Description of Each Screen

This is a description of each screen provided in the default "Screen List".
Basically, each screen has its own defined function, and there are differences in the number of menu containers that can be placed, layout property options, etc.
This page describes the role of each screen, its specific specifications, the number of menu containers that can be placed, and the layout property options specific to that screen.

Please refer to this description along with the system layout (the default layout shown in red text in the Layout to be Assigned field of the Layout Tool).

Title

This is the title screen of the game.

01-Title.png
 

System

Loading

This screen is displayed during game loading.
If multiple layouts are created, it is possible to change the loading screen when going from Map A to Map B and from Map B to Map C.

02-System-Loading.png
 

Startup Logo

This is the screen that appears when the game is launched.

03-System-StartupLogo.png
 

In-Game Effects

Display Map Name

This screen displays the map name set in the Map Settings Palette > Basic tab when the player moves to maps in the game.
This screen will not appear if you set the map name not to be displayed in the Map Settings Palette>Basic tab.

04-InGame-MapName.png
 

Game Over

This screen is displayed when the game is over.

05-InGame-GameOver.png
 

Free Layout for Event

"Free Layout for Event" is a layout that can be called by the command script "Display Free Layout for Event".
A menu placed on this screen behaves as a "menu equivalent in the "Menu Screen" of the Screen List".

06-InGame-FreeLayoutForEvents.png
 

Menus

Menu

07-Menus-Menu.png
 

Item Selection

08-Menus-ItemSelection.png
 

Item Target Selection

09-Menus-ItemTargetSelection.png
 

Skill Activator Selection

10-Menus-SkillActivatorSelection.png
 

Skill Selection

11-Menus-SkillSelection.png
 

Skill Target Selection

12-Menus-SkillTargetSelection.png
 

Equipment Changer Selection

13-Menus-EquipmentChangerSelection.png
 

Equipment Type Selection

14-Menus-EquipmentPositionSelection.png
 

Equipment Item Selection

15-Menus-EquipmentItemSelection.png
 

Status

16-Menus-Status.png
 

Replace Member

17-Menus-ReplaceMembers.png
 

Cast Picture Book

18-Menus-CastPictureBook.png
 

Item Picture Book

19-Menus-ItemPictureBook.png
 

Skill Picture Book

20-Menus-SkillPictureBook.png
 

Maps

21-Menus-Maps.png
 

Backlogs

This screen allows you to view the backlog, which is mainly saved text displayed in the game.
In this screen, a scrollbar can be displayed by setting the Special Coordinate Specification Tag “ScrollBar” to the rendering container.
The page can also be switched by entering left or right.

#ref(): File not found: "47-Menus_Backlogs.png" at page "Screen List"

 

Save File Selection

22-Menus-SaveFileSelection.png
 

Overwrite Confirmation

23-Menus-OverwriteConfirmation.png
 

Config

24-Menus-Config.png
 

Exit Game Confirmation

25-Menus-ExitGameConfirmation.png
 

Input Bindings

This screen allows you to assign keyboard keys or gamepad buttons to in-game actions.
Use the action assigned to the submenu container to toggle between assigning a key or a button.
When creating this screen, refer to the structure of the system layout (default layout) as a guide.

48-Menus-InputBindings.png
 

When enabled, the variable assigned for the selected result/item starts from "1" instead of "0".

  1. Assign a dedicated action to the submenu container
    Assign the "Enter Input Bindings" to the "Action" property.
    In the system layout, the "Layout to be Opened" is set to a General Message layout, which displays a prompt for input.
  2. Place a text panel as a child of the submenu container and configure a special format
    To display the name of the assigned key or button, place a text panel and set a special format in "Specify What to Display in the Panel".
    • Special Formats to Display Assigned Keys/Buttons
      There are four special formats used to display assigned key/button names:
      For keyboard assignment: \keybindmenu[][], \keybindmap[][]
      For gamepad assignment: \padbindmenu[][], \padbindmap[][]
      • Gamepad Button Names
        For DirectInput controllers, button names are displayed using names that correspond to those of XInput controllers.

Conversation

Message

26-Conversation-Message.png
 

Conversation

27-Conversation-Conversation.png
 

Ticker

28-Conversation-Ticker.png
 

General Message

29-Conversation-GeneralMessage.png
 

Selection

30-Conversation-Selection.png
 

Input String

31-Conversation-InputString.png
 

Stores

Selection

32-Stores-Selection.png
 

Buy

33-Stores-Buy.png
 

Quantity Purchased

34-Stores-QuantityPurchased.png
 

Sell

35-Stores-Sell.png
 

Quantity Sold

36-Stores-QuantitySold.png
 

Discard Item Selection

37-Stores-DiscardItemSelection.png
 

Discard Item Confirmation

38-Stores-DiscardItemConfirmation.png
 

Inns

39-Stores-Inns.png
 

Enhancement Item Selection

40-Stores-EnhancementItemSelection.png
 

Battles

Battle Messages

41-Battles-BattleMessages.png
 

Battle Statuses

42-Battles-BattleStatuses.png
 

Battle Skill Selection

43-Battles-BattleSkillSelection.png
 

Battle Item Selection

44-Battles-BattleItemSelection.png
 

Battle Commands

45-Battles-BattleCommands.png
 

Battle Results Window

46-Battles-BattleResultsWindow.png
 

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Last-modified: 2025-10-16 (Thu) 06:05:23