Rules & Rendering†
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.
- Game System Definition
- 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.
- Max Number of Backlogs Retained
The maximum number of event panels, such as conversations, message displays, and string displays in the backlog, that will be recorded as backlogs.
Logs exceeding the maximum number are deleted from oldest to newest.
- Menu
- 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.
- Status Related
- Max Level
Specify the maximum level of the Casts and Classes in the game.
Up to 9999 levels can be specified.
The maximum level for the entire game specified here cannot be changed during the game through events or other methods.
- 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.
- 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.
- Critical Damage Rate(%)
The set % is multiplied by the final result of the damage calculation.
Battle Related†
- Battle Related
- 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 "0" is treated as infinite 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.
- Make Battle Rewards Level Dependent
Specify whether to multiply the battle rewards set in Database > Casts > Battles by the level of the defeated cast.
- "Escape" Command Success Rate
Specify the success rate of the “Escape” battle command.
The success rate can also be set using a formula or formula management tags.
- Count Y Movements as Steps
When turned on, the “height movement amount” is also counted as the “Number of Steps” used to determine the encounters with enemies.
Please refer to the Map Settings palette > Enemy Distribution tab.
- Map Battle Related
- Use Map Battles
When turned on, when the player comes into contact with casts assigned "Enemy" or "Both" on the map, damage will be inflicted on both parties.
See this Casts of the Database for information on specifying the type of casts.
Also see Collision Detection between Cast Members and Events.
- Display Damage during Map Battles
When turned on, damage values are displayed when map battles occur.
The graphics for damage values can be specified in System Resources.
- Battle Direction
- 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.
- 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.
- 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.
- Proceed Battle Result Automatically
Specify whether the result effect after the battle will proceed automatically or be left to the user.
- Individualize Level Up Effects
Specify whether or not to display the effect at level-up separately for each cast member.
- Display Reflected Effects
Turning this switch off shortens the time of the battle performance time by omitting the effect that is displayed against the attacker after the skill reflection.
- Battle Damage Numeric Color
- HP Critical Damage
You can set the display color of critical damage.
The specified color is multiplied by the image of the number for damage indications.
Images of numbers for damage can be specified in System Resources.
Rendering Options†
Specify settings related to the rendering in the game.
- 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†
Specify settings related to the functionality of the mini map.
Please read the Creation Tips - Mini Map section for more information.
- 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.