#author("2023-05-25T08:44:42+00:00","default:admin","admin")
*Map Editor Overview [#qe73e2b2]
The map editor is the main tool in game creation, creating the terrain and buildings where the game will take place and placing events related to the storyline.
The structure and functions of the map editor are as follows.
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#ref(./ENマップエディター概要.png,50%)
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#contents

**1) Editor Screen [#s6178986]
This is the main work screen of the Map Editor, where you change the form of the terrain and place objects and events.

The working camera can be rotated by right dragging.
Center-drag or hold down the Shift key and right-drag to scroll in the X-axis and Z-axis directions.

Zoom in/out by rotating the wheel.
-''3D Display Icons''
This icon appears in the upper left corner of the editor screen.
--Clicking on each of the X, Y, and Z cubes will give you a viewpoint from each axis.
--Left click to turn on/off perspective
--Click on the icon in the upper left corner of the preview screen to open the "Editor Settings" tab of the "Map Settings" palette.

-''Map Symbols''
The following map symbols will be placed on maps when events, lights, etc. are placed.
The display of the map symbols can be toggled on and off using the buttons at (4), the bottom of the Map Editor.

|Icon|Description|h
|#ref(./mapsimbol_1.png,20%)|Indicates the starting point of the game.|
|#ref(./mapsimbol_2.png,20%)|Represents an event for which no graphics are specified.|
|#ref(./mapsimbol_3.png,20%)|Represents a particle.|
|#ref(./mapsimbol_4.png,20%)|Represents a local light (point light). It can be moved and expanded.|
|#ref(./mapsimbol_5.png,20%)|Represents a local light (spotlight). It can be moved, rotated, and scaled.|
|#ref(./mapsimbol_6.png,20%)|Represents the destination of an event involving a location move. Moving this symbol will be reflected in the content of the event.|
|#ref(./mapsimbol_7.png,20%)|This represents the frames of camera work belonging to this map created by the Camera Tool for which the gazing point is specified in the world. When this symbol is moved or rotated, it is also reflected in the camera data.|

**2) Master Menu [#q9413e98]
This menu provides access to the main features of Bakin.
Clicking on each menu opens the respective dialog.
For details on each menu, see the page for each menu in the manual.

**3) Menu Bar [#g26005fe]
The menu bar at the top of the Map Editor window provides access to various features.

-''Save''
Overwrite and save the game data currently being worked on.

-''Undo''
Undo the previous operation and return to the original state.
Multiple operations can be undone by continuing to click.

-''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back to them by continuing to click.

-''File''
--''Save''
Overwrite and save the game data currently being worked on.

--''Save as New Project Name''
Save the game data you are currently working with under a different name.

--''Version''
The version information of this software is displayed.

--''Utilities/Export''
A diagram will open to export the publish work (exe file).

--''Return to Top Menu''
Close the game data you are currently working with and return to the top menu.

-''Edit''
--''Undo''
Undo the previous operation and return to the original state.
Multiple operations can be undone by continuing to click.

--''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back to them by continuing to click.

--''Cut''
Cut out the selected objects or events and copy them to the clipboard.

--''Copy''
Copy the selected objects or events to the clipboard.

--''Paste''
Paste copied objects or events to the clipboard.

--''Delete''
Delete the selected objects or events.

--''Alignment''
---''Position''
Align multiple selected objects or events with the same X, Y, and Z coordinates as the first one selected.
If ALL is selected, they are all placed on the same coordinates.

---''Rotation''
Align multiple selected objects or events with the same X, Y, and Z axis angles as the first one selected.
If ALL is selected, all the angles will be the same.

---''Scale''
Align multiple selected objects or events with the same X, Y, and Z axis scales as the first one selected.
If ALL is selected, all will be on the same scale.

--''Scroll Entire Map''
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#ref(Scroll.png)
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The entire map currently being edited can be shifted one level at a time in the specified direction.
Each time you click on an arrow on the diagram, it will shift in that direction.
The area that is out of the map area will disappear, but if you check the "Treat as Loop" checkbox, the area that has shifted and disappeared from the map area will appear from the opposite direction.

--''Raise Up Entire Map''
Raise the elevation of the entire map's terrain by one level.

--''Lower Down Entire Map''
Lower the elevation of the entire map's terrain by one level.

--''Adjust Elevation of Entire Map''
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#ref(Adjust Elevation of Entire Map.png)
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Change the elevation of the entire map. Enter a negative (minus) value to make it lower than the current elevation, or a positive value to make it higher.

--''Specify Entire Map as Elevation 1''
Make the map a flat terrain with an elevation of 1.

--''Delete Unused Files in Resource Folder''
Locate and delete files in the resource folder that are not used for the game.
It is used when exporting a publishing work.

--''Clear File Paths''
Remove all paths that refer to anything other than within the game file.
It is used when exporting a publishing work.


-''View''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions objects and events along grids.

--''Show Grids''
Show/hide the grids on the map.

--''Show Enemy Distribution''
Show/hide areas where enemies appear.

--''View with Perspective''
Switch between having the map you are working on displayed with/without perspective.

--''Post-Effects Enable''
Switch between applying or not applying the post-effects specified for the map you are working on.

--''Camera from Above''
When turned on, the camera will look at the viewpoint from directly above. Turn off to return to the previous viewpoint.

--''DOF Enable''
Enable/disable the DOF (depth of field) function.

--''View Project Paths''
Display/hide the project path shown in the upper right of the Map Editor.
This can be used when you do not want to show the path when broadcasting a work scene.

--''Quick Toolbar''
Display/hide the Quick Toolbar.

--''Various Palettes''
Show/hide various palettes.
Hidden palettes will not be visible from the storage areas on the left and right sides of the preview screen.

--''Window Initialization''
Initialize the size of the Map Editor window.

--''Palette Initialization''
Initialize the position and separation state of various pallets.

--''Delete All Thumbnails''
Delete all thumbnails generated by each function.
Thumbnails are newly generated when the game file is loaded.

-''Functions''
You can access each function in the master menu.
You can also use extensions (plug-ins).
--''Expanded Features''
---''Copy Battle-Related Scripts to Game File''
Export the default battle-related sources to the battlescript folder in the project.
---''Remove Battle-Related Scripts from Game File''
Delete the battlescript folder and revert to the default battle process.

-''Help''
You will find links to the web page below.
Clicking on each link will open the page accordingly in your browser:
//"RPG Developer Bakin Manual" "Shortcut Key List" "Official Website" "YouTube Official Video" "Update Log"
"RPG Developer Bakin Manual", "Shortcut Key List", "Official Website", "YouTube Official Video", "Update Log" and "Contact us".
From "Contact us" you can open the contact page of the official website with your browser.

-''Version Information''
This is the version number of the tool.
Left-clicking copies the version number.
(Please include the version number when contacting us in case of trouble.)

-''Path Information''
Shows the path where the game file currently being edited is saved.
Right-click to open the folder where the game file is stored in Explorer.
You can also save your project in a Zip file.
When compiling into a Zip file, it is possible to remove the import paths for the resources in the project.
Please use this function if you need it to distribute your project.
#ref(./ProjectPass.png)
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**''Test Play'' [#w071a7ed]
You can execute the game player feature to test play the game in its current state.
The behavior changes depending on how the button is clicked.
+Left Click: Quick Test Play. The editor is not available during test play.
+Right Click: Skip the title screen for a quick test play.
+Center Wheel Click: Test Play. Test play is performed in a separate process from the editor.  You can use the editor during the test play. The test play will be the same environment as when the project is exported as a published work.

All features and notations described below are defaults.
The assignment of keys and buttons to be used can be changed in [[Assign Input Device]].
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#ref(./Test Play.png,30%)
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-''Title Screen Menu''
--''New Game''
Play from the beginning of the game.

--''Continue''
Play the saved game from the continuation.

--''Config''
Specify various settings for the game. You can also do this in-game.

---''BGM''
Specify the volume of the background music.

---''Sound Effects''
Specify the volume of sound effects.

---''Message Speed''
Select from four levels of message display speed.

---''Cursor Position''
Specify whether the cursor position is to be memorized or not.

---''Restore Defaults''
Restore the configuration settings to their default values.

--''Exit Game''
Exit the test play and return to the map editor.

***''Keyboard Operation'' [#zd2a3f33]
|~Cursor Control&br;Player Movement|Cursor keys, ADWS keys|
|~Run|Shift+Movement Operation|
|~Jump|X key|
|~Menu Display|Enter key, ESC key, M key|
|~Decision|Enter key, Space key, Z key|
|~Cancel|ESC key|
|~Speak and Investigate|Space key, Z key|
|~Horizontal Camera Rotation|EQ key|
|~Vertical Camera Rotation|RF key|
|~Zoom in/out|TG key|
|~Reset Camera Position|P key|
|~Return to the Title Screen|Ctrl + C key|
|~Debug Function|F5 key|


***''Controller Operation'' [#n1929933]
|~Cursor Control&br;Player Movement|Direction buttons, left stick|
|~Run|X Button + Movement Operation|
|~Jump|Y Button|
|~Menu Display|START Button|
|~Decision|B Button|
|~Cancel|A Button|
|~Speak and Investigate|B Button|
|~Horizontal Camera Rotation|Right stick left/right|
|~Vertical Camera Rotation|Right stick up/down|
|~Zoom in|LB + RB Button|
|~Zoom out|LB + RT Button|
|~Reset Camera Position|Press in the right stick|

***''Options'' [#rad00e8f]
You can choose from a variety of menus that allow you to change and check the behavior while executing test plays.
This menu is not selectable during test play with center wheel click.

-''Window Size''
You can change the size of the window during test play.

-''Performance Meter''
You can check how much load is placed on each element in the game.

-''Debug Window''
You can change/check the state of variables in the game and specify during battles.

-''Cast Parameter Check View''
#ref(./ENキャストパラメータ.png,70%)
You can check the state of various parameters of cast members of allied party members and cast members who appear as enemies in battles.
In addition to cast-specific parameters, the values changed by class, equipment, and various influences during battle are also displayed.
Pressing the "F6 key" during test play opens this view.

-''View Collision''
#ref(./ENコリジョン表示.png,50%)
Visually check the collision specified for objects and events.
Please use this function to help you find errors in collision setup, etc.

***''About the Debug Window'' [#h5062e9c]
Press the "F5 key" during test play to use the debug function.
Pressing the "F5 key" during test play opens the debug window.
By temporarily changing the values of various settings and variable boxes, you can efficiently test play and check for progress and defects.
Any settings you specify in this window will not be reflected in the game until you press the "Reflect in Test Play" button.
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//-''Settings''
-''Change Settings Tab''
Various temporary changes can be specified to facilitate test play.

--''Options''
---''Disable Encounters''
If checked, monsters will not be encountered.

---''Pass Through Events''
The player will be able to move through events.
Stairs and doors can also be slipped through, which may prevent the player from moving from one location to another.

---''Always Max HP and MP in Battles''
During battles, the HP and MP of the party casts are always at their maximum values.

---''Max Abilities in Battles''
During battles, the abilities of the party casts are always at their maximum value.

---''Fast-Forward in Battles''
If checked, battles that occur during test play will be executed in fast forward.

--''Change Cast's Level''
You can change the level of the cast currently in the party.

--''Display/Edit Variable Boxes''
Temporarily change the value of variable boxes.
Checked entries in the checkboxes are displayed at the top of the list.

//-''Close''
-''Close Button''
Close the debug function dialog and return to test play.

//-''Reflect in Test Play''
-''Reflect in Test Play Button''
Reflect the changes in the test play.
Cast levels, event switches, and variable boxes are reflected only where values are entered.

//-''Logs''
-''Logs Tab''
This function allows you to monitor which events are being performed during test play.
If necessary, use the buttons at the top of the log to select the event type to be displayed.
If there is a type of event that repeats in parallel, a large volume of logs will continue to flow.  In that case, please turn off "Include Parallel Events".

//-''System Status''
//Display the current status of system flags allowed or prohibited.
-''System Status Tab''
Display the current status of various system flags as enabled or disabled.
You will be able to see the initial game specs as well as the state of the game as it has been changed through events.

#ref(./DebugWindow_SystermStatus.png,80%)
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***''Reset'' [#u3ac82c1]
Reset the test play and return to the title screen. (If you skipped the title screen, it will take you back to the beginning of the game.)
Ctrl+c can also be used to reset.
This menu is not selectable during test play with center wheel click.


**4) Status Bar [#gb7c7359]
The status bar at the bottom of the Map Editor window contains icons for frequently used functions.

-''Selection Target''
Narrow down the selection.

--''Terrains Only''
When turned on, only terrain is selected.

--''Objects Only''
When turned on, only objects and events are selected.

--''Terrains and Objects''
When turned on, both terrain and objects and events are selected.

-''Operation Axis''
Specify the axis of operation for moving objects and events.

--''XZ''
Only the X and Z axes are available for operation.

--''YX''
Only the Y and X axes are available for operation.

--''ZY''
Only the Z and Y axes are available for operation.

-''Place on Top''
When placing an object or event, place it so that it sits on top of what is already in place.
When placing while holding down the Ctrl key, the placement will stack on top of what has already been placed. (If this button is turned off, the opposite action will be performed.)

-''Manipulator''
Select the manipulator type.

--''Position Adjustment''
When turned on, the manipulators are used to adjust the position of objects and events.

--''Angle Adjustment''
When turned on, the manipulators are used to adjust the angle of objects and events.

--''Scale Adjustment''
When turned on, the manipulators are used to scale objects and events.

-''Grids''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions objects and events along grids.

--''Show Grids''
Show/hide the grids on the map.

-''ON/OFF''
--''Camera from Above''
When turned on, the camera will look at the viewpoint from directly above. Turn off to return to the previous viewpoint.

--''Perspective View''
Switch between having the map you are working on displayed with/without perspective.

--''Post-Effects''
Switch between applying or not applying the post-effects specified for the map you are working on.

--''Map Symbols''
Display/hide event markers and collisions without lights, particles, or graphic settings placed on maps.

--''Enemy Distribution''
When turned on, the color of the ground changes in areas where appearing enemies are specified in Map Settings > Enemy Distribution.
The entire map appears to change color when enemies are placed in ALL (Entire Map) in the range of Enemy Distribution.
If you think the color of the map is wrong, check the on/off state of this button and the Enemy Distribution setting.

--''View Collision''
Display/hide collision frames (white wireframes) for events placed on maps that do not have graphics specified.
Also, when this button is turned on, the collision frame of the underlying object will be displayed when an object is attempted to be placed on top of another object.
Note that if the Map Symbol button is off, collisions will not be displayed when this button is turned on.

--''DOF''
Enable/disable the DOF (depth of field) function.
If the Post Effects button is off, DOF is not enabled when this button is turned on.
Since DOF is a function of the camera position as the origin, the amount of DOF applied in the Map Editor is different from the amount of DOF applied in the game.
Please check the preview of the camera tool to see the correct DOF applied in the game.


**5) Various Palettes [#vbf72731]
The "palette" is a collection of functions for creating maps by type.
There are six palettes used in the Map Editor
For a description of the function of each palette, please refer to "Various Palettes used on the Edit Screen" in this help.
--''[[Map List Palette]]''
--''[[Map Settings Palette]]''
--''[[Placed List Palette]]''
--''[[Common Event Palette]]''
--''[[Tools Palette]]''
--''[[Stamps Palette]]''
-''Auto Hide''
Clicking on the push-pin icon in the upper right corner of each palette will move the palette to the left or right side of the preview screen, allowing you to use the editor more spaciously.
Stored pallets are shown/hidden each time the pallet name in the left/right side storage section is clicked.

-''Moving and Sizing Palettes''
The palette can be moved to any desired location by left-dragging the title menu section.
To return to the original location, double-click on the title menu section.
The palette can also be resized by dragging the frame to the left.

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