System Resources†
Change data for system sound effects, message windows, battle commands, etc. used during the game.
The following fields can be specified. Click on the field you wish to change, then select the part or file you wish to specify from the asset picker.
System Sound Effect Settings†
- Decide
- Cancel
- Cursor Movement
- Input String
- Delete Text
- Use Item
- Level Up
- Purchase Items
- Sell Items
- Escape Succeeded
- Monster Disappearance
- Use Skill
- Jump
- Open Main Menu
- Close Main Menu
System BGM Settings†
- Game Over
- Battle
- When Won the Battles
- When Stayed at Inns
Screen Transition Effects†
- Specify the motion created by the "Sprite Tool".
- When Leaving Maps
- When Entering Maps
- When Starting Battles (This is the effect of entering the battle from the map (until it goes dark).)
- When Finishing Battles (This is the effect when returning to the map after the Battle Result is displayed (until it goes dark).)
- Conversation Cast Display Effect
You can assign a set of sprites to be used to animate the entry and exit of the portrait that is displayed in the Display Conversation event panel.
The “DialogueAnimation” sprite set is assigned as the default data, so please use it as a reference when creating your own entry and exit animations. See below for the relation between the names of the motions in the sprite set and the movements of the portraits.
(!)When creating a new sprite set for this effect, do not change the motion name.
Motion Name | Portrait Motion |
LeftCharacterIn_Active | At the start of the conversation, Cast 1 appears as a speaker |
LeftCharacterIn_Inactive | At the start of the conversation, Cast 1 appears as a listener |
RightCharacterIn_Active | At the start of the conversation, Cast 2 appears as a speaker |
RightCharacterIn_Inactive | At the start of the conversation, Cast 2 appears as a listener |
LeftCharacterOut_Active | At the end of the conversation, Cast 1 leaves as the speaker |
LeftCharacterOut_Inactive | At the end of the conversation, Cast 1 leaves as the listener |
RightCharacterOut_Active | At the end of the conversation, Cast 2 leaves as the speaker |
RightCharacterOut_Inactive | At the end of the conversation, Cast 2 leaves as the listener |
LeftCharacter_ActiveToInactive | During the conversation, Cast 1 changes from speaker to listener |
LeftCharacter_InactiveToActive | During the conversation, Cast 1 changes from listener to speaker |
RightCharacter_ActiveToInactive | During the conversation, Cast 2 changes from speaker to listener |
RightCharacter_InactiveToActive | During the conversation, Cast 2 changes from listener to speaker |
Message Related†
- Render Container Window
You can specify a default image when placing Containers for Rendering in the Layout Tool.
- Menu Window
You can specify a default image when placing Container for Entry Selection in the Layout Tool.
- Selection Background
- Selection Frame
Menu and Other Operations†
- Equipment Type Icon
You can register icons indicating equipment types to be displayed on the “Equipment Type Selection” screen, for example, using the special format \equipicon.
- Page Position Current
- Page Position
- Player Icon on Simplified Map
You can specify an icon to display the player's position on the mini map.
- User-defined Icon
You can specify images to be inserted into the text displayed by events such as conversations and messages. Registered image can be inserted into text using the Input Support \i[X,Y].
Current Location Map†
- Event Image 1 to 10
You can specify icons to be displayed on the mini map.
Assign the icon specified in this section to “Image for Displaying Map” in Event Sheet > Change Elements During Sheet Execution.
When you create a new project, if you have specified "Normal" for the amount of assets, you will find the icon image in Resources > Images > BasicSet > Icons.
Battle Command Related†
- Escape Icon
- Back Icon
- New Icon
During Battles†
- Numbers for Damages
- Foot Effect on Turns
- Skill Chanting Effect