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.

Database_Cast.png
 

Function Description†

Function Description.png
 

Cast Ability Values†

Database_Cast_Name_EN.png
 

Cast Ability Values : Basic†

Database_Cast_Basic.png
 

Cast Management†

Specify the type of cast.

Basic†

Specify the initial status of the cast.

Level†

 
 

Growth Factors†

You can specify how each status changes when adding/deleting statuses and when leveling up.
The upper/lower limits for the added statuses are 0 to 999999.
However, statuses using the following keywords have a limited range of increase or decrease in status values due to the effects of items and other elements.

 
KeywordDefault NameDescription
mhpMax HPIt cannot be less than 1.
dexAccuracyValues beyond the range of 0% to 100% are ignored.
rcvEvasion RateValues beyond the range of 0% to 100% are ignored.
pdrrPoison Damage Reduction RateValues beyond the range of 0% to 100% are ignored.
 

Attributes†

You can specify which attributes this cast has.
You can choose from among the attributes specified in Attribute Definition.

 

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).
Press the “Add” button, select “State”, and specify the increase or decrease value of the resistance.
"State" can be added in State Definition.

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.

Database_Cast_LevelCurve.png
 

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.

Database_Cast_StatusEditor.png
 

Status Curve Dialog†

This dialog allows you to specify in detail what values each status will have when leveling up.
The view changes depending on the "Target Status" setting.

Database_Cast_StatusCurve.png
 

Cast Ability Values: Equipment and Abilities†

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Initial Equipment†

Specify equipment at the start of the game.

Skills to be Learned†

Specify the skills this cast can learn.
Press the Add button to select the skill and specify the level to be learned.

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†

Database_Cast_Battle.png
 

Battle Command Menu†

Specify the commands to be used in battle.

Bare Handed Abilities†

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.

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.

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.

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.

Examples of Battle AI†

Cast Ability Values: Effects†

Databese_Cast_Effects.png
 

Effect for Bare Handed Attacks†

Specify the effect when a cast member attacks with bare hands and no weapon.

Bare Handed Critical Effect†

Specify the effect when a cast member attacks with bare hands and no weapon and delivers a critical hit.

Effect on KO†

Specify the effect when a cast member is disabled from battle.

Cast Ability Values: Others†

Database_Cast_Others.png
 

Generate Events†

Specify the characteristics and conditions for dynamically generated

Events Disappearing Conditions†

Specify the disappearing condition for the cast specified as events.

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 Rendering > Register to Picture Book.


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.

Example: If the basic increase value is 3 and the growth type is "Accelerated," 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.

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.

 

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