What are Casts?†
The main character in the game and the characters who are either allies, enemy monsters, or both are generally referred to as "casts".
This section is mainly used to specify the basic stats of the cast, such as HP, MP, attack power, and magic, as well as the personalities and abilities of the available skills, items, and other elements that may be involved in battles in the game.
#ref(): File not found: "Database_Cast_EN.png" at page "Casts"
Function Description†
- Add Folder
Create a folder.
- Copy
Copy the data of the selected casts.
- Paste
Paste the copied cast data into the last column.
- Delete
Delete data for the selected cast.
- Management Tags + Notes
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.
Cast Ability Values†
- Name
Specify the name of the cast.
- Custom Event Settings
Use a command script to specify unique events for the cast.
- Icon Image
Specify an image for the icon.
- Graphic for Moving
Specify the graphic to be used during the game and while moving around.
- Graphic for Layout
Specify the graphic to be displayed on the status screen during the game.
Cast Ability Values : Basic†
#ref(): File not found: "Database_Cast_3_EN.png" at page "Casts"
- Cast Management
Specify the type of cast.
- Category
Specify the ally or enemy setting.
- Ally
This cast is used by the main cast and other accompanying members of the party.
- Enemy
This cast can be specified as an enemy monster.
- Both
This cast can be used by both ally and enemy.
- None
Used to create NPCs.
- Basic
Specify the initial status of the cast.
- Initial Level
Specify the level when the game starts.
- Growth Speed
Select the rate of increase in experience required to level up.
See the section "Formulas for Each Status Increase" for the formulas for calculating the required experience.
- Fixed Skill
Specify skills that can be used regardless of level.
- Class
Specify the class of the cast. Classes are created in the "Classes" section of the "Database".
- Subclass
Specify a subclass for the cast. Specify the class of the cast. Classes are created in the "Classes" section of the "Database".
- Growth Factors
Specify the acceleration at which each ability will change when leveling up.
Specify the following for each ability: HP, MP, Attack, Magic, Guard, and Agility.
See the section Formulas for Each Status Increase for the formulas for calculating status increases.
- Initial Value
Specify the initial value for each ability.
- Basic Increase Value
Specify the growth value at level up.
This value is then multiplied by the growth type.
- Growth Types
Specify the type of experience increase required.
When leveling up, the status increase is added to the base increase value to determine the status increase value.
- Attribute Resistance
Specify the resistance for the selected attribute.
- State Resistance
Specify five levels of resistance to state changes and abnormalities, from "Strong" to "Weak".
Cast Ability Values: Equipment and Abilities†
- Initial Equipment
Specify equipment at the start of the game.
- Parts
The six types of equipment can be specified: Weapons, Arm Armor, Headgear, Body Armor, Accessory 1, and Accessory 2.
- Fixed
Equipment with "Fixed" turned on cannot be removed.
- Item to be Assigned
Select the equipment you wish to assign from the asset picker.
- Skills to be Learned
The list displays the skills registered in the "Skills" section of the Database.
Turn on "Enable" for the skills available to this cast and specify the "Achievement Level".
- Usable Items
The list displays items registered in the "Items" section of the Database.
Turn on "Enable" for items that this cast can use.
If a class is specified, the "Classes" and "Disabled" checks along with that classes are automatically reflected.
Cast Ability Values: Battles†
#ref(): File not found: "Database_Cast_3_EN.png" at page "Casts"
- Battle Command Menu
Specify the commands to be used in battle.
- Icon and Command Name
The icon is selected from the asset picker. The command name can be specified freely.
- Function to be Assigned
Select the function of the command by pressing a pull down.
You can choose from seven types: None, Attack, Charge, Guard, Open Skill List, Open Item List, and Same Effect as Skill.
- Parameters
Among the command functions, "Charge" and "Guard" can specify a percentage of the effect.
In addition, "Same Effect as Skill" allows you to select an effect from the registered skills.
- Basic Reward for Being Defeated as an Enemy
Specify the basic rewards available in the result after a victory when this cast is used as an enemy.
- EXP
Specify the experience obtained by the main cast when defeated as an enemy.
- Money in Possession
Specify the money obtained by the protagonist when defeated as an enemy.
- Reward for Being Defeated as an Enemy
Specify the rewards available in the result after a victory when this cast is used as an enemy.
- Item to be Assigned
Specify the drop items that will be available when winning a battle with this cast.
- Drop Rate
Specify the probability of dropping that item as a percentage.
- Battle Action AI
When appearing in battle as an enemy, you can specify how they will act depending on the turn and situation of the battle.
What action is taken in a given turn is chosen at random from the actions that meet the requirements.
In other words, if there are many identical rows in the AI, the probability that the action type specified in the row will be selected when the condition is met is increased.
- One Step Forward When Acting
You can specify whether or not this cast should take one step forward when performing actions such as a normal attack or a critical hit.
You can also choose whether or not to have a walking motion when moving forward.
- Turns
For actions, turns can be specified separately from the "Conditions" section.
Add turns with the + button.
If more than 1 turn is specified, the action will be chosen only for that turn.
Unlike "Conditions," this turn loops, so if you specify actions for turns 1 to 3, the fourth turn will be the action that specifies 1 in the turn section.
Specifying 0 will make that action chosen in any turn.
- Example 1:
In this case, the turn 1 action is repeated for all subsequent turns.
- Example 2:
In this case, the specified action "Critical" is selected in turn 1.
In turn 2 without turn specification, the choice is made among actions with 0 in the turn specification. In this case, it will be "Attack".
In turn 3, the specified action "Guard" is selected.
After turn 4, it will be Critical -> Attack -> Guard -> Critical -> Attack -> Guard ......
- **This cast when it appears as an enemy is hereinafter referred to as "A" and the cast on the player's side that will be the opponent at that time is referred to as "B".
Current HP(%), Current MP(%) | A's current HP/MP (percentage) | |
Average party level | Average level of B party | |
Turn | Number of turns in this battle | The first turn is turn 1. |
When the specified state change is made | A's state change | If the state change is "not" in progress, it is not possible to specify it. |
When the specified event switch is ON | State of the specified event switch | Any value/local numeric variable can be referenced, but local numeric variables are not shared with custom events in the cast. |
When attacked (counterattack) | When ON, it acts immediately after an attack. | - Actions that activate this condition will no longer be chosen when A's turn comes around. - If the action performed under this condition targets B alone, it targets B who has attacked. - If the action performed under this condition targets A alone, then A is targeted. |
- If multiple conditions are specified for one action, the action is taken when all conditions are met.
- If there is more than one action that meets the condition at the same time, it will be selected at random from among them. (Specifying more than one action with the same conditions will make it easier for that action to be chosen.)
- If none of the actions satisfy the conditions, "Do Nothing" is selected.
- Action Type
Specify the action to be taken that turn.
There are seven types to choose from: Attack, Critical, Do Nothing, Use Skill, Guard, Charge, and Escape.
- Options
Among the actions, for "Guard" and "Charge," you can specify the percentage of guarding and attacking that will be increased.
Also, under "Use Skill," you can select a skill to use from here.
- Continuous
If checked, after performing this action, perform the actions for the next turn continuously.
If an action is selected that is not checked in continuous, or if the number of turns loops back to this action, the continuous action ends.
Cast Ability Values: Effects†
- Effect for Bare Handed Attacks
Specify the effect when a cast member attacks with bare hands and no weapon.
Select from the asset picker. You can also preview.
- Effect on KO
Specify the effect when a cast member is disabled from battle.
Select from the asset picker. You can also preview.
Cast Ability Values: Others†
#ref(): File not found: "Database_Cast_5_EN.png" at page "Casts"
- Dynamic Event Generation Settings
Specify when this cast is a dynamically generated event during the game.
- Generate Events
Specify the characteristics and conditions for dynamically generated
- No Damage
By turning it on, damage will not be counted even if it collides with another cast member.
- Generate in the Air
Generate from the specified Y coordinate.
- No Collision with Other Generated Events
The generated events will no longer collide with each other.
- Generate in Priority
When turned on, when the "Maximum Number of Events Generated" is reached, the oldest events on the screen are deleted and newer events are generated with priority.
The "Maximum Number of Events Generated" is specified in "Game Definition" -> "Rules and Operations" -> "Shooting Events (Dynamic Generation)".
- Generated Sound
Select the sound to be played when the event is generated from the asset picker.
- Maximum Number of Events
Specify the number of events that can exist in the screen at the same time. (0=infinity)
- Number of Event Generated per Time
Specify how many events will be generated per shot.
- Shooting Interval
Specify the interval, in increments of 0.1 second, before the next event is generated.
- Enable Burst
Specify the continuous shooting ON/OFF.
- Events Disappearing Conditions
Specify the disappearing condition for the cast specified as events.
- Number of Steps
Enter the number of steps when the distance moved by the cast is used as a condition.
- Movement Time
Enter the time in 0.1 second increments when the cast's movement time is a condition.
- Collide with Non-Attributed Events
If turned on, it disappears when it collides with non-attributed casts of the "Category".
- Collide with Allies
If turned on, it disappears when it collides with allied casts of the "Category".
- Collide with Enemies
If turned on, it disappears when it collides with enemy casts of the "Category".
- Collide with Terrains
If turned on, it disappears when it collides with terrains.
- When Out of Screen
If turned on, the cast disappears when it goes out of the screen.
- Picture Book
You can specify settings for registering the cast members that the main cast encounters in the "Pictorial Book".
During the game, the "Pictorial Book" is called from the "Pictorial Book" menu.
The "Pictorial Book" menu can be specified in the Layout Tool to be added to the menu or not.
- Register to Picture Book
Specify the data of the cast to be displayed on the picture book.
- Referent
Select from the list of casts displayed.
- Habitat
Up to 4 habitats can be specified.
Formula for Each Status Increase†
Formula for Each Status Increase†
The increase in status through level-up will vary depending on the "Growth Type".
- Formula
Value of Status after Level Up = (Current Value) + (Value of Increase at Previous Level) * (Coefficients for Each Growth Type)
Example: If the basic increase value is 3 and the growth type is "Accelerate," 3*1.02 is added for LV1 to LV2, and 3*1.02*1.02 for LV2 to LV3.
Decimal points are rounded down in the calculation results. However, only the "Value of increase at previous level" is retained as a decimal.
- Coefficients for Each Growth Type
Accelerate | 1.02 |
Slightly Accelerated | 1.01 |
Average | 1.00 |
Slightly Slowed Down | 0.99 |
Slow Down | 0.98 |
Formula for Level Increase by Experience†
The number of experience points required per level varies depending on the [Growth Speed].
The experience table below is based on the case of "Average" growth speed. If other is selected, each factor is calculated and applied to the formula below.
- Formula
Experience Required for Next Level = Value of the Experience Table * Coefficient for Each Growth Speed
- Coefficient for Each Growth Speed
Precocious | 0.98 |
Slightly Fast | 0.99 |
Average | 1.00 |
Slightly Late | 1.01 |
Late Bloomer | 1.02 |
- Experience Table for "Average" Growth Speed
Level | Experience Required for Next Level | Total Experience |
1 | - | 0 |
2 | 26 | 26 |
3 | 58 | 84 |
4 | 102 | 186 |
5 | 164 | 350 |
6 | 250 | 600 |
7 | 366 | 966 |
8 | 518 | 1,484 |
9 | 712 | 2,196 |
10 | 954 | 3,150 |
11 | 1,250 | 4,400 |
12 | 1,606 | 6,006 |
13 | 2,028 | 8,034 |
14 | 2,522 | 10,556 |
15 | 3,094 | 13,650 |
16 | 3,750 | 17,400 |
17 | 4,496 | 21,896 |
18 | 5,338 | 27,234 |
19 | 6,282 | 33,516 |
20 | 7,334 | 40,850 |
21 | 8,500 | 49,350 |
22 | 9,786 | 59,136 |
23 | 11,198 | 70,334 |
24 | 12,742 | 83,076 |
25 | 14,424 | 97,500 |
26 | 16,250 | 113,750 |
27 | 18,226 | 131,976 |
28 | 20,358 | 152,334 |
29 | 22,652 | 174,986 |
30 | 25,114 | 200,100 |
31 | 27,750 | 227,850 |
32 | 30,566 | 258,416 |
33 | 33,568 | 291,984 |
34 | 36,762 | 328,746 |
35 | 40,154 | 368,900 |
36 | 43,750 | 412,650 |
37 | 47,556 | 460,206 |
38 | 51,578 | 511,784 |
39 | 55,822 | 567,606 |
40 | 60,294 | 627,900 |
41 | 65,000 | 692,900 |
42 | 69,946 | 762,846 |
43 | 75,138 | 837,984 |
44 | 80,582 | 918,566 |
45 | 86,284 | 1,004,850 |
46 | 92,250 | 1,097,100 |
47 | 98,486 | 1,195,586 |
48 | 104,998 | 1,300,584 |
49 | 111,792 | 1,412,376 |
50 | 118,874 | 1,531,250 |
51 | 120,000 | 1,651,250 |
52 | 120,000 | 1,771,250 |
53 | 120,000 | 1,891,250 |
54 | 120,000 | 2,011,250 |
55 | 120,000 | 2,131,250 |
56 | 120,000 | 2,251,250 |
57 | 120,000 | 2,371,250 |
58 | 120,000 | 2,491,250 |
59 | 120,000 | 2,611,250 |
60 | 120,000 | 2,731,250 |
61 | 120,000 | 2,851,250 |
62 | 120,000 | 2,971,250 |
63 | 120,000 | 3,091,250 |
64 | 120,000 | 3,211,250 |
65 | 120,000 | 3,331,250 |
66 | 120,000 | 3,451,250 |
67 | 120,000 | 3,571,250 |
68 | 120,000 | 3,691,250 |
69 | 120,000 | 3,811,250 |
70 | 120,000 | 3,931,250 |
71 | 120,000 | 4,051,250 |
72 | 120,000 | 4,171,250 |
73 | 120,000 | 4,291,250 |
74 | 120,000 | 4,411,250 |
75 | 120,000 | 4,531,250 |
76 | 120,000 | 4,651,250 |
77 | 120,000 | 4,771,250 |
78 | 120,000 | 4,891,250 |
79 | 120,000 | 5,011,250 |
80 | 120,000 | 5,131,250 |
81 | 120,000 | 5,251,250 |
82 | 120,000 | 5,371,250 |
83 | 120,000 | 5,491,250 |
84 | 120,000 | 5,611,250 |
85 | 120,000 | 5,731,250 |
86 | 120,000 | 5,851,250 |
87 | 120,000 | 5,971,250 |
88 | 120,000 | 6,091,250 |
89 | 120,000 | 6,211,250 |
90 | 120,000 | 6,331,250 |
91 | 120,000 | 6,451,250 |
92 | 120,000 | 6,571,250 |
93 | 120,000 | 6,691,250 |
94 | 120,000 | 6,811,250 |
95 | 120,000 | 6,931,250 |
96 | 120,000 | 7,051,250 |
97 | 120,000 | 7,171,250 |
98 | 120,000 | 7,291,250 |
99 | 120,000 | 7,411,250 |
- | 120,000 | 7,531,250 |