Other Runtime Actions

## Back and forth moving and turning

Applicable only for Tank or Vehicle basic movement inputs

Move forward: carries out movement of object forward
 Turn
Turn right: rotate object in clockwise direction
Turn left: rotate object in an arc in anticlockwise direction
 Display direction

## Template move settings

 Move up/down
 Bound
 Random
 Move towards nearby player
 Move away from nearby player
 Stop
 Don’t drop levels
 Ignore wall detection of other objects
 Ignore tile’s wall detection

## Lock object

Locking means that a targets for given actions is marked by the object executing the locking; by locking, an object can be made to move towards a specific target or fire a bullet towards an object that is moving randomly.

 Lock objects within field of vision/lighting
 Lock objects on screen
 Set objects to lock
 Set by target variable/switch
 Not set

## Release lock

Cancels locks set on the object group or type

## Generate object

 Position
The position of the generated object may be adjusted by the number of specified pixels for the X and Y axes.
 Generate as child object
 Match generated object orientation to this object
 Lower this object’s display priority
 Attached generated object to grid

## Move object

 Set coordinates and move
 Move to specified object
 Set move speed
 Set object to move

## Execute object action

This Runtime Action activates the selected Action Box enabling to skip entire logic trees. This Runtime Action also allows for unlinked logic trees to be activated on demand.

## Move layer

This Runtime Action moves the object executing the logic to a selected layer. Layers are listed in numerical order, with Layer 1 being the topmost layer.

## Fire bullet

This Runtime Action fires a bullet selected from the drop down list. Bullets have to be defined in the Bullet Shot Settings tab.

The bullet's origin is the Connection Point, which is set up through the Animations tab. If the Object is executing an animation which does not have the specified Connection Point, the Runtime Action will activate but the bullet will neither appear on the scene nor be fired.

## Destroy object

This Runtime Action eliminates an object from the scene.

## Restore destroyed object

This Runtime Action restores a destroyed object restoring it to its default Action Box and at the location at which it is originally defined on the scene.

## Disable object

The object is disabled from the scene, and will therefore disappear, keeping its identity, location information, and other data until it is enabled again.

## Enable disabled object

Restores a disabled object at the point at which it was disabled. In certain cases, for the action to work normally, a logic to exit the Action Box that activates the Disable Object Runtime Action is to be defined.

## Change switch/variable

It is possible to toggle switches attached to specific objects when certain action boxes are triggered, and likewise it is possible to perform change the value of variables, or make so that they correspond to other variables. For instance it is possible to set a number of variables such as Scale X (%) and Scale Y (%) to be equivalent to a new variable so that they are controlled by the new variable.

## Reset switch/variable

Resets a specific switch or variable to the default parameters specified in the Variable Management and Switch Management tabs.

## Apply filter effects on object

Applies the selected filter effect on the object's sprite art to the specified percentage opacity. Values of 0 will render the effect invisible, whilst a value of 100% will be fully visible, and in the case of Apply Selected Color, the color will overlay the sprite art completely. Different filter effects can be applied to a single object at any one time.

A series of filter effects can be applied.

The Time Until Completion can be specified for any filter and indicated the time in seconds for the effect to reach the specified percentage opacity starting from zero. A value of zero will apply the effect as soon as the Runtime Action is called.

Some filter effects override others as in PGMMV Version 1.0.5.3. For instance, placing a Transparency filter before an Apply Selected Color filter will result in only the latter filter displaying correctly.

## Wait

The Wait runtime action allows the sequence of actions inside of action boxes to be paused for a specified duration in seconds. The order by which runtime actions are executed is sequential, therefore the Wait runtime action needs to be placed before the sequence that needs to be delayed.

## Additional information

Other runtime actions include the following:

* Push/Pull Object
* Delete filter effects on object
* Apply screen effects to scene
* Delete screen effects from scene
* Change scene gravity effect
* Rotate/flip scene
* Shake scene
* Show effect
* Hide effect
* Show particles
* Hide particles
* Disable layer display
* Enable layer display
* Disable layer motion
* Enable layer motion
* Change camera display area
* Audio playback
* Stop audio item
* Save playhead start time
* Play video
* Display image
* Show text
* Show scrolling text
* Change game speed
* Wait
* Timer function
* End scene
* Execute script
* Show menu screen
* Hide menu screen
* Load a file
* Change animation set
* Change the volume of SE by the distance between targets
* Get the display language
* Get object coordinates from game screen
* Show mini map
* Hide mini map
* Show choices
* Show message