#author("2022-10-17T09:38:38+00:00","default:admin","admin")
***We have translated the half way through, please use Google Translate on the left to translate the rest. (October 17) [#daf93256]

#author("2024-04-30T10:15:14+09:00","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.

//COLOR(#FF0000):画像入る

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

**Function Description [#f2d3e88a]

//COLOR(#FF0000):画像入る

#ref(Function Description.png)
#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.
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 [#c5acad8f]

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

- ''Name''
Specify the name of the cast.

- ''Cast 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]

//COLOR(#FF0000):画像入る

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

- ''Name''
Specify the name of the cast.

- ''図鑑登録''
図鑑上で表示するキャストのデータを設定します。
- ''Cast Management''
Specify the type of cast.

- ''参照先''
表示されるキャスト一覧から選択します。
-- ''Category''
Specify the ally or enemy setting.

- ''生息地''
生息地を4個まで設定できます。
---''Ally''
This cast is used by the main cast and other accompanying members of the party.

- ''高度なイベント''
コマンドスクリプトを使用して、キャストに独自のイベントを設定します。
--- ''Enemy''
This cast can be specified as an enemy monster.

- ''アイコン画像''
アイコン用の画像を設定します。
---''Both''
This cast can be used by both ally and enemy.

- ''移動用のグラフィック''
ゲーム中、移動中に使用するグラフィックを設定します。
--- ''None''
Used to create NPCs.

- ''レイアウト表示用グラフィック''
ゲーム中、ステータス画面に表示するグラフィックを設定します。

- ''Basic''
Specify the initial status of the cast.

- ''キャスト管理''
キャストの種別を設定します。
-- ''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:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#v5b0b487]].

-- ''種別指定''
味方か敵の設定を行います。
---''味方''
主人公を始め、パーティーの同行メンバーとして使用するキャストです。
--- ''敵''
敵モンスターとして設定できるキャストです。
---''両方''
味方と敵、両方で使用できるキャストです。
--- ''なし''
NPCを作成する場合に使用します。

-- ''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:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#v5b0b487]].

- ''基本''
キャストの初期ステータスを設定します。
--''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.

-- ''最初のレベル''
ゲーム登場時のレベルを設定します。
-- ''成長スピード''
レベルアップに必要な経験値の増加率を選択します。
-- ''回避率''
物理攻撃からの回避率を設定します。
-- ''命中率''
物理攻撃の命中率を設定します。
-- ''毒ダメージ率''
毒状態になった時に受けるダメージ率を設定します。
-- ''固定スキル''
レベルに関係なく使用できるスキルを設定します。
-- ''職業''
キャストの職業を設定します。職種はデータベースメニューの「職業」で登録します。
-- ''副業''
キャストの副業を設定します。職種はデータベースメニューの「職業」で登録します。
- ''Level''
-- ''Initial Level''
Specify the level when the game starts.

- ''エンカウントで敵扱い''
エンカウントバトルで敵として使用するさいの特性を設定します。
-- ''性格''
「バトルの行動AI」で設定した行動を、どのようなパターンで使用するかを設定します。
-- ''出現パターン''
エンカウント時の出現パターンを、「常に単独」「同種の群れ」「多種共存の群れ」から選択します。
-- ''透明にしない''
チェックを入れると、エンカウントバトル後に戦闘不能になってもこのキャストは透明になりません。
-- ''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:https://rpgbakin.com/pukiwiki_en/?Casts#p3517515]] 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".

-- ''属性の耐性''
このキャストがどの属性への耐性を持っているかを設定できます。
--''Max Level''
You can set the maximum level of this cast that can be reached during the game.
The range can be less than or equal to the value specified in Game Definition > [[Rules and Operations]] > "Max Level".
The maximum level of the cast can be changed by using an event.

--''状態の耐性''
状態変化や状態異常に対する耐性を、「強い」から「弱い」の5段階で設定します。
--''Level Curve''
Open the [[Level Curve Dialog:https://rpgbakin.com/pukiwiki_en/?Casts#de44b264]].

--''成長要素''
レベルアップ時に、各能力がどのような加速度で変化するかを決めます。
HP、MP、攻撃力、魔力、防御力、素早さの各能力ごとに以下の設定をします。
---''初期値''
各能力の初期値を設定します。
---''変化率''
レベルアップ時の成長値を設定します。
---''タイプ''
必要な経験値の増加率のタイプを設定します。
「加速」だと最も速く能力が成長し、「鈍化」は最も遅く成長します。
#br
#br
- ''&aname(Database_Cast_GrowthFactors){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:https://rpgbakin.com/pukiwiki_en/#Database_Cast_Keyword]] have a limited range of increase or decrease in status values due to the effects of items and other elements.
#br
|Keyword|Default Name|Description|h
|mhp|Max HP|It cannot be less than 1.|
|dex|Accuracy|Values beyond the range of 0% to 100% are ignored.|
|rcv|Evasion Rate|Values beyond the range of 0% to 100% are ignored.|
|pdrr|Poison Damage Reduction Rate|Values beyond the range of 0% to 100% are ignored.|

--''Edit Status''
Open the [[Status Editor:https://rpgbakin.com/pukiwiki_en/?Casts#h6d7846a]].

**キャストの能力値 ・装備と技能[#r49cf438]
--''Status Curve''
Open the [[Status Curve Dialog:https://rpgbakin.com/pukiwiki_en/?Casts#odd882cb]].

//COLOR(#FF0000):画像入る
--''Status Settings''
---''Initial Value''
Specify the initial value of each ability.

#ref(./Equipment and Abilities.png,50%)
---''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:https://rpgbakin.com/pukiwiki_en/?Casts#q8a0ce6e]] for the formula for calculating the status increase in the Growth Type.

#br
- ''Attributes''
Specify the resistance for the selected attribute.

-''最初の装備''
ゲーム開始時の装備品を設定します。
--''装着部位''
「武器」「腕防具」「頭防具」「体防具」「装備品1」「装備品2」の6種類を設定できます。
#br
-''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).

--''固定''
「固定」をオンにした装備は外すことができません。
***Level Curve Dialog [#de44b264]
This dialog allows you to specify in detail the amount of experience required for a cast member to reach the next level.
#ref(./Database_Cast_LevelCurve.png,50%)
#br
- ''Graph Reference Value''
Reference values for the graph and table can be switched between "Relative Value" and "Absolute Value".

--''割り当てるアイテム''
割り当てたい装備品をアセットピッカーから選択します。
- ''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.

-''習得するスキル''
一覧には、データベースの「スキル」で登録したスキルが表示されます。
このキャストが使用可能なスキルの「有効」をオンにし、「習得レベル」を設定します。
***Status Editor [#h6d7846a]
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.
#ref(./Database_Cast_StatusEditor.png,50%)
#br
-''Add Button''
Add a status.

-''使えるアイテム''
一覧には、データベースの「アイテム」で登録したアイテムが表示されます。
このキャストが使用可能なアイテムの「有効」をオンにします。
職業を設定している場合は、その職業に沿った「職業」と「無効」のチェックが自動的に反映されます。
-''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.

**キャストの能力値 ・バトル[#r49cf438]
-- ''Default Status Settings''
|Status Name|Keyword|Reference No.|h
|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|

//COLOR(#FF0000):画像入る
-''Status Setting Fields''

#ref(./Battles.png,50%)
--''Status Name''
You can change the status name.

- ''&aname(Database_Cast_Keyword){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.
''&color(red){[Important]};''
&color(red){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.

--''Consumption''
When turned on, this status becomes a consumption status with a "maximum value" and a "consumption value".
Think of it as the relationship between "maximum HP" and "HP," for example.
The settings to the left of this field are for the "maximum value" status, and the settings to the right are for the "consumption value" status.

--''Status Name (Consumption Value)''
The status name of the "consumption value."

--''Keyword (Consumption Value)''
The keyword is "consumption value."

--''Reference No. (Consumption Value)''
Reference number of the "consumption value".

--''Damage Numeric Color''
Specify the color of the "damage numbers" that are displayed when the "consumption value" is reduced, i.e., when damage is taken.

--''Recovery Numeric Color''
Specify the color of the "damage numbers" that are displayed when the "consumption value" is increased, i.e., recovered.

***Status Curve Dialog [#odd882cb]
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.
#ref(./Database_Cast_StatusCurve.png,50%)
#br

-''バトルのコマンドメニュー''
バトル時に使用するコマンドを設定します。
---''アイコンとコマンド名''
アイコンはアセットピッカーから選びます。コマンド名は自由に設定することができます。
---''割り当てる機能''
コマンドの機能を▼を押して選択します。
「なし」「通常攻撃」「ためる」「防御」「スキル一覧を開く」「アイテム一覧を開く」「スキルと同じ効果」
以上の7種類から選択できます。
---''パラメータ''
コマンド機能のうち、「ためる」と「防御」では、効果のパーセンテージを指定できます。
また、「スキルと同じ効果」では、登録されたスキルから効果を選択できます。
-''Target Status "All" (Left image)''
This view shows status values and the graph for all statuses at the same time and allows the user to change each status value.

--''敵として倒された時の報酬''
このキャストを敵として使用したさいの、勝利後のリザルトで入手できる報酬を設定します。
---''割り当てるアイテム''
このキャストと戦闘して勝ったときに入手できるドロップアイテムを設定します。
---''ドロップ率''
そのアイテムをドロップする確率をパーセンテージで指定します。
---''経験値''
敵として倒したときに主人公が得られる経験値を設定します。
---''所持金''
敵として倒したときに主人公が得られるお金を設定します。
--''Target Status''
The status displayed in the graph and table can be switched between "All" or "Single Status".

-''バトルの行動AI''
敵としてバトルに登場したとき、ターンや状態によって、どのように行動するかを設定できます。
--''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".
#br
-''Target Status "Single Status" (Right image)''
This view shows status values and the graphs for individual statuses and allows the status values to be changed.

--''ターン''
+ボタンでターンを追加します。
敵は、ターン数にしたがって行動を起こします。
ターン数を0にすると、「ターン数指定なし」として扱われます。
指定なしのターンでは、ターン数0となっている行動からランダムに実行されます。
--''Class/Subclass''
This function allows you to display a graph with a dotted line that adds the influence of class/subclass to the status.

--''行動''
▼アイコンから、そのターンにとる行動を指定します。
「通常攻撃」「クリティカル」「何もしない」「スキルを使う」「防御」「ためる」「逃げる」の7種類から選択できます。
--''Reflection Rate''
This is the percentage of the value of the class/subclass setting that is added to the status, which can be specified under "Parameter Reflection Rate" in the Game Definition > [[Rules and Operations]].

--''HP下限・HP上限''
ここで敵のHPの範囲を設定すると、同じターン数を指定しても、HPの状況によって違う行動を取らせることができます。
--''Class/Subclass Settings''
Specify the class/subclass you wish to have reflected in the graph.
You can choose from any class you have created in the Database > [[Classes]].

--''オプション''
行動のうち、「防御」と「ためる」の場合は、アップする防御と攻撃をパーセンテージで指定できます。
また、「スキルを使う」では、ここから使うスキルを選択できます。
--''Addition Value Button to Class/Subclass Levels''
By activating this button (blue underline will be shown), a dotted line graph will be displayed, adding the influence of class/subclass to the status.
The field next to this button to specify a value is a feature to facilitate estimating status values even in cases where the cast level and class/subclass level values do not match.
A graph will be displayed showing the cast level plus the class level status addition value specified in this field.
#br
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".

--''行動時の前進''
このキャストが通常攻撃やクリティカルなどの行動をするとき、一歩前進させるかどうかを設定できます。
前進させるさいの歩行モーションの有無も選べます。

--''Curve Generation Settings''
This function supports the generation of status curves.
#ref(./Database_StatusCurve_Curve_Generation_Settings.png,60%)
#br

**キャストの能力値 ・表示演出[#r49cf438]
--''[Increase Value] Tab''
The default growth formula is used to generate a curve from level 1 to the maximum level, adding the Basic Increase Value and the effect of the Growth Type to the formula.
See [[Formula for Each Status Increase:https://rpgbakin.com/pukiwiki_en/?Casts#q8a0ce6e]] for the growth formula.

//COLOR(#FF0000):画像入る
---''Basic Increase Value''
It is a basic value that is added to the status at each level up.
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.

#ref(./Effects.png,50%)
---''Growth Types''
The coefficient used in the growth formula.
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.

--''[Start Point/End Point] Tab''
Specify the start and end levels, the status value at that level, and generate a curve connecting them.
This method can generate a "curve between Lv 20 and Lv 50" or a "curve with a status value of 500 at Lv 50".

---''Start Point/End Point Level''
Specify the start point/end point level of the curve you wish to generate.
The end point level must always be specified higher than the start point level.

---''Start Point/End Point Status Value''
Specify the status value at the start/end point level.
The status value of the end point may be smaller than that of the start point.

---''Apply the Start/End Point Settings button''
This button reflects the start/end point settings and allows the "curve type" to change the curve between the two points.

---''Formula Type''
Select a formula to generate a curve connecting the start/end points.

---''Coefficient''
The coefficient to multiply the selected formula.
The larger the value, the more extreme the curve.



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

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

-''素手攻撃時のエフェクト''
キャストが武器を装備しない素手状態で攻撃したさいのエフェクトを設定します。
アセットピッカーから選択します。プレビューもできます。
-''Initial Equipment''
Specify equipment at the start of the game.

-''戦闘不能時のエフェクト''
キャストが戦闘不能状態になったさいのエフェクトを設定します。
アセットピッカーから選択します。プレビューもできます。
--''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.

**キャストの能力値 ・その他[#r49cf438]
---''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]

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

-''Battle Command Menu''
Specify the commands to be used in battle.

--''Add button / Delete button''
Add/delete battle commands.
If none of the battle commands are specified for a cast, the command selection during battle will be skipped.

--''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.
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.
The following settings can be made according to "Function to be Assigned".
---The "Charge" and "Guard" can specify a percentage of the effect.
---The "Open Skill List" and "Open Item List" allow you to assign the layout to be used as a list.
You can choose from the layouts registered on the "Battle Skill Selection" and "Battle Item Selection" screens, respectively.
---For "Same Effect as Skill," you can 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.
#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 Consumption Status(%)''|Own Current Consumption Status (Percentage)|- The Add button allows you to add statuses to be considered for decision making.&br;- Only consumption statuses are covered.|
|''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

#ref(./Others.png,50%)
-''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_Others.png,80%)
#br

-''動的にイベントを生成する設定''
ゲーム中に、このキャストを、動的に生成されるイベントとしたさいの設定を行います。
-''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.

--''イベントを生成''
動的に生成された場合の特性や条件を設定します。
---''Generate in the Air''
Generate from the specified Y coordinate.

---''ダメージを受けない''
オンにすると、他のキャストと接触した場合もダメージがカウントされません。
---''No Collision with Other Generated Events''
The generated events will no longer collide with each other.

---''浮いている状態で発生''
指定されたY座標から生成されます。
---''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)".

---''他の生成されたイベントと接触しない''
生成されたイベント同士が衝突しなくなります。
---''No Collision with the Same Cast Member''
The same cast members will not collide with each other even if "Collide with Other Events" is turned on in the cast event setting.

---''優先して生成''
オンにすると、画面上のイベントが「イベントの最大生成数」に達したときに、一番古いイベントが削除され、新しいイベントが優先して生成されます。
「イベントの最大生成数」は、「ゲーム定義」→「ルールと操作」→「イベントの発射(動的生成)」で設定します。
---''Generated Sound''
Select the sound to be played when the event is generated from the asset picker.

---''発生音''
イベントが生成されたときに再生する音をアセットピッカーから選択します。
---''Maximum Number of Events''
Specify the number of events that can exist in the screen at the same time. (0=infinity)

---''最大生成数(0無限)''
画面内に同時に存在できるイベントの数を指定します。0にすると無限になります。
---''Number of Event Generated per Time''
Specify how many events will be generated per shot.

---''1回の生成個数''
1回の発射で何個のイベントを発生させるかを設定します。
---''Shooting Interval''
Specify the interval, in increments of 0.1 second, before the next event is generated.

---''発射間隔''
次のイベントが発射されるまでの間隔を0.1秒単位で設定します。
---''Enable Burst''
Specify the continuous shooting ON/OFF.

---''連射を許可''
オンにすると連続して発射させることができます。
---''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.

--''イベントの消滅条件''
イベントに設定されたキャストの消滅条件を設定します。
---''Number of Steps''
Enter the number of steps when the distance moved by the cast is used as a condition.

---''歩数''
キャストの移動距離を条件にする場合に歩数を入力します。
---''Movement Time''
Enter the time in 0.1 second increments when the cast's movement time is a condition.

---''移動時間''
キャストの移動時間を条件にする場合に0.1秒単位で時間を入力します。
---''Collide with Non-Attributed Events''
If turned on, it disappears when it collides with non-attributed casts of the "Category".

---''無属性イベントとの衝突''
オンにすると、「種別指定」が「無属性」のキャストに衝突したときに消滅します。
---''Collide with Allies''
If turned on, it disappears when it collides with allied casts of the "Category".

---''味方と衝突''
オンにすると、「種別指定」が「味方」のキャストに衝突したときに消滅します。
---''Collide with Enemies''
If turned on, it disappears when it collides with enemy casts of the "Category".

---''敵と衝突''
オンにすると、「種別指定」が「敵」のキャストに衝突したときに消滅します。
---''Collide with Terrains''
If turned on, it disappears when it collides with terrains.

---''地形と衝突''
オンにすると、地形に衝突したときに消滅します。
---''When Out of Screen''
If turned on, the cast disappears when it goes out of the screen.

---''画面外に出た時''
オンにすると、キャストが画面外に出たら消滅します。
-''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 [#q8a0ce6e]

***Formula for Each Status Increase [#y68b03b5]
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''
&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 "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.


-''Coefficients for Each Growth Type''
|Accelerated|1.02|
|Slightly Accelerated|1.01|
|Average|1.00|
|Slightly Decelerated|0.99|
|Decelerated|0.98|

***Formula for Level Increase by Experience [#p3517515]
"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''
&size(20){''Experience Required for Next Level = Value of the Experience Table * Coefficient for Each Growth Speed''};

-''Coefficient for Each Growth Speed''
|Early Maturing|0.98|
|Slightly Early Maturing|0.99|
|Average|1.00|
|Slightly Late Maturing|1.01|
|Late Maturing|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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