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.
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.
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.
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†
- 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.
- Class
Specify the cast's class. You can specify a cast member's class from the classes registered in the Database > Classes.
The status addition value specified for the assigned class is added to the cast's status.
The amount to which the status addition value is reflected in the cast's status can be specified under "Parameter Reflection Rate (Class)" in Game Settings > Rules and Operations.
- Subclass
Specify the subclass of the cast member. You can assign one of the classes registered in Database > Classes.
The status addition value specified for the assigned class is added to the cast's status.
The amount to which the status addition value is reflected in the cast's status can be specified under "Parameter Reflection Rate (Subclass)" in Game Settings > Rules and Operations.
- Disable Rearrange
If turned on, this cast member will not be selected for replacement in the Replace Members screen.
For example, if you want to fix the main cast member at the top of the party member, please use this function.
- Level
- Initial Level
Specify the level when the game starts.
- Growth Speed
You can select preset data for the rate of increase in experience required to level up.
Please see the section Formula for Level Increase by Experience for the required experience calculation formula and preset default data.
In the Level Curve dialog, if you change the preset data, this field will show "Custom".
- Growth Factors
You can specify how each status changes when adding/deleting statuses and when leveling up.
- Status Settings
- Initial Value
Specify the initial value of each ability.
- Basic Increase Value
This is the basic value added to the status when the level is increased.
This value is added to the Growth Type.
- Growth Types
Choose from several types of preset data for status growth rates.
When leveling up, this specification is added to the Basic value to determine the status value.
If you change the preset data in the Status Curve dialog, this field will show "Custom".
Please see the section Formula for Each Status Increase for the formula for calculating the status increase in the Growth Type.
- Attributes
Specify the resistance for the selected attribute.
- Resistance to State
You can specify the resistance to state changes (the value of increase or decrease in the probability of going into a state).
Level Curve Dialog†
This dialog allows you to specify in detail the amount of experience required for a cast member to reach the next level.
- Graph Reference Value
Reference values for the graph and table can be switched between "Relative Value" and "Absolute Value".
- Growth Speed
You can select preset data for the rate of increase in experience required to level up.
It is linked to the settings on the Casts > Basic tab, and any changes specified here will be reflected in the Basic tab.
- Experience Amount Settings
You can customize the level curve by entering values in the table portion of the dialog.
The range of values entered into the table is 1 to 9999999.
- When the Graph Reference Value is "Relative Value"
- Negative values are not allowed.
- Multiple cells can be selected and the same value entered at the same time.
- When the Graph Reference Value is "Absolute Value"
- You cannot specify that the amount of experience will be less than the previous level.
Status Editor†
This dialog allows you to add/delete statuses.
Keep in mind that changes made in this dialog will affect other database entries ( items/skills/classes/state definitions), layout data, events, etc. throughout the game.
- Add Button
Add a status.
The upper/lower limits for the added statuses are 0 to 999999.
- Delete Button
Delete the selected status.
- However, only "Maximum HP" cannot be deleted.
- If Accuracy (keyword: dex) is deleted, it is treated as 1 fixed value "100".
All other statuses are treated as "0".
- Restore Default Button
Change the statuses to the default state of this tool.
Note that your customizations will be lost.
- Default Status Settings
Status Name | Keyword | Reference No. |
Maximum HP | mhp | 1 |
Maximum MP | mmp | 3 |
Attack Power | atk | 5 |
Defense Power | def | 6 |
Magical Power | mgc | 7 |
Agility | spd | 8 |
Accuracy | dex | 14 |
Evasion Rate | rcv | 15 |
Poison Damage Reduction Rate | pdrr | 18 |
- Status Name
You can change the status name.
- Keyword
These are keywords that Bakin programs use internally to refer to status, such as events and damage formulas.
For example, a status with the keyword mmp is treated as "maximum MP" regardless of the status name.
Words that overlap with other statuses cannot be specified.
[Important]
The event panels that perform some operation on "MP" operate on the status of the keyword "mmp".
- Reference No.
Reference number to use as a parameter for special formats in Layout Tool.
This value is also used for the status number that can be obtained from event panels.
Numbers that overlap with other statuses cannot be specified.
Status Curve Dialog†
This dialog allows you to specify in detail what values each status will have when leveling up.
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- Target Status
The status displayed in the graph and table can be switched between "all" or "single status".
- When the Target Status is "Single Status"
- Multiple cells can be selected and the same value entered at the same time.
- "Addition Value to Class Level" and "Addition Value to Subclass Level" are available.
- Graph Reference Value
Reference values for the graph and table can be switched between "Relative Value" and "Absolute Value".
The range of values entered into the table is 0 to 999999 for "Absolute Value" and -999999 to 999999 for "Relative Value".
- Addition Value to Class Level
- Addition Value to Subclass Level
This feature is intended to make it easier to estimate status values even in cases where cast level and class/subclass level values do not match.
Valid only when a single status is assigned in "Target Status".
When turned on, a dotted graph will be displayed with the status additions specified for the "class/subclass" assigned to this cast.
When a value is specified in the field next to the button, a graph will be displayed showing the cast level plus the additional status value for the class to which the value is added.
Example: If the value is specified as 1, the graph will show the status value for "cast level 1" plus the status addition value for "class level 1+1=2".
- Basic Increase Value
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same entry on the Basic tab.
- Growth Types
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same entry on the Basic tab.
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
Specify the equipment to be attached or detached.
- No
Equipment in this part of the body can be attached or detached at will.
- Yes
The equipment on this part of the body is fixed to the one specified here and cannot be removed during the game.
- Disable "None"
The "Remove" option will no longer appear on the equipment selection screen for this part of the body.
Therefore, it will always be necessary to equip this part of the body with some kind of equipment.
- 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†
- 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.
There are eight types to choose from: None, Attack, Charge, Guard, Open Skill List, Open Item List, Same Effect as Skill, and Swap Places.
Swap Places" is a feature that consumes one turn to change the order of the party in battle.
- 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.
- Bare Handed Abilities
- Bare Handed Attack Range
Specify the range of an unarmed attack.
This setting is enabled when "Use Attack Range" is turned on in Game Definition > Rules and Operations.
The unit of attack range is the grid on the battle layout.
The possible attack range by range value depends on the setting of Game Definition > Rules and Operations > Attack Range Judgment Type.
See below for details.
Rules and Operations#AttackRange
- Bare Handed Damage Formula
You can specify the damage formula for a physical attack by this cast without an item.
- Treat as Enemy in Encounters
Specify the characteristics to be used as an enemy in an encounter battle.
- Personality
Specify which pattern of actions set in "Battle Action AI" will be used.
- Appearance Pattern
Select the appearance pattern for encounters from "Always Alone", "Group of Same Species", and "Group of Multi-species".
- Do Not Make Invisible
When checked, this cast will not become invisible even if it is KOed after an encounter battle.
- 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.
If 0 is specified, it will be selected in all turns in which there is no turn-specified action. However, if "counterattack" is specified as a condition for action, the counterattack will be made against enemy attacks 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. - When this condition is specified, the "Continuous" setting is turned off. - If turn 0 is specified, it will counterattack against enemy attacks in any turn if the other conditions are met. If a turn other than turn 0 is specified, it will counterattack in the specified turn and in the turn in which there is no turn-specified action. |
- 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.
Examples of Battle AI†
- The simplest example
This is an example of a simple enemy that repeats its normal attack each turn, occasionally uses skills, and also occasionally unleashes a critical attack.
Enemy actions can be specified in this way, and several of them will be chosen at random.
By arranging several of the same action, as in the normal attack in this example, the probability that it will be chosen can be increased. In this example, there are six actions to choose from, so the probability of a non-critical normal attack is 2/3 (about 67%).
(If neither critical nor skill use is needed, just specify one line for normal attack.)
- Example of using simple conditions such as current HP and MP in the concept of turn to act and action conditions
This is an example of a slightly complex enemy that repeats the cycle of charging its strength in the first turn, launching an attack in the second turn, and then doing something else in the third turn.
The "turn" in the first column of the table determines the order in the cycle, and the action conditions further narrow down the candidate actions.
The first turn has two "Charge" specified, and each turn is further specified in terms of action conditions. In this example, the cycle is one of three turns, so the action "Charge," which is specified as an action condition for turns 1 to 3 and an optional attack power increase of 30%, will work only the first time, and "Charge" with an attack power increase of 60% will be selected for the rest of the cycle. In addition, there are actions with a turn 1 specified, so actions with a turn 0 specified are not candidates for selection.
Since nothing is specified for the second turn, turn 0 actions, five normal attacks and a critical are candidates.
In the third turn, action conditions based on the enemy cast's own HP/MP remaining are specified for two actions except for the normal attack. If two or more action conditions are specified in this way, only actions that satisfy all of them will be selected as candidates. Since normal attacks are unconditional, they are chosen as candidates regardless of HP/MP remaining.
After the fourth turn, the cycle repeats itself again.
- Those with complex conditions, such as found in event battles, etc.
This is an example of a powerful event boss that launches a variety of skill attacks in a single three-turn cycle.
In this example, the action condition "when the event switch "Orb of Disaster" is ON" is specified for a skill attack. If the player can take some countermeasures before the boss battle in the game and start the boss battle with this event switch turned off, he or she will be able to battle with the advantage of sealing off the overall attack and recovery skills. In this way, the results of prior events can be reflected in the battle.
The skill "Fire" specifies as a condition of action in any turn a change of state of "Burns" created by the state definition in the Database. Only when this cast is in a "Burns" state with this specification will "Fire" be selected.
For example, if you create and specify a state change such as "Awakening" or "Rampage", maybe you can come up with a way for the boss to attack according to the state of the battle.
Also, a counterattack is specified for turn 0. If the enemy's own HP is 70% or less, it will counterattack against attacks by allied casts. In this example, the enemy is returning a normal attack, but it can also use a skill to attack, heal, and so on.
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†
- 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.
- Invincible Time after Damage (sec)
You can specify the number of seconds of invincibility after taking damage.
- 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 the settings to be displayed in the "Picture Book" screen.
The "Picture Book" screen can be created using the Layout Tool.
You can specify when they will be registered in the "Picture Book" by going to Game Definition > Rules and Operations > Register to Picture Book.
- Register to Picture Book
Specify the data of the cast to be displayed on the picture book.
- Referent
Various data on the cast specified here can be displayed in the Picture Book.
- Habitat
Up to 4 habitats can be specified.
Formula for Each Status Increase†
Formula for Each Status Increase†
The "Growth Type" is preset data for the increase rate of each status value when leveling up.
The increase in status with level-up varies depending on the "growth type," but the value is determined by the following formula.
- 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†
"Growth Speed" is preset data for the rate of increase in experience required to level up.
The amount of experience required to level up 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 |