Rules and Operations†
Specify basic game settings, such as cast controls and input device assignments (key assignments).
Game System Definition†
This section is where you set the rules for the game system.
- Menu
- Maximum Capacity of the Inventory
Specify the number of items the main cast can have, with a value from 1 to 999.
- Number of Saved Files
Specify the number of save files that can be created in a game. The maximum value is 40.
- Use Menu
Specify whether or not to use the standard menu.
- Skip Title Screen
Skip the title screen that appears immediately after game startup.
To display the title screen with this specification turned on, it is necessary to call up the screen using Display Title Screen in an event.
- Display Reserve in Menu
Specify whether or not to display the reserve in the "Members" section of the menu.
- Register to Picture Book
- Hide Undiscovered Casts
If turned on, cast members whom the player has not yet met in the game will appear as undiscovered cast members in the picture book.
The text to be displayed when not discovered can be specified in the "Common Terms" section.
- Hide Unobtained Items
If turned on, items that the player has not yet obtained in the game will appear as unobtained in the picture book.
The text to be displayed when not obtained can be specified in the "Common Terms" section.
- Hide Unlearned Skills
If turned on, skills that have not yet been learned will appear as unlearned skills in the picture book.
The text to be displayed when unlearned can be specified in the "Common Terms" section.
- Battle Related
- Basic Max Damage/Recovery Amount
This is the base value for the maximum damage/recovery.
The final upper limit will be the result of adding the maximum damage/recovery from equipped items and states to this value.
- Basic Max Damage/Recovery Amount
This is the basic value of the maximum damage/recovery.
The final upper limit will be the result of adding the maximum damage/recovery from equipped items and states to this value.
- Use Attack Range
Specify whether the "Attack Range" set in Database > Casts or Database > Items should have an effect.
The unit of attack range is the grid on the battle layout.
It will not be able to attack enemies out of attack range.
"Attack Range" also affects the range of its effect in the following cases.
- When an item is used as an "item" in battle
- When an item with a skill is used as a "skill"
- Attack Range Judgment Type
If "Attack Range Judgment Type" is set to "Line", Only the "front" and "rear" distances on the battle layout will be taken into account.
In the case of "Line," if you set the attack range to 1, they can attack "an enemy with one grid in between."
When "Distance" is selected, the diagonal distance is also included in the attack range.
In the case of "Distance", if the attack range is set to 1, they can attack "enemies adjacent to each other horizontally and vertically". For example, to target an enemy that exists diagonally in front of them by one grid, put the attack range √2≒1.5
The area in blue is the range that can be reached when "Attack Range 1" is specified.
(Left: Line, Right: Distance)
If the attack range does not reach the center point of the grid, it cannot be attacked.
Therefore, if the "Distance" is set, the attack will not reach the diagonal grid.
- Rearrange by State During Battle
Specify whether a party member who is in a certain "state" during a battle should be automatically moved to the back of the formation.
You can specify whether or not to enable this feature for each "state" in Database > State Definition.
- Restore the Original Order when States are Removed
Specify whether party members who are moved to the back of the formation during battle due to their "state" will return to their original position when the "state" is removed.
- Make Battle Rewards Level Dependent
Specify whether to multiply the battle rewards set in Database > Casts > Battles by the level of the defeated cast.
- Level Up by EXP
Specify whether or not to use the experience-based leveling system.
- EXP Formula (Class)
Specify the formula for the value added to the experience value when winning a battle, which affects the level up of a class.
Example 1: 2 -> 2 is always added.
Example 2: exp * 10 -> 10 times the experience value that goes into the cast will be added. (exp = base experience)
- Parameter Reflection Rate (Class)
Specify the rate at which the parameters of the class set for the cast are added to the cast-specific parameters.
- EXP Formula (Subclass)
Specify the formula for the value added to experience value when winning a battle, which affects the level of the subclass.
Example 1: 2 -> 2 is always added.
Example 2: exp * 10 -> 10 times the experience value that goes into the cast will be added. (exp = base experience)
- Parameter Reflection Rate (Subclass)
Specify the rate at which the parameters of the subclass set for the cast are added to the cast-specific parameters.
- Individualize Level Up Effects
Specify whether or not to display the effect at level-up separately for each cast member.
- Proceed Battle Result Automatically
Specify whether the result effect after the battle will proceed automatically or be left to the user.
- Reverse Left/Right Battle Target Selection
- Reverse Up/Down Battle Target Selection
You can change the direction of movement of the selection cursor for battle commands.
Please use according to the layout of the battle in progress.
- Use Default Battle Layout
Specify whether to use the "default layout specified in this tool" for the placement of allies and enemies in battles.
- Battle Layout Settings
If you do not use the default battle layout, you can specify the alignment of allies and enemies in this section.
The "system default" refers to the default layout specified in this tool.
If a custom battle layout is specified in Map Settings > Enemy Distribution for each map, or if no battle layout is specified for an event battle, the battle will be conducted according to what is specified in this section.
- Rendering Options
- Display Color for Hidden Areas
Specify the color of the silhouette that appears when the player is behind terrain or buildings.
- Use Object Transparency
If the "Use Object Transparency" option is turned on in the settings of the material being used, objects can be made transparent by applying dithering (transparent mesh in the form of a grid) when they are close to the camera.
- Object Transparency Start Distance
Specify the distance from the camera at which dithering will begin when "Use Object Transparency" is on.
- Current Location Map Display Settings
- Rotate Player Icon
If turned on, the player icon on the mini map is rotated according to the player's orientation.
- Use Auto Mapping
If turned on, the auto-mapping function is enabled.
- Rendering Size per Terrain
Specify the size at which one grid of terrain will be rendered on the mini map. The unit is pixels.
- Display Color of Traversable Terrain
Specify the color of traversable terrain on the mini map.
- Display Color of Non-Traversable Terrain
Specify the color of non-traversable terrain on the mini map.
Each terrain should be specified in Resources > Terrain Properties.
- Display Color of Invisible Range
Specify which color to use to display the areas not yet visible on the mini map.
Movement and Operation Settings†
These settings are related to the movement of the cast during the game and the player's operations.
- Operation
- Basic Operation
When turned on, the main cast moves in the direction of the cursor keys.
- Tank Controls
When turned on, the up cursor key moves forward and the down cursor key moves backward, and the left and right keys are used for steering control.
- Steering Speed
Specify the speed at which the steering wheel will turn over when tank control operation is selected.
- Brake Strength
Specify the strength of the braking.
- Movement Axis is Horizontal and Depth
The basic movement axes are X and Z. Select this option for normal (overlooking map) RPGs.
- Movement Axis is Horizontal and Elevation
The basic movement axes are X and Y. This is the choice for games with sideways viewpoints.
- Talking Detection Scale
Specify the size of the player's "talk to" detection in the event start condition.
Use this function when the size of the detection needs to be adjusted due to player collision size or other issues.
- Hide Mouse Cursor While Moving
When this feature is turned on, the mouse cursor will not appear when moving during play.
The mouse cursor appears by opening the menu screen.
This allows, for example, first-person gameplay in which the mouse is used to move the viewpoint, etc., without interruption when dragging the mouse outside the window.
- Camera Operation
- Disable Camera Operation
When turned on, the game starts with camera-related operations disabled.
You can also change it in the middle of the game by using "Enable/Disable Camera Operation" in the command script.
- Get Behind Player Automatically
When turned on, the camera will automatically rotate to view the player from behind when the player moves.
- Camera Distance Auto Adjustment
- Terrain
When turned on, if there is terrain between the player and the camera that obstructs the line of sight, the camera will move closer to the point where there is no obstruction.
- Object
When turned on, if there is an object between the player and the camera that obstructs the line of sight, the camera will move closer to the point where there is no obstruction.
- Footstep Settings
Adjust the volume and tempo of the footsteps that sound when the player moves.
The footsteps that sound when walking on terrain or objects can be set in the Resources.
Please read the Footstep Settings section for more information.
- Footstep Volume (%)
Adjust the volume of footsteps.
- Footstep Playback Speed (%)
Adjust the playback speed of footsteps.
- Movement (Inertia)
- Use Inertia to Move
Turn on if you want to specify your own inertia settings for player movement.
When turned off, the proper value is automatically used.
- Run Ratio
When running, this value is multiplied by the acceleration and maximum speed.
The higher the value, the faster it runs.
- Maximum Speed
The maximum speed of the player's movement.
- Acceleration
The value that is added to the speed when the up/down/left/right keys are input.
The larger this value, the shorter the time it takes to reach the maximum speed.
- Damping Amount at Ground Level
Specify the amount of speed that will decrease with time when gravity is turned on for the player or events, from 0 to 1. The smaller this value, the smaller the inertia of gravity-enabled player or events.
- Frictional Coefficient
Specify the coefficient of friction the player receives from events.
The higher this value, the less likely it is that the player will skid when touching other objects.
- Damping During Floating
Specify the amount of speed that will decrease with time when gravity is turned on for the player or events, from 0 to 1. The smaller this value, the smaller the inertia of gravity-enabled player or events.
- NPC's Standard Walking Speed (Amount of Movement per Frame)
Specify the amount of NPC movement.
- Max Walkable Step Height
Specify the maximum height of steps the player or NPC can go up or down without jumping.
- With Jump
When turned on, jumps are enabled.
- Jumping Strength
Specify how high the player will jump when the jump button is pressed.
The higher the value, the higher the jump.
- Gravitational Acceleration
Specify the acceleration of gravity when the player or events jump or fall.
The higher the value, the faster the fall and the lower the jump height.
- Disable Jumping from Elevation
When turned on, if there is a step at the destination, they will not be able to move forward.
- Fall Limit
Specify the lower limit of Y-coordinates that can be reached by a fall.
- Shooting Events (Dynamic Generation)
- Maximum Number of Events Generated
Specify the maximum number of events that can exist in the map that can be dynamically generated by the fire button or the command script "Generate Events".
- Assign Initial Shooting Button 1
Specify the event generated from the player's position when the shooting button is pressed.
- Assign Initial Shooting Button 2
Specify the event generated from the player's position when the shooting button is pressed.
- Assign Initial Shooting Button 3
Specify the event generated from the player's position when the shooting button is pressed.
Camera Movement Range†
Specify the range of motion of the camera during game play.
- Up/Down
Specify the range of motion of the camera in the vertical direction.
When turned off, the camera can be moved up and down with no restrictions.
- Left/Right
Specify the range of motion of the camera in the horizontal direction.
When turned off, the camera can be moved left and right with no restrictions.
- Zoom
Specify the maximum and minimum zoom magnification, respectively.
When turned off, there is no limit to the zoom magnification.
Adjustment Elements for Mouse Input Values†
Specify the input range and sensitivity when playing with a mouse.
- Mouse Up/Down
Specify whether or not the mouse should be inverted in up and down movements, and the sensitivity.
- Mouse Left/Right
Specify whether or not the mouse should be inverted in left and right movements, and the sensitivity.
- Mouse Wheel
Specify whether or not the mouse wheel should be inverted in its movement and the sensitivity.
- Left Stick Up/Down
Specify whether or not the left stick should be inverted in the up and down movement and the sensitivity.
- Left Stick Left/Right
Specify whether or not the left stick should be inverted in the left and right movement and the sensitivity.
- Right Stick Up/Down
Specify whether or not the right stick should be inverted in the up and down movement and the sensitivity.
- Left Stick Left/Right
Specify whether or not the right stick should be inverted in the left and right movement and the sensitivity.
Assign Input Device†
This section describes key and button assignments for keyboard, controller, and mouse operation of the created game.
See Assign Input Device for details on the description method.
- Restore Default Settings
Click on this button to return the assignment to its default setting at any time.