- The added line is THIS COLOR.
- The deleted line is THIS COLOR.
#author("2022-11-10T14:28:51+00:00","default:admin","admin")
***We have translated the half way through, please use Google Translate on the left to translate the rest. (October 17) [#h338bacc]
#author("2024-10-23T22:00:43+09:00","default:admin","admin")
*What are State Definitions [#o3ec9dd2]
*What are State Definition [#o3ec9dd2]
A "state" can be granted to a terrain or skill, which, during the game, changes the cast's abilities or behavior.
You can create a "poison swamp" by giving the terrain a poisonous state, or if you give it to a skill, you can create "paralyzing attack magic" or "magic that increases the attack power of allies".
This section specifies the effects of the various states on the ability and the conditions under which they are released.
「状態」は、地形やスキルに付与させることで、ゲーム中に、キャストの能力や行動に変化をもたらします。
地形に毒状態を付与して「毒の沼」を作ったり、スキルに付与すれば「麻痺攻撃魔法」や「味方の攻撃力アップ魔法」などを作ることができます。
ここでは、各種状態の能力への影響や解除条件などを設定します。
//COLOR(#FF0000):画像入る
#ref(./Database_StateDefinition.png,50%)
#br
#contents
**Function Description [#pfac834d]
//COLOR(#FF0000):画像入る
#ref(./State Add.png,80%)
#br
- ''Add''
状態を追加します。
Add a state.
- ''Add Folder''
フォルダーを作成します。
Create a folder.
- ''Copy''
選択した状態のデータをコピーします。
Copy the data in the selected state.
- ''Paste''
コピーされた状態のデータを最後列にペーストします。
Paste the data in the copied state into the last column.
- ''Delete''
状態のデータを削除します。
Delete state data.
-''Management Tags + Notes''
管理タグを付けたり、覚書をメモすることことができます。
タグは行頭に#を付けて登録します。この欄に記入したタグやメモはゲーム中には表示されません。
You can add management tags and jot down memorandums.
Tags are registered by adding # to the beginning of the line. Tags and notes entered in this field will not appear in the game.
//The specified tags can be used to narrow down the entries displayed in the "Picture Book" screen, etc., by specifying them in the Layout Tool function.
#br
''&color(red){(!)};''When specifying multiple tags, please DO NOT leave spaces between them.
If you put #atk#def, it will be displayed regardless of whether you filter by #atk or #def.
if you put a space like #atk #def, it will not be displayed when you filter by #atk, but only when you filter by #def.
**State Definition Properties[#pfac834d]
//COLOR(#FF0000):画像入る
#ref(./Database_StateDefinition_Name.png,80%)
#br
-''Name''
状態の名前を入力します。
また、状態の説明文を書くことができます。
Enter a name for the state.
You can also write a description of the state.
-''Icon Image''
Specify an icon image of this state to be displayed in the game.
-''Multiplexing''
同一キャストに何度も使用した場合の動作について設定します。
-''Motion When Used''
Specify the motion to be displayed when the cast becomes in this "state".
--''Type''
「Disable」「Removal Condition: Overwriting」「Removal Condition: Adding」から選択します。
**Influence of State Change [#dbdfea5d]
#ref(./Database_StateDefinition_Abilities.png,80%)
#br
-''Removal Condition''
Specify the removal condition under which the state will be maintained.
***Basic Settings [#gb7bc6ca]
Specify basic information such as the probability of changing to a "state" and the conditions under which the "state" ability is removed.
--''When Battle Ends''
オンにすると、バトル終了時に効果が無くなります。
--''Success Rate''
Specify the probability that the cast will actually change to this state when the conditions for this change are met.
For example, if an attack is made with a weapon that has "sleep" as an attack attribute, and the attack hits the opponent, this success rate is referenced when determining whether the opponent is actually going to "sleep".
A random number between 0 and 100 is compared with the "Resistance to State" of the attack target, and if the random number exceeds it, the "state" is granted.
--''When Receiving Damage''
設定された数値分だけダメージを受けると効果が無くなります。
--''Multiplexing''
Specifies the behavior when the same cast is affected by this "state" again while it continues to have this "state" ability.
//Select from "Disable", "Removal Condition: Overwriting" and "Removal Condition: Adding".
|Disable|This “state” cannot be multiplexed.|
|Removal Condition: Overwriting"|This “state” can be multiplexed. When the multiplexing is applied, the ongoing release condition will be overwritten (reset).&br;Example: If the condition for removal turn is 3, when a multiplexing is performed while the number of turns remaining to removal is 1, it will be counted from turn 0 again.|
|Removal Condition: Adding|This “state” can be multiplexed. When a multiplexing is performed, a new removal condition will be added to the ongoing removal condition.&br;Example: If the condition for removal turn is 3, and a multiplexing is performed while the number of remaining turns to removal is 1, the original condition for removal turn 3 is added to the number of remaining turns, and the number of remaining turns to removal becomes 4.|
--''Number of Steps Moved(マップ秒数)''
キャストの移動歩数が設定された数値に達した時に効果が無くなります。
--''Probability''
設定した確率で効果が無くなります。
--''Assign Terrain State Change''
Assign this "state" to which terrain state change.
For example, if "State A" is assigned to "sleep" and "sleep" is turned on in Resources > [[Terrains]] > State Change player will be in "Sleep" = "State A".
--''Number of Turns''
バトルのターン数が設定した数値に達した時に効果が無くなります。
--''Move to Back of the Party while Granted''
If turned on, a cast member who becomes in this state during a battle will automatically move to the end of the party member lineup.
This feature is enabled when Game Definition > [[Rules and Operations]]>"Rearrange by State During Battle" is on.
-''Removal Condition''
Specify the conditions under which this "state" is to be removed.
-''Assign Terrain State Change''
このデータを、どの地形状態変化に割り当てるかを指定します。
--''When Battle Ends''
When turned on, the ability is lost at the end of the battle.
--''Number of Turns(In Battles)''
When turned on, the ability is removed at the end of the battle.
-''Icon Image''
ゲーム内で表示する、この状態のアイコン画像を設定します。
--''Probability(%)(In Battles)''
A judgement is made on each turn during battle, and the ability is lost with a specified probability.
-''3D Model''
ゲーム内で表示する、この状態の3Dモデルを設定します。
--''Cumulative Damage(In Battles)''
If the HP takes more than the specified amount of cumulative damage from the time it enters this "state," it loses its ability.
Only damage received during battles is affected; damage received on maps does not affect the judgement.
Damage values are added across battles.
--''Time (Sec)(On Map)''
The ability disappears after a specified number of seconds on the map.
**State Defintion・Influence of State Change[#pfac834d]
-''Change in Appearance When Applied''
Specify the appearance to be taken when the target enters this “state”.
If multiple “states” are assigned, the most recently assigned “state” will be applied.
//COLOR(#FF0000):画像入る
--''Display in Translucent (In Battles)''
The target with this “status” will appear translucent during battles.
#ref(./Database_StateDefinition_InfluenceofStateChange.png,80%)
#br
--''Display Color (In Battles)''
The color of the target graphic with this “state” will be multiplied by the color assigned in this section during battles.
-''Abnormal Action''
この状態になった場合の行動について設定します。
--''Display in Translucent (On Maps)''
The target with this “state” will appear translucent when it is on maps.
--''Unable to Act''
YESにすると、この状態の時は行動不能になります。
--''Display Color (On Maps)''
When a target with this “state” is on maps, its graphic color will be multiplied by the color assigned in this section.
--''Attack''
YESにすると、バトル時に入力コマンドを無視して他キャストに攻撃をします。
-''Message''
Specify the message text to be displayed when the cast changes to this "state" during battle.
The text specified here will be displayed in Layout Tool > [[Battle Messages:https://rpgbakin.com/pukiwiki_en/?Screen+List#b16fe321]].
---''Target''
攻撃する対象を「All Allies」「All Enemies」「Oneself」「Except Oneself」「All Enemies and Allies」「All Except Oneself」から選択します。
---''When Activated on Ally''
Enter a message when an ally becomes in this state.
--''Auto Damage''
YESにすると、一定の間、自動でダメージが発生します。
---''When Activated on Opponent''
Enter a message when the opponent becomes in this state.
---'' Frequency (Battle Turns)''
バトル時にダメージが発生する周期を、バトルターン数で設定します。
---''When State Continues''
Enter a message when this state continues.
---'' Damage Type (Battles)''
バトル時に発生するダメージのタイプを指定します。「直値)」「HP割合」「最大HP割合」から選択します。
---''When State Ends''
Enter a message when this state ends.
---''Damage Parameter (Battles)''
どのくらいのダメージが発生するかを設定します。
ダメージタイプが「直値」のときは発生1回分のダメージ値を、「HP割合」のときは現在のHPに対するパーセンテージを、「最大HP割合」のときは最大HPに対するパーセンテージをそれそれ入力します。
***State Abilities [#u3468c2a]
Specify the ability when the cast enters this "state".
The Add button opens the "Ability Selector Dialog".
Selecting an ability closes a dialog that allows you to specify the parameters of the ability (e.g., the amount of damage for automatic damage).
---'' Appearing Cycle (Map Steps)''
マップ上でダメージが発生する周期を、キャストの移動歩数で設定します。
-''Ability Selector''
Switch to "Category" and select the "Ability" that you wish to specify.
If you specify an "ability" that can only be set to one "state", it will not appear in this dialog.
#ref(./Database_StateDefinition_AbilitySelector.png,60%)
#br
---'' Damage Type (Map)''
マップ上で発生するダメージのタイプを指定します。「直値)」「HP割合」「最大HP割合」から選択します。
-''Abnormal Action''
//Specify what to do in the event of this state.
---'' Damage Parameter (Maps)''
どのくらいのダメージが発生するかを設定します。
ダメージタイプが「直値」のときは発生1回分のダメージ値を、「HP割合」のときは現在のHPに対するパーセンテージを、「最大HP割合」のときは最大HPに対するパーセンテージをそれそれ入力します。
--''Unable to Act (In Battles)''
It is the ability to become incapable of action during battle.
--''Forced Grant at HP=0''
「YES」にすると、キャストのHPが一定以下になると強制的にこの状態になります。
--''Auto Attack (In Battles)''
The ability to ignore input commands during battle and attack the assigned cast.
If selected YES, it will ignore input commands and attack other cast members during battle.
--''Force Granting HP Ratio (%)''
上記項目で「YES」にした場合、強制付与されるHPの割合を設定します。
--''Auto Damage (In Battles:(HP))''
It is an ability that automatically causes damage to be incurred for each Consumption Status consumed in each assigned turn during battle.
The status name in parentheses () indicates the consumption value for which the ability is targeted.
//The damage value can be set as "direct value", "rate of consumption value to the current value" or "rate of consumption value to the maximum value".
//A negative value in the damage value will result in the ability to automatically recover the consumption value.
The Edit button opens a dialog where you can enter the following parameters.
|Target|You can select the consumption value for which damage is to be inflicted.|
|Damage Parameter (Battle)|Assigns a damage value. Depending on the Damage Type setting, the value specified will either be treated as a “direct value” or as a “rate (%)”.&br;Specifying a negative value will result in the ability to automatically recover the consumption value.|
|Damage Type (Battle)|Specifies how the values set in the damage parameter are treated when affecting the target consumption value.&br;"Direct Value": The specified value is treated as an as-is value.&br;"Rate (Current Value)": The specified value is treated as a rate (%) of the current consumption value.&br;"Rate (Max Value)": The specified number is treated as a rate (%) of the maximum consumption value.&br;|
|Frequency (Battle Turns)|Specify how many turns of damage will occur each turn.|
|Minimum Value|Specifies the lower limit of the consumption value when this ability reduces the consumption value of the target.&br;For example, if “1” is set in the “Lower Limit”, the status will never fall below “1” even if it continues to be affected by effects such as “Poison”. |
-''States Removed Upon Granting''
--''Remove''
解除される状態をオンに設定します。
--''States''
一覧には、現在登録されている「状態」が表示されます。
--''Auto Damage (On Maps:(HP))''
It is the ability to automatically cause damage to the Consumption Status consumption value every assigned number of seconds on the map.
The status name in parentheses () indicates the consumption value for which the ability is targeted.
//The damage value can be set as "direct value", "rate of consumption value to the current value" or "rate of consumption value to the maximum value".
//A negative value in the damage value will result in the ability to automatically recover the consumption value.
The Edit button opens a dialog where you can enter the following parameters.
|Target|You can select the consumption value for which damage is to be inflicted.|
|Damage Parameter (Maps)|Assigns a damage value. Depending on the Damage Type setting, the value specified will either be treated as a “direct value” or as a “rate (%)”.&br;Specifying a negative value will result in the ability to automatically recover the consumption value.|
|Damage Type (Map)|When affecting the target consumption values, specify how the values set in the damage parameter are to be treated.&br;"Direct Value": The specified value is treated as an as-is value.&br;"Rate (Current Value)": The specified value is treated as a rate (%) of the current consumption value.&br;"Rate (Max Value)": The specified number is treated as a rate (%) of the maximum consumption value.&br;|
|Occurrence Period (Seconds on Map)|Specify how many seconds the damage will occur.|
|Minimum Value|Specifies the lower limit of the consumption value when this ability reduces the consumption value of the target.&br;For example, if “1” is set in the “Lower Limit”, the status will never fall below “1” even if it continues to be affected by effects such as “Poison”. |
-''Influence on Abilities''
付与時に各能力へ与える影響値を設定します。
各能力ごとに、-9999から9999の間で指定できます。
--''Force Granting Below a Certain Value''
The ability to force a cast to enter this "state" when the consumption value of an assigned consumption status is less than a specified rate of its maximum value.
For an ability, you can specify the consumption value at which the ability is judged to be triggered and the threshold at which it is triggered when the consumption value falls below a certain rate.
--''Max HP''
入力した数値分、最大HPが変化します。
--''Disable Command ''
Assigning a “tag” to a battle command disables the ability to select that command from the battle command menu.
Assign the default tags such as “Attack” and “Skill” or the tags specified in the “Battle Command Menu” under Database > Casts > [[Battles:https://rpgbakin.com/pukiwiki_en/?Casts#k1ba20ce]].
''&color(red){(!)};''This ability is to “disable command selection”. Therefore, it cannot disable a monster's “action by battle action AI”. Note that it is currently not possible to block a monster's skills during battles, for example.
--''Max MP''
入力した数値分、最大MPが変化します。
--''Attack Power''
入力した数値分、攻撃力が変化します。
-''State Disabling''
The cast member receiving this ability will not change to the assigned "state".
For example, if the "State Disabling (Poison)" ability is enabled, the cast will not be "poisoned".
--''Magical Power''
入力した数値分、魔力が変化します。
-''State Granting''
Assigns an additional “state” to the target.
--''Defense Power''
入力した数値分、防御力が変化します。
---If “Not Granted” is assigned, the specified “state” is granted to the target cast when it is not in that state.
For example, if you assign [State Granting - Not Granted - “Sleep”] as the “poison” ability, then when a cast member who is not poisoned is put into the “poison” state by an event, “Sleep” will also be given to the cast member.
--''Agility''
入力した数値分、素早さが変化します。
---If “Granted” is assigned, then the specified “state” will be granted when the target cast member is in the “state”.
For example, if you assign “State Granting - Granted - ‘Deadly Poison’” as the “Poison” ability, then when the “poisoned” cast is “poisoned” by an event, “Deadly Poison” will also be granted to them.
''&color(red){(!)};''If the cast is not “poisoned” in the above example, this ability is disabled.
''&color(red){(!)};''This ability will not work unless the “State” Multiplexing setting is specified as ''other than "Disable"''.
''&color(red){(!)};''It is recommended to specify the ability to remove the ''poison'' condition together with this ability.
--''Evasion Rate''
入力した数値分、回避率が変化します。
-''State Recovery''
Recover an assigned “state”.
''&color(red){(!)};''Unlike the “state disabling” ability, this ability only removes the “state” once.
--''Accuracy''
入力した数値分、命中率が変化します。
- ''State Change (When Removed) ''
When this “state” is removed, the assigned “state” is granted to the target.
However, if the “state” is disabled by a “State Disabling” ability, this ability will not work.
|Always|When this “state” is removed except by “State Disabling”, the assigned “state” is given.|
|At Removal Condition|When this “state” is removed by the “Removal Condition”, the assigned “state” is given.|
|At State Recovery|When this “state” is recovered by a skill, state, etc., or in other words, when this “state” is removed except by a “Removal Condition,” the assigned “state” is given. |
-''Influence on Equipment''
付与時に装備に与える影響を設定します。
-''Change in Status''
It is the ability to change the value of each status.
The range of change can be specified as a direct value or as a rate.
Values can be specified between -999999 and 999999.
If assigned as a rate, the current ability value will be changed by multiplying the current ability value by the rate (%).
Ex. If the rate is 50, the current ability value will be increased by 50% multiplied by the current ability value.
This ability, like the item, is valid not only in battle, but also on maps.
#br
There is a limit to the final status value that considers the increase or decrease value due to abilities.
Please check the [[Growth Factors:https://rpgbakin.com/pukiwiki_en/?Casts#Database_Cast_GrowthFactors]] section.
Ex. The status of the keyword "mhp" (default name is "Max HP") cannot be less than 1.
--''Weapon''
「Fixed」にすると、現在装備している武器が外せなくなります。
「Disabled」にすると、武器を装備することができなくなります。
-''Raise in Resistance:Attributes''
This ability increases the resistance to the “attribute” of the target cast by a value. (Specifying a negative value will decrease the resistance.)
--''Arm Armor''
「Fixed」にすると、現在装備している腕防具が外せなくなります。
「Disabled」にすると、腕防具を装備することができなくなります。
-''Raise in Resistance:States''
This ability increases the resistance to the “state” of the target cast by a value. (Specifying a negative value will decrease the resistance.)
--''Headgear''
「Fixed」にすると、現在装備している頭防具が外せなくなります。
「Disabled」にすると、頭防具を装備することができなくなります。
--''Body Armor''
「Fixed」にすると、現在装備している体防具が外せなくなります。
「Disabled」にすると、体防具を装備することができなくなります。
-''Equipment''
It is the ability to influence the removal and attachment of equipment.
You can choose the following abilities for each designated equipment body part.
|No Change|It does not affect anything about the current equipment ability. In other words, if they already have the "Equipment Fixed/Disabled" ability, the "Equipment Fixed/Disabled" will not be removed even if they enter a "state" in which they have this ability.|
|Fixed|Currently equipped equipment cannot be removed.|
|Disabled|They will no longer be able to equip items at the assigned equipment body parts.|
--''Equipment 1''
「Fixed」にすると、現在装備している装備品1が外せなくなります。
「Disabled」にすると、装備品1を装備することができなくなります。
--''Equipment 2''
「Fixed」にすると、現在装備している装備品2が外せなくなります。
「Disabled」にすると、装備品2を装備することができなくなります。
-''Battle''
It is the ability to influence during battle.
For each parameter, you can specify a value between -9999 and 9999.
''&color(red){(!)};''The values applied to each party member are combined and have the ability to affect the outcome.
However, please keep in mind the following:
---It does not include the ability of reserve members.
---The ability to receive from the same "state" is not duplicated.
For example, the abilities of member 1 and member 2 from the same "state A" are not combined.
On the other hand, the abilities of member 1 and member 2 from "state A" and "state B", respectively, are combined.
-''Influence on Battles''
付与時のバトルでの影響を設定します。
各項目ごとに、-9999から9999の間で指定できます。
--''Add Attack Count''
入力した数値分だけ攻撃回数が変化します。
It is the ability to change the number of attacks by the number entered.
--''Preemptive Attack Rate (%)''
入力した数値分だけ先制攻撃率(%)が変化します。
The ability to add or subtract the entered value (%) to or from the Preemptive Attack Rate (%).
For example, "25" would increase the Preemptive Attack Rate by 25%.
The values applied to each party member for this ability are added together to affect the result.
--''Critical Blow Rate (%)''
入力した数値分だけ会心発生率(%)が変化します。
--''Critical Hit Rate (%)''
The ability to add or subtract the entered number (%) to or from the Critical Hit Rate (%).
For example, "25" will increase the Critical Hit Rate by 25%.
--''Reward Rate (%)''
入力した数値分だけ報酬率(%)が変化します。
--''Max Damage/Recovery Amount''
This is the ability to add the specified value to the "Basic Max Damage/Recovery Amount" for this game set in [[Game Definition>[[Rules and Operations]]].
--''EXP Growth Rate (%)''
入力した数値分だけ経験値率(%)が変化します。
--''Reward Price (%)''
The ability to add or subtract the entered value (%) to or from the rate of Reward Price (%) that can be obtained from defeated enemies after the battle.
For example, "25" would increase the Reward Price by 25%.
The values applied to each party member for this ability are added together to affect the result.
--''Item Obtaining Rate (%)''
入力した数値分だけアイテム入手率(%)が変化します。
--''EXP Growth Rate(%)''
The ability to add or subtract the entered number (%) to or from the rate (%) of the amount of EXP gained from the defeated enemy after the battle. For example, "25" will increase the EXP gained by 25%.
-''Influence on Map Movement''
付与時の、マップ移動時での影響を設定します。
--''Item Drop Rate (%)''
The ability to add or subtract the entered value (%) to the Item Drop Rate (%) that can be obtained from defeated enemies after the battle.
For example, "25" would increase the drop rate by 25%.
The values applied to each party member for this ability are added together to affect the result.
--''Change in Number of Encounters''
敵とのエンカウント数が、入力した数値分変化します。
--''Disable Encounters''
「YES」にすると敵がエンカウントしなくなります。
--''Change in Targetability (%)''
//マイナス値にはならない
The ability to add or subtract the entered number (%) to or from the targetability (%).
The higher the value, the more likely it is to be targeted as an attack target.
The actual target of the attack depends on the relative targetability values of each party member and the "Personality" of the enemy, which is specified in Database > Casts > [[Battles:https://rpgbakin.com/pukiwiki_en/?Casts#k1ba20ce]].
--''Increase Movement Speed(%)''
入力した数値%だけ、移動速度が変化します。
-''Map Movement''
It is the ability to influence when moving around maps.
''&color(red){(!)};''The values applied to each party member are combined and have the ability to affect the outcome.
However, please keep in mind the following:
---It does not include the ability of reserve members.
---The ability to receive from the same "state" is not duplicated.
For example, the abilities of member 1 and member 2 from the same "state A" are not combined.
On the other hand, the abilities of member 1 and member 2 from "state A" and "state B", respectively, are combined.
--''Move to Back of Party Train''
「YES」にすると、この状態のキャストがパーティ隊列の最後尾に移動します。
--''Change in Number of Encounters (%)''
The ability to add or subtract the entered number (%) to or from the rate (%) of encounters with enemies.
The position on the map where the player is affects the number of enemies specified in the Map Editor > Map Settings palette > [[Enemy Distribution:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#ye15ba1e]].
--''Display in Translucent''
「YES」にすると、この状態のキャストが半透明で表示されます。
--''Change in Encounter Rate (%)''
The ability to add or subtract the entered number (%) to or from the encounter probability (%) with enemies.
The position on the map where the player is affects the number of enemies specified in the Map Editor > Map Settings palette > [[Enemy Distribution:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#ye15ba1e]].
The values applied to each party member for this ability are added together to affect the result.
As a result of this ability, if the encounter probability is 0%, the enemy will not be encountered.
--''Increase Movement Speed (%)''
The ability to add or subtract the entered number (%) to or from the rate (%) of the player's movement speed.
For example, "25" will increase the movement speed of by 25%.
The values applied to each party member for this ability are added together to affect the result.
As a result of this ability, if the movement speed (%) is reduced to 0%, it will not be able to move.
--''Move to Back of Party Train''
The ability allows the cast member in this "state" to move to the tail end of the Party Train.
**State Definition Properties・Effects[#pfac834d]
//COLOR(#FF0000):画像入る
#ref(./Database_StateDefinition_Effects.png,80%)
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***Effect When Applied [#v8332f0b]
Specify the effect to be displayed on the cast in this state.
-''Message Upon Change of State''
--''Message Setting''
バトル中にこの状態が付与された時のメッセージを設定します。
---''When Activated on Ally''
味方がこの状態になった時のメッセージを入力します。
---''When Activated on Opponent''
相手がこの状態になった時のメッセージを入力します。
---''When State Continues''
この状態が継続している時のメッセージを入力します。
---''When State Ends''
この状態が終了した時のメッセージを入力します。
-''Motion When Used''
この状態の時のモーションを設定します。
-''Effect When Used''
この状態のキャストに表示するエフェクトを設定します。