#author("2023-04-10T01:37:22+00:00","default:admin","admin")
#author("2023-07-08T09:34:10+00:00","default:admin","admin")
*What are Casts?[#w31b178f]
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.


#ref(./Database_Cast_EN.png,50%)
#ref(./Database_Cast.png,50%)
#br
#contents

**Function Description [#f2d3e88a]

//COLOR(#FF0000):画像入る

#ref(./Function Description.png,80%)
#br

- ''Add''
Add a cast.

- ''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.

**Cast Ability Values [#c5acad8f]

#ref(./Database_Cast_Name_EN.png,50%)
#br

- ''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[#r49cf438]


#ref(./Database_Cast_3_EN.png,50%)
#ref(./Database_Cast_Basic.png,50%)
#br


- ''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.

-- ''Initial Level''
Specify the level when the game starts.

-- ''Growth Speed''
Select the rate of increase in experience required to level up.
See the section "Formulas for Each Status Increase" for the formulas for calculating the required experience.

-- ''Fixed Skill''
Specify skills that can be used regardless of level.

-- ''Class''
Specify the class of the cast. Classes are created in the "Classes" section of the "Database".

-- ''Subclass''
Specify a subclass for the cast. Specify the class of the cast. Classes are created in the "Classes" section of the "Database".

--''Growth Factors''
Specify the acceleration at which each ability will change when leveling up.
Specify the following for each ability: HP, MP, Attack, Magic, Guard, and Agility.
See the section [[Formulas for Each Status Increase:https://rpgbakin.com/pukiwiki_en/?Casts#q8a0ce6e]] for the formulas for calculating status increases.

---''Initial Value''
Specify the initial value for each ability.

---''Basic Increase Value''
Specify the growth value at level up.
This value is then multiplied by the growth type.

---''Growth Types''
Specify the type of experience increase required.
When leveling up, the status increase is added to the base increase value to determine the status increase value.

- ''Attribute Resistance''
Specify the resistance for the selected attribute.

-''State Resistance''
Specify five levels of resistance to state changes and abnormalities, from "Strong" to "Weak".


**Cast Ability Values: Equipment and Abilities[#r49cf438]


#ref(./Database_Cast_2_EN.png,50%)
#br

-''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''
//Equipment with "Fixed" turned on cannot be removed.
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[#r49cf438]

//COLOR(#FF0000):画像入る

#ref(./Database_Cast_3_EN.png,50%)
#ref(./Database_Cast_Battle.png,50%)
#br

-''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.
You can choose from seven types: None, Attack, Charge, Guard, Open Skill List, Open Item List, and Same Effect as Skill.

---''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.

-''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.
#ref(./Databese_BattleAI_turn1.png,80%)

---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 ......
#ref(./Databese_BattleAI_turn2.png,80%)


--''Conditions''
#ref(./Databese_BattleAI_ActionConditions.png,50%)

--**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. &br;- If the action performed under this condition targets B alone, it targets B who has attacked. &br;- If the action performed under this condition targets A alone, then A is targeted.&br;- When this condition is specified, the "Continuous" setting is turned off. &br;- 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 [#jfe2993b]
--''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.
#br
#ref(./Databese_BattleAI_eg1.png,80%)
#br
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.)
#br
--''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.
#br
#ref(./Databese_BattleAI_eg2.png,80%)
#br
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.
#br
--''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.
#br
#ref(./Databese_BattleAI_eg3.png,80%)
#br
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[#r49cf438]

//COLOR(#FF0000):画像入る
#ref(./Database_Cast_4_EN.png,50%)
#br

-''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[#r49cf438]

//COLOR(#FF0000):画像入る
#ref(./Database_Cast_5_EN.png,50%)
#br

-''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.


--''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 settings for registering the cast members that the main cast encounters in the "Pictorial Book".
During the game, the "Pictorial Book" is called from the "Pictorial Book" menu.
The "Pictorial Book" menu can be specified in the Layout Tool to be added to the menu or not.

--- ''Register to Picture Book''
Specify the data of the cast to be displayed on the picture book.

--- ''Referent''
Select from the list of casts displayed.

--- ''Habitat''
Up to 4 habitats can be specified.

----
**Formula for Each Status Increase [#q8a0ce6e]

***Formula for Each Status Increase [#y68b03b5]
The increase in status through level-up will vary depending on the "Growth Type".

-''Formula''
&size(20){''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 [#p3517515]
The number of experience points required per level 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''
&size(20){''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|

#br
-''Experience Table for "Average" Growth Speed''
|Level|Experience Required for Next Level|Total Experience|h
|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|


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