the D key the Cargo Crafts laser cannon. These keys only work when an enemy is present and the laser cannon is engaged. The W key is not currently utilised but could easily be added.<br />
<br />
Most timing is via play steps, so you need to wander around the ship looking at the distractions that are available. Vending machines that deliver cola and chocolate. Or a monitor to order food and drinks in the mess room. The monitors on the bridge give information on shields and weapons etc. Also on room allocation numbers to help you find your way around the ship. But don't stay on the bridge or you won't receive updates from the computer. This is basically to prevent you seeing characters disappear before your eyes. On the Scout Craft and Cargo Craft the timers count variables, so there is no need to move around on these smaller craft.<br />
<br />
I have tried to credit the creators of the graphics and scripts used, both here and in the end credits. However, some of the graphics were picked up on the Internet without sources being given and some have been heavily modified by myself. If you recognise any of your work, please let me know and I'll be more than happy to add you to the credits.<br />
<br />
Finally. the universal currency in this particular galaxy is the Galaxian. Although food and drink aboard the ship is purchased through allocated food and drink tokens.<br />
<br />
It is far from perfect, but I hope it is found useful.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Graphics</span>:<br />
Futuristic Tiles and Futuristic Characters by Enterbrain.<br />
SF Tiles by Enterbrain.<br />
Space Warehouse Tiles by Galacti-Chron.<br />
Sci-Fi Battlers by Enterbrain.<br />
Battlers by Ahorus.<br />
Sci-Fi Weapons and Armour by Graphic River.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scripts</span>:<br />
Command Window Icons by Yanfly.<br />
Neo Gauge by Pacman.<br />
Title, Menu and Map Name by Mewgles.<br />
Pause by TDS.<br />
Game Resolution by Falcao.<br />
Visible Battlers by Yami.<br />
Visible Injuries by Modern Algebra.<br />
Throw Weapon by Formar.<br />
Enemy HUD by Pacman.<br />
Fancy Death by Yami and Archeia_Nessiah.<br />
Victory Aftermath by Yanfly.<br />
Use Map as Battle Background by Karin's Soulkeeper.<br />
Show Face in Choices by Nana.<br />
Large Choices by Hime.<br />
Confusion Reverse Walk by TDS (Not used as yet. Ready for next development).<br />
Button Common Event by Yanfly. (from here you can set the W key to call the<br />
common event in the database entitled W, if you wish to use that key for<br />
some purpose.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Medifire Link</span>:<br />
<a href="https://www.mediafire.com/file/42hdcwl4dwx65m4/Rogue_Crew.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/42hdcwl4d...w.zip/file</a>]]></description>
			<content:encoded><![CDATA[Hi, the attached is a short 30 to 40 minute Sci-Fi game in which a Rogue Crew is sent on a covert mission to destroy a chemical plant. No prizes for originality!  It is mainly evented, although supported by some key scripts. It could easily be expanded into a longer game either through utilising some of the redundant gauges and lockers which are mainly decorative at present. Alternatively. additional missions could be added at the end. Feel free to do whatever you want with it and treat it as a base game. The only caveat being that you must own the Enterbrain Sci-Fi tilesets and characters along with the other Commercial Graphics used.<br />
<br />
Examples of where it could be expanded:<br />
<br />
1- A hull breach causing the life support gauge to drop. A crew member needs to use a space suit from one of the lockers in order to carry out repairs.<br />
2- Failure of the warp engine or plasma core resulting in a rising background radiation gauge until repairs are carried out.<br />
3- Use of the portable coms unit  located in one of the lockers on a field trip.<br />
<br />
You can either watch the cutscene Introduction or jump straight into the game. If you do the latter you will need to view the Mission Objectives on the monitor in the Captain's Office. In fact every monitor has useful information to discover.<br />
<br />
The benign onboard computer leads you through the game and basically tells you what to do. It will nag you until you comply,! No HAL though!!<br />
<br />
I have set the variables and parameters to make it fairly easy to tackle issues and win battles. These could be tweaked to make a harder game. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Slight Glitches</span><br />
<br />
1- Beware of the bridge lift door as if you press enter twice it is likely to send you back to where you came from. I am still working on that glitch.<br />
2- Just notice that if you get toolbox from Doc's locker you can go back and get it again. Didn't spot this until file uploaded. An easy fix. When Toolbox got, switch via Self Switch or Control Switch to a new Event Page where if you enter code it says "nothing here". Alternatively, set a variable to 0 and a conditional branch to give message when it is 0. Then give message and add 1 to the variable, The next time it is opened give the message "nothing here" under the Else branch of the conditional.<br />
3- Not real a glitch more a development issue. If you unlock safes and lockers from the Communications Centre Monitor some just show Captain's face when touched. This is because I am undecided about what to put in them. You can either put "nothing here" or add an item for the Captain to find.<br />
<br />
The main keys can be viewed on several monitors and also by pressing the Q key. The S key gives the status of the characters. The A key fires the ship's laser cannon and the D key the Cargo Crafts laser cannon. These keys only work when an enemy is present and the laser cannon is engaged. The W key is not currently utilised but could easily be added.<br />
<br />
Most timing is via play steps, so you need to wander around the ship looking at the distractions that are available. Vending machines that deliver cola and chocolate. Or a monitor to order food and drinks in the mess room. The monitors on the bridge give information on shields and weapons etc. Also on room allocation numbers to help you find your way around the ship. But don't stay on the bridge or you won't receive updates from the computer. This is basically to prevent you seeing characters disappear before your eyes. On the Scout Craft and Cargo Craft the timers count variables, so there is no need to move around on these smaller craft.<br />
<br />
I have tried to credit the creators of the graphics and scripts used, both here and in the end credits. However, some of the graphics were picked up on the Internet without sources being given and some have been heavily modified by myself. If you recognise any of your work, please let me know and I'll be more than happy to add you to the credits.<br />
<br />
Finally. the universal currency in this particular galaxy is the Galaxian. Although food and drink aboard the ship is purchased through allocated food and drink tokens.<br />
<br />
It is far from perfect, but I hope it is found useful.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Graphics</span>:<br />
Futuristic Tiles and Futuristic Characters by Enterbrain.<br />
SF Tiles by Enterbrain.<br />
Space Warehouse Tiles by Galacti-Chron.<br />
Sci-Fi Battlers by Enterbrain.<br />
Battlers by Ahorus.<br />
Sci-Fi Weapons and Armour by Graphic River.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scripts</span>:<br />
Command Window Icons by Yanfly.<br />
Neo Gauge by Pacman.<br />
Title, Menu and Map Name by Mewgles.<br />
Pause by TDS.<br />
Game Resolution by Falcao.<br />
Visible Battlers by Yami.<br />
Visible Injuries by Modern Algebra.<br />
Throw Weapon by Formar.<br />
Enemy HUD by Pacman.<br />
Fancy Death by Yami and Archeia_Nessiah.<br />
Victory Aftermath by Yanfly.<br />
Use Map as Battle Background by Karin's Soulkeeper.<br />
Show Face in Choices by Nana.<br />
Large Choices by Hime.<br />
Confusion Reverse Walk by TDS (Not used as yet. Ready for next development).<br />
Button Common Event by Yanfly. (from here you can set the W key to call the<br />
common event in the database entitled W, if you wish to use that key for<br />
some purpose.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Medifire Link</span>:<br />
<a href="https://www.mediafire.com/file/42hdcwl4dwx65m4/Rogue_Crew.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/42hdcwl4d...w.zip/file</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Evented Information Windows for RPG Ace]]></title>
			<link>https://www.save-point.org/thread-8402.html</link>
			<pubDate>Sat, 13 Nov 2021 22:12:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6664">Mike_Everley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8402.html</guid>
			<description><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Rogues Gallery</span><br />
<br />
This started out as an experiment with creating Information Windows with script calls. In order to make them more interesting I added a background picture using Show Picture and changed the window colour using Change Window Colour. The script call set the font and opacity and added text and a picture. The text message system was used to call an icon (\\i[n]) and a variable (\\v[n]). A transparent text box was called to hold the Information Window until Enter was pressed. Lastly, a script call was used to dispose of the window and the picture. Obviously, the Show Picture then needed to be erased and the Window Colour changed back to normal. As you can see this was all done by eventing.<br />
<br />
Three Information Windows were made: <br />
<br />
The first uses is a single window with a Green background picture and it is shown at the start to provide instructions. <br />
<br />
The second uses a Blue-Black picture and was made in 28 versions (4 characters from each of the 7 RPG Makers from 95 to MV. I didn't add MZ as I haven't that Maker). The result is a Top Trump style card system (except different parameters are used in each Maker. These would need to be converted to the same parameters if a Top Trump style game were to be made). I left them as in the original Makers to show similarities and differences. Also, a skill was added to each that was thought to be the most appropriate for each character. These form the Rogues Gallery.<br />
<br />
The third uses a single window with a Red background picture that shows Battle Results. (Battles Fought, Won, Escaped, Lost, Potions gained and Gold acquired). This needs a little work in order to line up the scores when at 0 and when a score is achieved. But it basically works well using multiple variables. <br />
<br />
All three Information Windows are in Common Events and called when required.<br />
<br />
That really is the basis of the evented Information Windows which could be used as templates in a game.<br />
<br />
To make it more interesting, I added a system whereby a Statute allows you to view the cards via a Menu divided into the various RPG Maker names. You have to read all 7 Menu Items (28 cards) before you can progress. If you try to cheat, you will be told how many you still have to read! When you have completed this task you will be transported to the Battlefield.<br />
<br />
This isn't really a Battlefield it is a test bed to try out the Rogues and their skills. You will find 7 Bronze Idols waiting. One for each of the Makers. At the start the Battle Result screen appears with scores showing a series of 0's. From the Menu that comes up you can select which of the Rogues from that Maker to fight along with the additional option of fighting all four. Win, Escape or Lose you Recover All as this is a test bed rather than a real battlefield.<br />
<br />
As a tip, fight the easier Rogues from each category first in order to build up EXP and to gain Potions that will be needed later (If you read the cards correctly you will know which Rogues are the easiest). Then move onto the harder Rogues. But, don't worry as you Recover All at the end of each battle whatever the outcome.<br />
<br />
The Battle scenario is fairly rudimentary and based mainly on Yanfly's scripts. It is really just to place the Rogues in action. The main purpose is to provide a template for evented Information Windows that others might find useful and may want to adapt.  <br />
<br />
Obviously, to use the graphics you must own the respective RPG Maker.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scripts Used</span>:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Core Scripts</span>:<br />
Star Passability Bug Fix - NeonBlack<br />
Event Jitter Fix - Neon Black<br />
YEA Core Engine - Yanfly<br />
YEA Battle Engine - Yanfly<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Battle Scripts</span>:<br />
Yami Visual Battlers Mod - Yami<br />
Visible Injury - Modern Algebra<br />
Yanfly Autobattle - Yanfly<br />
Yanfly Elemental Pop Ups - Yanfly<br />
Akea Enemy Gauge - Akea<br />
Turns - Prico<br />
Combat_Log - Yanfly<br />
Battle Command List - Yanfly<br />
Critical Flash - V.M. of D.T.<br />
Yanfly After Victory - Yanfly<br />
Map As Battleback - Karin's Soullkeeper<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Choice Scripts</span>:<br />
Face in Choices - Nana<br />
Large Choices - Hime<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Graphics Used</span>:<br />
Archers - Low<br />
RPG Makers - Various<br />
<br />
Mediafire Download:<br />
<br />
<a href="https://www.mediafire.com/file/xlqpfij9hhazzyo/Rogues_Gallery_95-MV.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/xlqpfij9h...V.zip/file</a>]]></description>
			<content:encoded><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Rogues Gallery</span><br />
<br />
This started out as an experiment with creating Information Windows with script calls. In order to make them more interesting I added a background picture using Show Picture and changed the window colour using Change Window Colour. The script call set the font and opacity and added text and a picture. The text message system was used to call an icon (\\i[n]) and a variable (\\v[n]). A transparent text box was called to hold the Information Window until Enter was pressed. Lastly, a script call was used to dispose of the window and the picture. Obviously, the Show Picture then needed to be erased and the Window Colour changed back to normal. As you can see this was all done by eventing.<br />
<br />
Three Information Windows were made: <br />
<br />
The first uses is a single window with a Green background picture and it is shown at the start to provide instructions. <br />
<br />
The second uses a Blue-Black picture and was made in 28 versions (4 characters from each of the 7 RPG Makers from 95 to MV. I didn't add MZ as I haven't that Maker). The result is a Top Trump style card system (except different parameters are used in each Maker. These would need to be converted to the same parameters if a Top Trump style game were to be made). I left them as in the original Makers to show similarities and differences. Also, a skill was added to each that was thought to be the most appropriate for each character. These form the Rogues Gallery.<br />
<br />
The third uses a single window with a Red background picture that shows Battle Results. (Battles Fought, Won, Escaped, Lost, Potions gained and Gold acquired). This needs a little work in order to line up the scores when at 0 and when a score is achieved. But it basically works well using multiple variables. <br />
<br />
All three Information Windows are in Common Events and called when required.<br />
<br />
That really is the basis of the evented Information Windows which could be used as templates in a game.<br />
<br />
To make it more interesting, I added a system whereby a Statute allows you to view the cards via a Menu divided into the various RPG Maker names. You have to read all 7 Menu Items (28 cards) before you can progress. If you try to cheat, you will be told how many you still have to read! When you have completed this task you will be transported to the Battlefield.<br />
<br />
This isn't really a Battlefield it is a test bed to try out the Rogues and their skills. You will find 7 Bronze Idols waiting. One for each of the Makers. At the start the Battle Result screen appears with scores showing a series of 0's. From the Menu that comes up you can select which of the Rogues from that Maker to fight along with the additional option of fighting all four. Win, Escape or Lose you Recover All as this is a test bed rather than a real battlefield.<br />
<br />
As a tip, fight the easier Rogues from each category first in order to build up EXP and to gain Potions that will be needed later (If you read the cards correctly you will know which Rogues are the easiest). Then move onto the harder Rogues. But, don't worry as you Recover All at the end of each battle whatever the outcome.<br />
<br />
The Battle scenario is fairly rudimentary and based mainly on Yanfly's scripts. It is really just to place the Rogues in action. The main purpose is to provide a template for evented Information Windows that others might find useful and may want to adapt.  <br />
<br />
Obviously, to use the graphics you must own the respective RPG Maker.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scripts Used</span>:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Core Scripts</span>:<br />
Star Passability Bug Fix - NeonBlack<br />
Event Jitter Fix - Neon Black<br />
YEA Core Engine - Yanfly<br />
YEA Battle Engine - Yanfly<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Battle Scripts</span>:<br />
Yami Visual Battlers Mod - Yami<br />
Visible Injury - Modern Algebra<br />
Yanfly Autobattle - Yanfly<br />
Yanfly Elemental Pop Ups - Yanfly<br />
Akea Enemy Gauge - Akea<br />
Turns - Prico<br />
Combat_Log - Yanfly<br />
Battle Command List - Yanfly<br />
Critical Flash - V.M. of D.T.<br />
Yanfly After Victory - Yanfly<br />
Map As Battleback - Karin's Soullkeeper<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Choice Scripts</span>:<br />
Face in Choices - Nana<br />
Large Choices - Hime<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Graphics Used</span>:<br />
Archers - Low<br />
RPG Makers - Various<br />
<br />
Mediafire Download:<br />
<br />
<a href="https://www.mediafire.com/file/xlqpfij9hhazzyo/Rogues_Gallery_95-MV.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/xlqpfij9h...V.zip/file</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Real Medieval Weaponry for RPG Maker Ace]]></title>
			<link>https://www.save-point.org/thread-8400.html</link>
			<pubDate>Mon, 08 Nov 2021 13:16:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6664">Mike_Everley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8400.html</guid>
			<description><![CDATA[This completes the trilogy of Herbalism, Armour and Weapons. <br />
<br />
The range of weapons is far from complete. Since the first stone age person hit their neighbour over the head with a rock, the human race has proved to be extremely inventive when it comes to producing new and better rocks. It is a shame that the same effort hasn't been put into healing neighbours! But, that is another matter. <br />
<br />
Also the categorisation of weapons is a little arbitrary. A sword, for example, can be used too cut, slash, thrust, stab and batter enemies. What a weapon is used for can cut across the categories set for it. Also, these categories are mainly modern and imposed upon Medieval weapons, rather than being Medieval themselves.<br />
<br />
The game itself is a fairly straightforward 2 map affair aimed at providing information. Just ask the person behind the desk and all will follow.<br />
<br />
Graphics Used:<br />
Weapons Icons - Graphic River<br />
Archer Sprites, Faces and Busts - Low <br />
<br />
Scripts Used:<br />
Face in Choices - Nana<br />
Larger Choices - Hime<br />
Info Window - Boros<br />
Notebook System - EST<br />
Gab Window - Yanfly<br />
Ace Message System - Yanfly<br />
Actor Message Codes - Yanfly<br />
<br />
Mediafire Download:<br />
<br />
<a href="https://www.mediafire.com/file/ybqimawgeesgfio/Medieval_Weaponry.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ybqimawge...y.zip/file</a>]]></description>
			<content:encoded><![CDATA[This completes the trilogy of Herbalism, Armour and Weapons. <br />
<br />
The range of weapons is far from complete. Since the first stone age person hit their neighbour over the head with a rock, the human race has proved to be extremely inventive when it comes to producing new and better rocks. It is a shame that the same effort hasn't been put into healing neighbours! But, that is another matter. <br />
<br />
Also the categorisation of weapons is a little arbitrary. A sword, for example, can be used too cut, slash, thrust, stab and batter enemies. What a weapon is used for can cut across the categories set for it. Also, these categories are mainly modern and imposed upon Medieval weapons, rather than being Medieval themselves.<br />
<br />
The game itself is a fairly straightforward 2 map affair aimed at providing information. Just ask the person behind the desk and all will follow.<br />
<br />
Graphics Used:<br />
Weapons Icons - Graphic River<br />
Archer Sprites, Faces and Busts - Low <br />
<br />
Scripts Used:<br />
Face in Choices - Nana<br />
Larger Choices - Hime<br />
Info Window - Boros<br />
Notebook System - EST<br />
Gab Window - Yanfly<br />
Ace Message System - Yanfly<br />
Actor Message Codes - Yanfly<br />
<br />
Mediafire Download:<br />
<br />
<a href="https://www.mediafire.com/file/ybqimawgeesgfio/Medieval_Weaponry.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ybqimawge...y.zip/file</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Real Medieval Armoury For RPG Maker Ace]]></title>
			<link>https://www.save-point.org/thread-8395.html</link>
			<pubDate>Tue, 02 Nov 2021 12:37:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6664">Mike_Everley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8395.html</guid>
			<description><![CDATA[To accompany Medieval Herbalist, I have added Medieval Armoury in an attempt to display the wide range of armour available. To do so I have introduced the classes of: Foot Soldier, Mounted Soldier, Archer/Crossbowman and Knight. (Someone could use the results in an analysis of the likelihood of death compared to economic ability to purchase armour if they felt compelled to do so. Falstaff's comment about "cannon fodder" comes to mind here!) <br />
<br />
However, problems arise as some pieces of armour come from the Early, Middle and Late Medieval Period. I have assumed an overlap that might not have existed. Also, knights tended to hand down obsolete armour for those below them in the class system to wear. In addition, soldiers scrounged equipment from the dead, allies and enemy, on the battlefield. So, foot soldiers might end up wearing armour from another class. Finally, for most of the Medieval Period, soldiers needed to provide their own armour, so what they wore represented their economic status.<br />
<br />
With regard to icons used, there is a shortage of chainmail icons and also a shortage of icons for specific pieces of plate armour, with most icons being for generic complete plate. I have tried to make icons for many of the specific pieces, usually by bodging-up (technical term) clip art and museum photographs etc. But, not being a graphic artist, the results are far from perfect! <br />
<br />
The resulting game takes place on one map - this time the armoury rather than the herbalist's. You need to turn the lights on first. After all you cannot read the book in the dark! When you are at it, you might as well turn the forge on as well, although you don't have to. Next, open the Blue Book. From then on it is fairly straightforward. You choose a class for your character, information is provided on the armour available for that class. You can then ask the Smith to make one piece (just as a demonstration, if used in a game this could be extended to cover all armour available). To make it you need to find the Gold to pay the Smith and the items needed to make the Armour. That's about it. I haven't added any parameters for the armour or costs in the database as, if used, you would need to tailor these to suit your game. Obviously the armour used by the Knight would provide far better protection than that offered to the Foot Soldier (PBI as they say "Poor Bloody Infantry), but cost more.<br />
<br />
The material and gold gathering, armour making and wearing stages are pretty rudimentary and would need to have much more sophisticated systems added if used in a game. They merely serve to illustrate possibilities.<br />
<br />
Lastly, as a bonus you can, if you find it, listen to Rudyard Kipling's poem "Tommy", written in 1890 about Society's attitude towards soldiers. As relevant today as when written. (It's not only Marvel who provide Easter Eggs!!).<br />
<br />
Resources:<br />
Scripts:<br />
Faces in Choices - Nana<br />
Large Choices - Hime<br />
Notebook System - EST<br />
Ace Message System - Yanfly<br />
Graphics:<br />
Blacksmith Forge and Smith - Pandamaru<br />
Blacksmith Shop Painting - Zanariya on Deviant Art<br />
<br />
Mediafire Link:<br />
<br />
<a href="https://www.mediafire.com/file/ce848qcxipv09dn/Medieval_Armoury.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ce848qcxi...y.zip/file</a>]]></description>
			<content:encoded><![CDATA[To accompany Medieval Herbalist, I have added Medieval Armoury in an attempt to display the wide range of armour available. To do so I have introduced the classes of: Foot Soldier, Mounted Soldier, Archer/Crossbowman and Knight. (Someone could use the results in an analysis of the likelihood of death compared to economic ability to purchase armour if they felt compelled to do so. Falstaff's comment about "cannon fodder" comes to mind here!) <br />
<br />
However, problems arise as some pieces of armour come from the Early, Middle and Late Medieval Period. I have assumed an overlap that might not have existed. Also, knights tended to hand down obsolete armour for those below them in the class system to wear. In addition, soldiers scrounged equipment from the dead, allies and enemy, on the battlefield. So, foot soldiers might end up wearing armour from another class. Finally, for most of the Medieval Period, soldiers needed to provide their own armour, so what they wore represented their economic status.<br />
<br />
With regard to icons used, there is a shortage of chainmail icons and also a shortage of icons for specific pieces of plate armour, with most icons being for generic complete plate. I have tried to make icons for many of the specific pieces, usually by bodging-up (technical term) clip art and museum photographs etc. But, not being a graphic artist, the results are far from perfect! <br />
<br />
The resulting game takes place on one map - this time the armoury rather than the herbalist's. You need to turn the lights on first. After all you cannot read the book in the dark! When you are at it, you might as well turn the forge on as well, although you don't have to. Next, open the Blue Book. From then on it is fairly straightforward. You choose a class for your character, information is provided on the armour available for that class. You can then ask the Smith to make one piece (just as a demonstration, if used in a game this could be extended to cover all armour available). To make it you need to find the Gold to pay the Smith and the items needed to make the Armour. That's about it. I haven't added any parameters for the armour or costs in the database as, if used, you would need to tailor these to suit your game. Obviously the armour used by the Knight would provide far better protection than that offered to the Foot Soldier (PBI as they say "Poor Bloody Infantry), but cost more.<br />
<br />
The material and gold gathering, armour making and wearing stages are pretty rudimentary and would need to have much more sophisticated systems added if used in a game. They merely serve to illustrate possibilities.<br />
<br />
Lastly, as a bonus you can, if you find it, listen to Rudyard Kipling's poem "Tommy", written in 1890 about Society's attitude towards soldiers. As relevant today as when written. (It's not only Marvel who provide Easter Eggs!!).<br />
<br />
Resources:<br />
Scripts:<br />
Faces in Choices - Nana<br />
Large Choices - Hime<br />
Notebook System - EST<br />
Ace Message System - Yanfly<br />
Graphics:<br />
Blacksmith Forge and Smith - Pandamaru<br />
Blacksmith Shop Painting - Zanariya on Deviant Art<br />
<br />
Mediafire Link:<br />
<br />
<a href="https://www.mediafire.com/file/ce848qcxipv09dn/Medieval_Armoury.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ce848qcxi...y.zip/file</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Real Medieval Herbalist For RPG Maker Ace]]></title>
			<link>https://www.save-point.org/thread-8390.html</link>
			<pubDate>Tue, 26 Oct 2021 11:21:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6664">Mike_Everley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8390.html</guid>
			<description><![CDATA[Real Medieval Herbalist<br />
<br />
Really a very simple event system to demonstrate use of a real Medieval Herbal rather than a Fantasy Herbal. <span style="font-weight: bold;" class="mycode_b">Warning</span>: Only for Game Play, for Real Life stick to Modern Medicine!<br />
<br />
Use of the system adds a more realistic view of Medieval Herbalism. However, this one map demonstration only takes places in the Herbalist's Shop (although you can switch the lights on and off!)<br />
<br />
In a Game you would need to provide mechanisms for the character to become inflicted with the State (either in Battle or by Map Traps etc). Also, a means for them to obtain Gold. I don't know many shops with a handy Gold Chest that you can dip into!<br />
<br />
In the Demonstration you can set which State your Character is inflicted with. Let them purchase Remedies that remove the State but leave their HP reduced, purchase Formulation Vehicles that do not remove the State but restore their HP, or purchase both to restore HP and remove State.<br />
<br />
It would be possible to add a Crafting System where the character has to obtain the items to make their own Formulation Vehicle to add the Remedy to.<br />
<br />
The Red Book shows the actual Medieval Remedies for a wide range of disorders (States). I have only used 7 in the demonstrations, but others could easily be added. <br />
<br />
The Blue Book shows the actual Medieval Formulation Vehicles that are available. For simplicity I have made them all costing 50 Gold and restoring 100% HP. This could be amended to make some more costly and more effective.<br />
<br />
Similarly, all Remedies cost 50 Gold and remove their respective States by 100%. Again this could be amended to make more costly Remedies more effective.<br />
<br />
I have included the Open Source Article on which this Demonstration was based in case you wish to learn more about Medieval Herbalism.<br />
<br />
Link added to Zip file on Mediafire.<br />
<br />
Scripts included:<br />
<br />
Nana - Face in Choices.<br />
Hime - Large Choices.<br />
EST - Notebook System.<br />
Yanfly - Ace Message System. <br />
<br />
<a href="https://www.mediafire.com/file/ksrrui6h7yc7ygn/Medieval_Herbalist.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ksrrui6h7...t.zip/file</a>]]></description>
			<content:encoded><![CDATA[Real Medieval Herbalist<br />
<br />
Really a very simple event system to demonstrate use of a real Medieval Herbal rather than a Fantasy Herbal. <span style="font-weight: bold;" class="mycode_b">Warning</span>: Only for Game Play, for Real Life stick to Modern Medicine!<br />
<br />
Use of the system adds a more realistic view of Medieval Herbalism. However, this one map demonstration only takes places in the Herbalist's Shop (although you can switch the lights on and off!)<br />
<br />
In a Game you would need to provide mechanisms for the character to become inflicted with the State (either in Battle or by Map Traps etc). Also, a means for them to obtain Gold. I don't know many shops with a handy Gold Chest that you can dip into!<br />
<br />
In the Demonstration you can set which State your Character is inflicted with. Let them purchase Remedies that remove the State but leave their HP reduced, purchase Formulation Vehicles that do not remove the State but restore their HP, or purchase both to restore HP and remove State.<br />
<br />
It would be possible to add a Crafting System where the character has to obtain the items to make their own Formulation Vehicle to add the Remedy to.<br />
<br />
The Red Book shows the actual Medieval Remedies for a wide range of disorders (States). I have only used 7 in the demonstrations, but others could easily be added. <br />
<br />
The Blue Book shows the actual Medieval Formulation Vehicles that are available. For simplicity I have made them all costing 50 Gold and restoring 100% HP. This could be amended to make some more costly and more effective.<br />
<br />
Similarly, all Remedies cost 50 Gold and remove their respective States by 100%. Again this could be amended to make more costly Remedies more effective.<br />
<br />
I have included the Open Source Article on which this Demonstration was based in case you wish to learn more about Medieval Herbalism.<br />
<br />
Link added to Zip file on Mediafire.<br />
<br />
Scripts included:<br />
<br />
Nana - Face in Choices.<br />
Hime - Large Choices.<br />
EST - Notebook System.<br />
Yanfly - Ace Message System. <br />
<br />
<a href="https://www.mediafire.com/file/ksrrui6h7yc7ygn/Medieval_Herbalist.zip/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/ksrrui6h7...t.zip/file</a>]]></content:encoded>
		</item>
	</channel>
</rss>