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.

47-Menus_Backlogs.png
 

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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