#author("2022-10-14T02:47:03+00:00","default:admin","admin")
#author("2022-12-28T10:09:11+00:00","default:admin","admin")
*Stamps Palette [#d4ded348]
This palette allows you to select various stamps to be used when editing the map.
The stamps selected here are placed in the map editor.
#ref(./Stamps_Palette_EN.png,80%)
#contents

** Function[#pfac834d]

#ref(スタンプパレット.png)
#ref(./Stamps Palette.png,80%)
#br

-''Search''
Narrow down the entries to be displayed in the list.
Enter a keyword to narrow down the search in the text input area.

-''Folder''
The folder containing each stamp will be displayed. Select the stamp you want to use.

**Terrains [#pfac834d]
This is where the terrain stamps are selected to build the walls and floors of the fields, dungeons, and rooms.

-''List''
Terrains in the selected folder are listed as thumbnails.

-''Preview''
The selected terrain in the list is previewed.


**Objects [#pfac834d]
This is where objects stamps are selected to be placed on the terrain, such as building parts, furniture, roads, and stairs.  The water surface and the skydome, which is the celestial sphere of the map, are also objects.

-''List''
Objects in the selected folder are listed as thumbnails.

-''Preview''
The selected object in the list is previewed.


**Events [#pfac834d]
Each folder contains stamps that have been templated for easy use of commonly used events in RPGs and casts specified in "Casts" in the "Database" section.


**''Event Templates'' [#vcd6759b]
Once selected and placed on the map editor, each template is displayed and graphics, dialogues, etc. can be specified.
In addition, all stamps that can be selected here can be converted to custom events.
Conversion will allow you to specify more detailed settings, but will not restore the way they were specified in the template.

***''Stationary'' [#bceb7742]
This is a group of stamps with template events that do not move on maps.

-''Stationary - Add to the Party''

#ref(静止パーティに加わる.png)
#br
#ref(./stationary-AddtotheParty.png,80%)
#br
This event does not move and the main cast joins the party when spoken to.

--''Setting Options''
Specify the cast to add to the party, the graphic for the event, and the dialogue and messages for each situation.
If the selected cast is already in the party, this event will not appear.

-''Stationary - Leave the party''
This event does not move and the cast is removed from the party when the main cast speaks to them.
If the selected cast is not in the party, this event will not appear.

--''Setting Options''
Specify the cast to remove from the party, the graphic for the event, and the dialogue and messages for each situation.

-''Stationary - Speak''
This event does not move, but displays dialogue when the main cast speaks to them.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.

-''Stationary - Conversation(Right Character Speak First)''

#ref(静止会話右のキャラクターが先.png)
#br
//#ref(./stationaryConversation(RightCharacterSpealsFirst).png,80%)
#br
This event does not move, and the two casts on either side speak their dialogues in the order of right to left.

This event does not move, and the two casts on either side speak their dialogues in the order of right to left.
--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.
The large graphic of the cast on the right is shown inverted left to right.

-''Stationary - Conversation(Left Character Speak First)''
#br
#ref(./Stationary-MovetotheLeftwithanItem.png,80%)
This event does not move, and the two casts on either side speak their dialogues in the order of left to right.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.
The large graphic of the cast on the right is shown inverted left to right.

-''Stationary - Give the Player an Item''

#ref(静止アイテムをくれる.png)
#br

#ref(./stationaryGivethePlayeranItem.png,80%)
#br
This event does not move, but the main cast talks to them and gives the main cast an item.
However, if he/she already has the item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic that he/she will receive, as well as the dialogue or message that will accompany each situation.

-''Stationary-Question''
#ref(静止質問.png)
#br
#ref(./stationaryQuestion.png,80%)
#br
This event does not move, and when the main cast talk to them, they will ask questions that can be answered with "yes" or "no".

This event does not move, and when the main cast talk to them, they will ask questions that can be answered with "yes" or "no".
--''Setting Options''
Specify the graphic for the event, the dialogue for the question, and the dialogue after the answer is given.

-''Stationary - Question - Give the Player an Item''
This event does not move, and if the main cast answer "yes" to the question, they will give him/her an item.
If he/she already has that item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic that he/she will receive, as well as the dialogue or message that will accompany each situation.

-''Stationary - Different Conversation with an Item''
This event does not move, but displays dialogue when the main cast talk to them. If he/she has certain items, they will speak different dialogues.

--''Setting Options''
Specify the item or event graphic that change the dialogue when owned, as well as the dialogue for each situation.

-''Stationary - Exchanging Items''
This event does not move, but speaks to them with an "Item to be Exchanged" and if the main cast answer "yes" to the question, they will give him/her the "Item to be Given".
The number of "Item to be Exchanged" will be reduced by one. If the main cast already has an "Item to be Given", it will not be given to him/her.

--''Setting Options''
Specify the "Item to be Exchanged" and "Item to be Given," as well as the graphic for the event and the dialogue for each situation.

-''Stationary - Move to the Left with an Item''

#ref(静止アイテムがあると左に避ける.png)
#br

#ref(./stationaryMovetotheLeftwithanitem.png,80%)
#br
This event does not move, but if the main cast talks to them with the "Required Item to Pass" they will move to the left and open up a place for him/her.
In addition, they move every time when spoken to, so if you do not want them to move any further, block their destination with an impassable object.

--''Setting Options''
Select the "Required Item to Pass," specify the graphic for the event, and the dialogue for each situation.

-''Stationary - Move to the Right with an Item''
This event does not move, but if the main cast talks to them with the "Required Item to Pass" they will move to the right and open up a place for him/her.
In addition, they move every time when spoken to, so if you do not want them to move any further, block their destination with an impassable object.

--''Setting Options''
Select the "Required Item to Pass," specify the graphic for the event, and the dialogue for each situation.

-''Stationary - Move to the Left When Give an Item''
This event does not move, and if the main cast talks to them with the "Required Item to Pass" and answer "yes" to their questions, they will move to the left and open the place for him/her.
There will be one less item to pass through.
In addition, they move every time when spoken to, so if you do not want them to move any further, block their destination with an impassable object.

--''Setting Options''
Select the "Required Item to Pass," specify the graphic for the event, and the dialogue for each situation.

-''Stationary - Move to the Right When Give an Item''
This event does not move, and if the main cast talks to them with the "Required Item to Pass" and answer "yes" to their questions, they will move to the right and open the place for him/her.
There will be one less item to pass through.
In addition, they move every time when spoken to, so if you do not want them to move any further, block their destination with an impassable object.

--''Setting Options''
Select the "Required Item to Pass," specify the graphic for the event, and the dialogue for each situation.

-''Stationary - Speak to Battle(Escapable)''

#ref(静止話すとバトル(逃げられる).png)
#br

#ref(./stationarySpeaktoBattle(Escapabel).png,80%)
#br
This event does not move, and the battle begins when spoken to.
If losing, the game is over, but the player can use the "escape" command.

--''Setting Options''
Choose the monster to fight, the items to obtain when winning, and specify the various graphics and dialogues.

-''Stationary - Speak to Battle(Inescapable / No Game Over)''
This event does not move, and the battle begins when spoken to.
If losing, the game will not be over, but the party members' HP will be reduced to 1. The player cannot use the "escape" command.

--''Setting Options''
Choose the monster to fight, the items to obtain when winning, and specify the various graphics and dialogues.

-''Stationary - Speak to Battle(Inescapable)''
This event does not move, and the battle begins when spoken to.
If losing, the game is over and the "escape" command is not available. This event is designed to be a boss battle.

--''Setting Options''
Choose the monster to fight, the items to obtain when winning, and specify the various graphics and dialogues.


***''Walking'' [#w7694e20]
This is a group of stamps with template events for moving around on maps.

-''Walking - Add to the Party''

#ref(歩行パーティに加わる.png)
#br
#ref(./Walking-AddtotheParty.png,80%)
#br
This event moves randomly and joins the party when the main cast talks to them.

This event moves randomly and joins the party when the main cast talks to them.
--''Setting Options''
Specify the cast to add to the party, the graphic for the event, and the dialogue and messages for each situation.
If the selected cast is already in the party, this event will not appear.

-'Walking - Speak''
-''Walking - Speak''
This event moves randomly and displays dialogue when the main cast speaks to them.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.

-''Walking - Conversation(Right Character Speaks First)''

#ref(歩行会話(右のキャラクターが先).png)
#br
#ref(./Walking-Converstation(RightCharacterSpeaksFirst).png,80%)
#br
This event moves randomly, and the two casts on either side speak their dialogues in the order of right to left.

This event moves randomly, and the two casts on either side speak their dialogues in the order of right to left.
--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.
The large graphic of the cast on the right is shown inverted left to right.

-'Walking - Conversation(Left Character Speaks First)''
-''Walking - Conversation(Left Character Speaks First)''
This event moves randomly, and the two casts on either side speak their dialogues in the order of left to right.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.
The large graphic of the cast on the right is shown inverted left to right.

-'Slowly walking - Speak''
-''Slowly walking - Speak''
This event moves slowly and randomly and displays dialogue when the main cast speaks to them.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.

-'Running - Speak''
-''Running - Speak''
This event is difficult to catch because it moves at a fast speed and randomly.  It displays dialogue when the main cast speaks to them.

--''Setting Options''
Specify graphic and dialogue for the event.
Specify "Large Graphic" to be displayed behind the conversation window.

-''Walking - Give the Player an Item''

#ref(歩行アイテムをくれる.png)
#br

#ref(./Walking-GivethePleyeranItem.png,80%)
#br
This event moves randomly and gives an item when the main cast speaks to them.
However, if he/she already has the item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic to be given, as well as the dialogue or message that goes along with each situation.

-''Slowly walking - Give the Player an Item''
This event moves randomly and gives an item when the main cast speaks to them.
However, if he/she already has the item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic to be given, as well as the dialogue or message that goes along with each situation.

-''Walking - Question''
This event moves randomly and when spoken to, asks questions that can be answered with "yes" or "no".

#ref(歩行質問.png)
#br
#ref(./Walking-Question.png,80%)
#br

--''Setting Options''
Specify the graphic for the event, the dialogue for the question, and the dialogue after the answer is given.

-''Walking - Question - Give the Player an Item''
This event moves randomly, and if answered "yes" to a question, they will give him/her an item.
However, if he/she already has the item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic to be given, as well as the dialogue or message that goes along with each situation.

-''Slowly Walking - Question''
This event moves slowly and randomly, and when spoken to, asks a question that can be answered with a "yes" or "no" response.

#ref(ゆっくり歩行質問.png)
#br
#ref(./SlowlyWalking-Question.png,80%)
#br

--''Setting Options''
Specify the graphic for the event, the dialogue for the question, and the dialogue after the answer is given.

-''Slowly Walking - Question - Give the Player an Item''
This event moves randomly, and if answered "yes" to a question, they will give him/her an item.
However, if he/she already has the item, they will not give it to him/her.

--''Setting Options''
Specify the item or event graphic to be given, as well as the dialogue or message that goes along with each situation.

-''Walking - Different Conversation with an Item''
This event moves randomly and displays dialogue when spoken to.  If holding a certain item, a different dialogue will be displayed.

--''Setting Options''
Specify the item or event graphic that change the dialogue when holding it, and the dialogue for each situation.

-''Walking - Exchanging Item''
This event moves randomly, and if the main cast talk to them with an "Item to be Exchanged" and answer "yes" to their question, they will give him/her an "Item to be Given".
The number of "Item to be Exchanged" will be reduced by one. If the main cast already has an "Item to be Given", it will not be given to him/her.

--''Setting Options''
Specify the "Item to be Exchanged" and "Item to be Given," as well as the graphic for the event and the dialogue for each situation.

-''Walking - Speak to Battle(Escapable)''

#ref(歩行話すとバトル(逃げられる).png)
#br

#ref(./Walking-SpeaktoBattele(Escapable).png,80%)
#br
This event moves randomly and a battle begins when spoken to.
If losing, the game is over, but the player can use the "escape" command.

--''Setting Options''
Specify the monster to fight, the item to obtain when winning, and various graphics and dialogues.


***''Stores/Inns'' [#d9197b01]
This is a group of stamps with template events related to stores, inns, etc.

-''Store - Place Behind the Counter''

#ref(店カウンターの奥に配置.png)
#br

When spoken to, the function of the store is executed.
It is specified to be spoken to from one step ahead, so it works even when placed behind a counter.
Up to 6 sale items can be selected.

--''Setting Options''
Specify the graphic and dialogue of the clerk and the items to be handled.

-''Store - Place at the Counter''
#ref(./Store-PlaceattheCounter.png,80%)
Talking to them adjacent to each other will execute the store's function.
It can be placed on the counter without specifying a graphic, or it can be a clerk who speaks directly to the customer with a graphic specified.
Up to 6 sale items can be selected.

--''Setting Options''
Specify the graphic and dialogue of the clerk and the items to be handled.

-''Inn - Behind the Counter''

#ref(宿屋カウンターの奥に配置.png)
#br

When spoken to, the innkeeper's function is executed.
It is specified to be spoken to from one step ahead, so it works even when placed behind a counter.
When staying overnight, the HP and MP of all party members will be fully restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Inn - Place at the Counter''
//#ref(./Inn-PlaceattheCounter.png,80%)
Talking to them adjacent to each other will execute the innkeeper's function.
It can be placed on the counter without specifying a graphic, or it can be an innkeeper who speaks directly to the customer with a graphic specified.
When staying overnight, the HP and MP of all party members will be fully restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Inn - Cure Poison - Place Behind the Counter''
When spoken to, the innkeeper's function of curing poison is executed.
It is specified to be spoken to from one step ahead, so it works even when placed behind a counter.
When staying overnight, the HP and MP of everyone in the party will be fully restored, and everyone's poison status will be restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Inn - Cure Poison - Place at the Counter''
#br
#ref(./InnCurePoisonPlanceattheConuter.png,80%)
#br
Talking to them adjacent to each other will execute the innkeeper's function of curing poison.
It can be placed on the counter without specifying a graphic, or it can be an innkeeper who speaks directly to the customer with a graphic specified.
When staying overnight, the HP and MP of everyone in the party will be fully restored, and everyone's poison status will be restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Inn - Recover All - Place Behind the Counter''
When spoken to, the innkeeper's function is executed, which cures both poison and KO statuses.
It is specified to be spoken to from one step ahead, so it works even when placed behind a counter.
When staying overnight, the HP and MP of everyone in the party will be fully restored, and everyone's poison and KO status will be restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Inn - Recover All - Place at the Counter''
Talking to them adjacent to each other will execute the innkeeper's function, which is to cure both poison and and KO statuses.
It can be placed on the counter without specifying a graphic, or it can be an innkeeper who speaks directly to the customer with a graphic specified.
When staying overnight, the HP and MP of everyone in the party will be fully restored, and everyone's poison and KO status will be restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Stationary - Traveling Merchant''

#ref(静止旅の商人.png)
#br

#ref(./Stationary-TravelingMerchant.png,80%)
#br
This event does not move, and the store function is executed when spoken to.
Up to 6 sales items can be specified.

--''Setting Options''
Specify the merchant's graphic, dialogue, and items for sale.

-''Walking - Traveling Merchant''
This event moves randomly and executes the store's function when spoken to.
Up to 6 sales items can be specified.

--''Setting Options''
Specify the merchant's graphic, dialogue, and items for sale.

-''Stationary - Traveling Innkeeper''

#ref(静止旅の宿屋.png)
#br

#ref(./Stationary-TravelingInnkeeper.png,80%)
#br
This event does not move, and the innkeeper's function is executed when spoken to.
When staying overnight, the HP and MP of all party members will be fully restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.

-''Walking - Traveling Innkeeper''
This event moves randomly and executes the innkeeper's function when spoken to.
When staying overnight, the HP and MP of all party members will be fully restored.

--''Setting Options''
Specify the innkeeper's graphic, dialogue, and lodging fee. The price is a flat rate per night, regardless of the number of people in your party.


***''Searchable'' [#nde4fffe]
This is a group of stamps with templated events that bring about some change by examining them.

-''Treasure Chest - Get Money''

#ref(宝箱お金を得る.png)
#br
#ref(./TreasureChestGetMoney.png,80%)
#br
Executes the function of a treasure chest, which when examined, yields money.

Executes the function of a treasure chest, which when examined, yields money.
--''Setting Options''
Specify the amount of money in the treasure chest and the graphic of the treasure chest.

-''Treasure Chest - Get Item''
Executes the function of a treasure chest which, when examined, yields an item.

--''Setting Options''
Specify the item to be obtained and the graphic of the treasure chest.

-''Treasure Chest - Get Important Item''
Executes the function of a treasure chest which, when examined, yields an item.
The sound of fanfare makes it suitable for obtaining important items.

--''Setting Options''
Specify the item to be obtained and the graphic of the treasure chest.

-''Treasure Chest - Message''

#ref(宝箱メッセージ.png)
#br
#ref(./TreasureChestMessage.png,80%)
#br
Executes the function of a treasure chest which, when examined, displays a message.

Executes the function of a treasure chest which, when examined, displays a message.
--''Setting Options''
Specify the text of the message to be displayed and the graphic of the treasure chest.

-''Treasure Chest - Empty''
It is an empty treasure chest. When examined, a message appears.
The function is the same as "Treasure Chest - Message".

--''Setting Options''
Specify the text of the message to be displayed and the graphic of the treasure chest.

-''Treasure Chest - Check to Battle(Escapable)''

#ref(宝箱調べるとバトル(逃げられる).png)
#br

#ref(./TreasureChestChecktoBattle(Escapable).png,80%)
#br
When examined, the function is executed to initiate a battle.
In battle, the game is over if losing, but the player can use the "escape" command.

--''Setting Options''
Specify the monster to fight, the treasure chest graphic and battle background, the item obtained when winning, and the message when the treasure chest is examined.

-''Dresser - Get Money''

#ref(たんすお金を得る.png)
#br
#ref(./DresserGetMoney.png,80%)
#br
Executes the function of a dresser, which when examined, yields money. 

Executes the function of a dresser, which when examined, yields money. 
--''Setting Options''
Specify the amount of money in the dresser and the graphic of the dresser.

-''Dresser - Get Item''
Executes the function of a dresser, which when examined, yields an item. 

--''Setting Options''
Specify the item to be obtained and the graphic of the dresser.

-''Dresser - Message''

#ref(たんすメッセージ.png)
#br
#ref(./DresserMessage.png,80%)
#br
Executes the function of a dresser which, when examined, displays a message.

Executes the function of a dresser which, when examined, displays a message.
--''Setting Options''
Specify the text of the message to be displayed and the graphic of the dresser.

-''Dresser - Empty''
It is an empty dresser. When examined, a message appears.
The function is the same as "Dresser - Message".

--''Setting Options''
Specify the text of the message to be displayed and the graphic of the dresser.

-''Vase - Get Money''

#ref(つぼお金を得る.png)
#br
#ref(./VaseGetMoney.png,80%)
#br
Executes the function of a vase, which when examined, yields money. 

Executes the function of a vase, which when examined, yields money. 
--''Setting Options''
Specify the amount of money in the vase and the graphic of the vase.

-''Vase - Get Item''
Executes the function of a vase, which when examined, yields an item. 
Executes the function of a vase, which when examined, yields an item.
 
--''Setting Options''
Specify the item to be obtained and the graphic of the vase.

-''Vase - Empty''
It is an empty vase. When examined, a message appears.

--''Setting Options''
Specify the text of the message to be displayed and the graphic of the vase.

-''Table - Get Money''
Executes the function of a table, which when examined, yields money. 

#ref(テーブルお金を得る.png)
#br

Executes the function of a table, which when examined, yields money. 
--''Setting Options''
Specify the amount of money on the table and the table graphic.

-''Table - Get Item''
#br
#ref(./TableGetItem.png,80%)
#br
Executes the function of a table, which when examined, yields an item. 

--''Setting Options''
Specify the item to be obtained and the graphic of the table.

-''Table - Message''
#ref(テーブルメッセージ.png)
#br
#ref(./TebleMessage.png,80%)
#br
Executes the function of a table which, when examined, displays a message.

--''Setting Options''
Specify the text of the message to be displayed and the graphic for the table.

-''Table - Nothing''
It is a table with nothing on it. When examined, a message is displayed.

--''Setting Options''
Specify the text of the message to be displayed and the graphic for the table.

-''Bed - Recover''
#ref(ベット回復する.png)
#br
#ref(./BedRecover.png,80%)
#br
When examined, it allows the party to rest and execute a function that restores HP and MP.

When examined, it allows the party to rest and execute a function that restores HP and MP.
--''Setting Options''
Specify the text of the message to be displayed and the bed graphic.

-''Bed - Get Money''
Executes the function of a bed, which when examined, yields money. 

--''Setting Options''
Specify the amount of money hidden in the bed and the graphic of the bed.

-''Bed - Gat Item''
Executes the function of a bed, which when examined, yields an item. 

--''Setting Options''
Specify the item to be obtained and the graphic of the bed.

-''Bed - Nothing''
It is an empty bed. When examined, a message appears.

--''Setting Options''
Specify the text of the message to be displayed and the bed graphic.

-''Sign - Message''

#ref(看板メッセージ.png)
#br
#ref(./SignMessage.png,80%)
#br
Executes the function of a sign which, when examined, displays a message.
The message can be displayed every time it is examined.

Executes the function of a sign which, when examined, displays a message.
The message can be displayed each time examined as many times as necessary.
--''Setting Options''
表示されるメッセージの文章と看板のグラフィックを設定します。
Specify the text of the message to be displayed and the graphic for the sign.

-''Sparkle on the Ground - Get Important Item''

#ref(地面のキラキラ重要なアイテムを得る.png)
#br
#ref(SparkleontheGroundGetImportantItem.png)
#br
The function to obtain an item is executed by examining the sparkling place.
The sound of fanfare makes it suitable for obtaining an important item.

キラキラ光る場所を調べるとアイテムを得られる機能が実行されます。
ファンファーレが鳴るため、重要なアイテム入手に適しています。
--''Setting Options''
手に入るアイテムとキラキラのグラフィック、表示されるメッセージを設定します。
Specify the item to be obtained, the sparkling graphic, and the message to be displayed.

-''Stuffed Toy - Message''
調べると、頭上に感情マーク(!マーク)を表示し、セリフを表示する機能が実行されます。

#ref(ぬいぐるみ話す.png)
When examined, an emotion mark (! mark) and executes the function of displaying the dialogue.
#br

#ref(./StuffedToyMessage.png,80%)
#br
--''Setting Options''
ぬいぐるみのグラフィックと表示するセリフを設定します。
Specify the graphic of the stuffed toy and the dialogue to be displayed.

-''Grave - Message''

#ref(お墓メッセージ.png)
#br
#ref(./GraveMessage.png,80%)
#br
When examined, the grave function is executed with a message written on the gravestone.
The message can be displayed every time it is examined.

調べると墓標に書かれたメッセージが表示されるお墓の機能が実行されます。
何度でも調べるたびにメッセージを表示できます。
--''Setting Options''
表示されるメッセージの文章とお墓のグラフィックを設定します。
Specify the text of the message to be displayed and the graphic of the grave.

-''Display Message If Checked''
調べるとメッセージが表示される機能が実行されます。
何度でも調べるたびにメッセージを表示できます。
The function is executed with a message displayed when examined.
The message can be displayed every time it is examined.

--''Setting Options''
表示されるメッセージの文章とグラフィックを設定します。
Specify the text and graphic of the message to be displayed.


***''Physics'' [#jc6de558]
物理演算による動きを伴うイベントがテンプレート化されたスタンプ群です。
This is a group of stamps in which events with physics-based motion are templated.

-''Pushable Event''
#br
#ref(./PushableEvent.png,80%)
#br
The event to which this template is applied can be moved on flat ground or rolled down from a high place by the main cast pushing it.

#ref(押して転がせるイベント.png)
--''Setting Options''
Specify the graphic.

-''Invisible Wall''
#br
#ref(./Invisible Wall.png,80%)
#br
This event is used to forcibly prohibit the passage of the player from climbing up or down an area unintended by the player's operation.

このテンプレートが適用されたイベントは、主人公キャラが押すことで平地で動かしたり、高い場所から転げ落とすことができます。
--''Setting Options''
グラフィックを設定します。
Collision Size: Specify the size of the collision detection.


***''Doors/Stairs'' [#c3e0bf5b]
接触や調べることでほかの場所に移動するイベントがテンプレート化されたスタンプ群です。
This is a group of stamps with template events that move to other locations by contact or examination.

-''Stairs Function(Placed on the Stairs of the Terrain)''

#ref(階段の機能(地形の階段に設置).png)
#br
#ref(./StairsFuntion(PlancedonStairsoftheTerrain).png,80%)
#br
This is a function of the stairs that moves to a specified position upon contact.
There are no graphics, so place the stair terrain first and then place the event at that location.
Stair sound effect will be played when moving.

接触すると指定位置に移動する階段の機能です。
グラフィックがありませんので、先に階段の地形を配置し、その位置にイベントを置いてください。
移動時には階段の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか、座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら移動後のパーティの向き、当たり判定の大きさも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the orientation of the party after the move and the size of the collision.

-''Cave Entrance - Link to Another Place''
接触すると指定位置に移動する機能です。
グラフィックがありませんので、先に出入口の地形を配置し、その位置にイベントを置いてください。
移動時には歩行音の効果音が鳴ります。
This function moves to a specified position upon contact.
There are no graphics, so place the entrance/exit terrain first and then place the event at that location.
Walking sound effect will be played when moving.

--''Setting Options''
マッププレビューでクリックするか、座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら移動後のパーティの向き、当たり判定の幅や大きさも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the orientation of the party after the move and the size of the collision.

-''Door - Link to Another Place''
接触すると指定位置に移動する機能です。
グラフィックがありませんので、先に扉などの地形や物体を配置し、その位置にイベントを置いてください。
移動時には扉の効果音が鳴ります。
This function moves to a specified position upon contact.
There are no graphics, so place the door or other terrain or object first, and then place the event at that location.
The door sound effect will be played when moving.

--''Setting Options''
マッププレビューでクリックするか、座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら移動後のパーティの向き、当たり判定の大きさも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the orientation of the party after the move and the size of the collision.

-''Stairs - Link to Another Place''

#ref(階段ほかの場所へリンク.png)
#br
#ref(./StairsLinktoAnotherPlace.png,80%)
#br
This is a stairs function that moves to a specified position on contact.
Stair sound effect will be played when moving.

接触すると指定位置に移動する階段の機能です。
移動時には階段の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら階段のグラフィックと移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the stairs and the orientation of the party after the move.

-''Warp Gate Function - Link to Another Place''
接触すると指定位置に移動する機能です。
グラフィックがありませんので、先に地形や物体で出入口を配置し、その位置にイベントを置いてください。
移動時にはワープゲートの効果音が鳴ります。
This function moves to a specified position upon contact.
There are no graphics, so place the entrance/exit with terrain or object first, and then place the event at that location.
Warp gate sound effect will be played when moving.

--''Setting Options''
マッププレビューでクリックするか、座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the orientation of the party after the move.

-''Warp Gate Function - Link to Another Place with an Item''
特定のアイテムを持って接触すると指定位置に移動する機能です。
グラフィックがありませんので、先に地形や物体で出入口を配置し、その位置にイベントを置いてください。
移動時にはワープゲートの効果音が鳴ります。
It is a function that moves to a specified position when contacted with a specific item.
There are no graphics, so place the entrance/exit with terrain or object first, and then place the event at that location.
Warp gate sound effect will be played when moving.

--''Setting Options''
「必要なアイテム」を選び、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら移動後のパーティの向きも設定します。
Select the "Required Item" and specify the destination by clicking on it in the map preview or specifying the coordinates. To move to another map, select the map from "Change Map".
If necessary, specify the orientation of the party after the move.

-''Door - Link to Another Place''

#ref(扉他の場所へリンク.png)
#br
#ref(./Door-LinktoAnotherPlece.png,80%)
#br
It is a door function that moves to a specified position upon contact.
The door sound effect will be played when moving.

接触すると指定位置に移動する扉の機能です。
移動時には扉の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら扉のグラフィックと移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the door and the orientation of the party after the move.


-''Door - Open with an Item''
特定のアイテムを持って接触すると開錠され、通行可能になる機能です。
開錠時には扉の効果音が鳴ります。
一度開錠されるとその後は通行可能のままです。
This function is unlocked when contacted with a specific item, allowing passage.
The door sound effect will be played when the door is opened.
Once unlocked, the door will then remain open to passage.

--''Setting Options''
「必要なアイテム」を設定します。扉のグラフィックと扉の効果音も変更可能です。
Specify "Required Item." Door graphic and door sound effect can also be changed.

-''Door - Link to Another Place with an Item''
特定のアイテムを持って接触すると指定位置に移動する扉の機能です。
移動時には扉の効果音が鳴ります。
It is a function that moves to a specified position when contacted with a specific item.
The door sound effect will be played when moving.

--''Setting Options''
「必要なアイテム」を選び、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要ならと扉のグラフィックと移動後のパーティの向きも設定します。
Select the "Required Item" and specify the destination by clicking on it in the map preview or specifying the coordinates.  To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the door and the orientation of the party after the move.

-''Door - Open with Matching PIN''

#ref(扉暗証番号が合うと開く.png)
#br
//#ref(./DoorOpenwithMatchingPIN.png,80%)
#br
This function opens the door and allows passage when the correct PIN is entered.
The door sound effect will be played when the door is opened.
Once unlocked, the door will then remain open to passage.

正しい暗証番号を入力すると開錠され、通行可能になる機能です。
開錠時には扉の効果音が鳴ります。
一度開錠されるとその後は通行可能のままです。
--''Setting Options''
10文字までの暗証番号を設定します。扉のグラフィックと扉の効果音も変更可能です。
Specify a PIN with up to 10 letters. Door graphic and door sound effect can also be changed.

-''Door - Open with Matching Password''

#ref(扉合言葉が合うと開く.png)
#br
#ref(./Door-OpenwithMatchingPassword.png,80%)
#br
This function opens the door and allows passage when the correct password is entered.
The door sound effect will be played when the door is opened.
Once unlocked, the door will then remain open to passage.

正しい合言葉を入力すると開錠され、通行可能になる機能です。
開錠時には扉の効果音が鳴ります。
一度開錠されるとその後は通行可能のままです。
--''Setting Options''
入力前に表示されるヒントと合言葉を設定します。
デフォルトで選択できる文字種は数字と小文字のアルファベットにいくつかの記号です。ゲーム中では、キーボードとおなじ配列で表示されます。
扉のグラフィックと扉の効果音も変更可能です。
Specify a hint to be displayed before entering and a password.
The default letter types available are numbers, lowercase alphabets, and some symbols. In the game, they are displayed in the same sequence as on the keyboard.
Door graphic and door sound effect can also be changed.

-''Door - Open When Checked''
調べると開錠され、通行可能になる機能です。
開錠時には扉の効果音が鳴ります。
一度開錠されるとその後は通行可能のままです。
This function is unlocked when examined and allows passage.
The door sound effect will be played when the door is opened.
Once unlocked, the door will then remain open to passage.

--''Setting Options''
扉のグラフィックと扉の効果音が設定できます。
Door graphic and door sound effect can be specified.

-''Castle Door - Link to Another Place''

#ref(お城の扉他の場所へリンク.png)
#br
#ref(./CastleDoor-LinktoAnotherPlace.png,80%)
#br
It is a function of the castle door that moves to a specified position upon contact.
Sound effect of a large door will be played when moving.

接触すると指定位置に移動するお城の扉の機能です。
移動時には大きな扉の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要ならお城の扉のグラフィックと移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the castle door and the orientation of the party after the move.

-''Castle Door - Link to Another Place with an Item''
特定のアイテムを持って接触すると指定位置に移動するお城の扉の機能です。
移動時には大きな扉の効果音が鳴ります。
It is a function of the castle door that moves to a specified position when contacted with a specific item.
Sound effect of a large door will be played when moving.

--''Setting Options''
「必要なアイテム」を選び、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要ならお城の扉のグラフィックと移動後のパーティの向きも設定します。
Select the "Required Item" and specify the destination by clicking on it in the map preview or specifying the coordinates.  To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the castle door and the orientation of the party after the move.

-''Prison Door - Open with an Item''

#ref(牢屋の扉アイテムがあると開く.png)
#br
#ref(./PrisonDoor-OpenwithanItem.png,80%)
#br
It is a function that moves to a specified position when contacted with a specific item.
The sound effect of the prison door will be played when it is opened.
Once unlocked, the door will then remain open to passage.

特定のアイテムを持って接触すると開錠され、通行可能になる機能です。
開錠時には牢屋の扉の効果音が鳴ります。
一度開錠されるとその後は通行可能のままです。
--''Setting Options''
「必要なアイテム」を設定します。牢屋の扉のグラフィックと扉の効果音も変更可能です。
Specify "Required Item." The graphic of the prison door and the sound effect of the door can also be changed.

-''Labyrinth - Link to Another Place''

#ref(迷宮の扉他の場所へリンク.png)
#br
#ref(./Labyrinth-DoorLinktoAnotherPlace.png,80%)
#br
It is a function of the labyrinth door that moves to a specified position upon contact.
The door sound effect will be played when moving.

接触すると指定位置に移動する迷宮の扉の機能です。
移動時には扉の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら迷宮の扉のグラフィックと移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the graphic of the labyrinth door and the orientation of the party after the move.

-''Labyrinth - Link to Another Place with an Item''
特定のアイテムを持って接触すると指定位置に移動する迷宮の扉の機能です。
移動時には扉の効果音が鳴ります。
It is a function of the labyrinth door that moves to a specified location when contacted with a specific item.
The door sound effect will be played when moving.

--''Setting Options''
「必要なアイテム」を選び、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら迷宮の扉のグラフィックと移動後のパーティの向きも設定します。
Select the "Required Item" and specify the destination by clicking on it in the map preview or specifying the coordinates.  To move to another map, select the map from "Change Map".
If necessary, specify the labyrinth door graphic and the orientation of the party after the move.

-''Tower Door - Link to Another Place''

#ref(塔の扉他の場所へリンク.png)
#br
#ref(./TowerDoor-LinktoAnotherPlace.png,80%)
#br
It is a function of the tower door that moves to a specified position upon contact.
The door sound effect will be played when moving.

接触すると指定位置に移動する塔の扉の機能です。
移動時には扉の効果音が鳴ります。
--''Setting Options''
マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら塔の扉のグラフィックと移動後のパーティの向きも設定します。
Click on the map preview or specify the coordinates to move to. To move to another map, select the map from "Change Map".
If necessary, specify the tower door graphic and the orientation of the party after the move.

-''Tower Door - Link to Another Place with an Item''
特定のアイテムを持って接触すると指定位置に移動する塔の扉の機能です。
移動時には扉の効果音が鳴ります。
It is a function of the tower door that moves to a specified location when contacted with a specific item.
The door sound effect will be played when moving.

--''Setting Options''
「必要なアイテム」を選び、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら塔の扉のグラフィックと移動後のパーティの向きも設定します。
Select the "Required Item" and specify the destination by clicking on it in the map preview or specifying the coordinates.  To move to another map, select the map from "Change Map".
If necessary, specify the tower door graphic and the orientation of the party after the move.

-''Well - Link to Another Place''

#ref(井戸ほかの場所へリンク.png)
#br
#ref(./Well-LinktoAnotherPlace.png,80%)
#br
This is a function of a well that moves to a specified position upon contact.
A sound effect will be played when moving.

接触すると指定位置に移動する井戸の機能です。
移動時には効果音が鳴ります。
--''Setting Options''
確認メッセージを入力し、マッププレビューでクリックするか座標を指定して移動先を設定します。他のマップに移動させる場合は「参照」からマップを選択します。
必要なら井戸のグラフィックと移動後のパーティの向きも設定します。
Enter a confirmation message and specify the destination by clicking on it in the map preview or specifying the coordinates.  To move to another map, select the map from "Change Map".
If necessary, specify the well graphic and the orientation of the party after the move.


***''Traps'' [#t1b8f51b]
謎解きやギミックに使えるイベントがテンプレート化されたスタンプ群です。
This is a group of stamps with templates of events that can be used to solve puzzles and gimmicks.

-''Blue Button''

#ref(青色ボタン.png)
#br
#ref(./Blue Button.png,80%)
#br
Used in conjunction with the event "Blue Button Door".
Upon contact, the button turns on and the "Blue Button Door" opens, and upon contact again, the button turns off and the door closes.
The event switch "Switch_Blue" is turned on/off.

イベント「青色ボタンの扉」とセットで使用します。
接触するとボタンがオン状態になって「青色ボタンの扉」が開き、もう一度接触するとオフになって扉が閉じます。
※イベントスイッチ「青色スイッチを押した」がオン/オフされます。
--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Green Button''
イベント「緑色ボタンの扉」とセットで使用します。
接触するとボタンがオン状態になって「緑色ボタンの扉」が開き、もう一度接触するとオフになって扉が閉じます。
※イベントスイッチ「緑色スイッチを押した」がオン/オフされます。
Used in conjunction with the event "Green Button Door".
Upon contact, the button turns on and the "Green Button Door" opens, and upon contact again, the button turns off and the door closes.
The event switch "Switch_Green" is turned on/off.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Red Button''
イベント「赤色ボタンの扉」とセットで使用します。
接触するとボタンがオン状態になって「赤色ボタンの扉」が開き、もう一度接触するとオフになって扉が閉じます。
※イベントスイッチ「赤色スイッチを押した」がオン/オフされます。
Used in conjunction with the event "Red Button Door".
Upon contact, the button turns on and the "Red Button Door" opens, and upon contact again, the button turns off and the door closes.
The event switch "Switch_Red" is turned on/off.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Yellow Button''
イベント「黄色ボタンの扉」とセットで使用します。
接触するとボタンがオン状態になって「黄色ボタンの扉」が開き、もう一度接触するとオフになって扉が閉じます。
※イベントスイッチ「黄色スイッチを押した」がオン/オフされます。
Used in conjunction with the event "Yellow Button Door".
Upon contact, the button turns on and the "Yellow Button Door" opens, and upon contact again, the button turns off and the door closes.
The event switch "Switch_Yellow" is turned on/off.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''All Purpose Button''

#ref(汎用ボタン.png)
#br
#ref(./All Purpose Button.png,80%)
#br
When contacted, the selected event switch will be turned on, and when contacted again, it will be turned off.

接触すると、選択したイベントスイッチがオン状態なり、もう一度接触するとオフになります
--''Setting Options''
オン/オフするスイッチを選択します。グラフィックの変更も可能です。
Select the switch to turn on/off. Graphics can also be changed.

-''Blue Button Door''

#ref(青色ボタンの扉.png)
#br
#ref(./BlueButton-Door.png,80%)
#br
The door opens upon contact when the placed event "Blue Button" is on.
The state of the event switch "Switch_Blue" is determined.

配置したイベント「青色ボタン」がオンのときに接触すると開く扉です。
※イベントスイッチ「青色スイッチを押した」の状態を判定しています。
--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Green Button Door''
配置したイベント「緑色ボタン」がオンのときに接触すると開く扉です。
※イベントスイッチ「緑色スイッチを押した」の状態を判定しています。
The door opens upon contact when the placed event "Green Button" is on.
The state of the event switch "Switch_Green" is determined.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Red Button Door''
配置したイベント「赤色ボタン」がオンのときに接触すると開く扉です。
※イベントスイッチ「赤色スイッチを押した」の状態を判定しています。
The door opens upon contact when the placed event "Red Button" is on.
The state of the event switch "Switch_Red" is determined.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Yellow Button Door''
配置したイベント「黄色ボタン」がオンのときに接触すると開く扉です。
※イベントスイッチ「黄色スイッチを押した」の状態を判定しています。
The door opens upon contact when the placed event "Yellow Button" is on.
The state of the event switch "Switch_Yellow" is determined.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can be changed.

-''Door - Open with the Specified Event Switch''

#ref(指定したイベントスイッチによって開く扉.png)
#br
#ref(./Door-OpenwiththeSpecifiedEventSwitch.png,80%)
#br
This is the door that opens upon contact when the selected event switch is on.
The event switch is turned on/off by placing another event "All Purpose Button".

選択したイベントスイッチがオンのときに接触すると開く扉です。
イベントスイッチは、別のイベント「汎用ボタン」を配置してオン/オフします。
--''Setting Options''
扉を動作させるイベントスイッチを選択します。グラフィックの変更も可能です。
Select the event switch that operates the door. Graphics can also be changed.

-''All Purpose Button Treasure Chest - Get Money''

#ref(汎用ボタンの宝箱お金を得る.png)
#br
#ref(./All Purpose Button Treasure Chest Get Money.png,80%)
#br
A treasure chest that unlocks when the selected event switch is turned on and money is obtained.
The event switch is turned on/off by placing another event "All Purpose Button".

選択したイベントスイッチがオンのときにロックが外れ、お金が得られる宝箱です。
イベントスイッチは、別のイベント「汎用ボタン」を配置してオン/オフします。
--''Setting Options''
ロックを外すイベントスイッチを選択し、開けたときに入手できる金額を設定します。
グラフィックの変更も可能です。
Select the event switch to unlock and specify the amount of money available when it is opened.
Graphics can also be changed.

-''All Purpose Button Treasure Chest - Get Item''
選択したイベントスイッチがオンのときにロックが外れ、アイテムが得られる宝箱です。
イベントスイッチは、別のイベント「汎用ボタン」を配置してオン/オフします。
A treasure chest that unlocks when the selected event switch is turned on and an item is obtained.
The event switch is turned on/off by placing another event "All Purpose Button".

--''Setting Options''
ロックを外すイベントスイッチを選択し、開けたときに入手できるアイテムを設定します。
グラフィックの変更も可能です。
Select the event switch to unlock and specify the item that will be available when it is opened.
Graphics can also be changed.

-''All Purpose Button Treasure Chest - Get Important Item''
選択したイベントスイッチがオンのときにロックが外れ、アイテムが得られる宝箱です。
ファンファーレが鳴るので、重要なアイテムを入れるのに適しています。
イベントスイッチは、別のイベント「汎用ボタン」を配置してオン/オフします。
A treasure chest that unlocks when the selected event switch is turned on and an item is obtained.
It is suitable for placing an important item because of the fanfare it will sound.
The event switch is turned on/off by placing another event "All Purpose Button".

--''Setting Options''
ロックを外すイベントスイッチを選択し、開けたときに入手できるアイテムを設定します。
グラフィックの変更も可能です。
Select the event switch to unlock and specify the item that will be available when it is opened.
Graphics can also be changed.

-''All Purpose Button Treasure Chest - Message''

#ref(汎用ボタンの宝箱メッセージ.png)
#br
#ref(./All Purpose Button Treasure Chest Message.png,80%)
#br
A treasure chest that unlocks when the selected event switch is on and a message is displayed.
The event switch is turned on/off by placing another event "All Purpose Button".

選択したイベントスイッチがオンのときにロックが外れ、メッセージが表示される宝箱です。
イベントスイッチは、別のイベント「汎用ボタン」を配置してオン/オフします。
--''Setting Options''
ロックを外すイベントスイッチを選択し、開けたときに表示されるメッセージを設定します。
グラフィックの変更も可能です。
Select the unlock event switch and specify the message to be displayed when it is opened.
Graphics can also be changed.

-''Pushable Box''

#ref(押せる箱.png)
#br
#ref(./Pushable-Box.png,80%)
#br
When examined, the box can be moved for one block.
The direction of movement is the direction in which the main cast is facing. It can be moved as many times as necessary.

調べると、1ブロック分動かすことのできる箱です。
動く方向は主人公の向いている方向です。また、何度でも動かせます。
--''Setting Options''
グラフィックを変更することができます。
Graphics can also be changed.

-''Breakble Block with Item''

#ref(アイテムがあると壊せるブロック.png)
#br
#ref(./Breakble-Block with Item.png,80%)
#br
It is a block that can be broken by examining it while holding a specific item.

特定のアイテムを持った状態で調べると、壊すことのできるブロックです。
--''Setting Options''
壊すために必要なアイテムと、そのアイテムを持っていないときの「メッセージを設定します。
グラフィックの変更も可能です。
Specify the required item to break and the message when not having that item.
Graphics can also be changed.

--''Displaying Message on Contact(Top)''

#ref(接触するとメッセージを表示(上).png)
--''Displaying Message on Contact (Top)''
#br
#ref(./Displaying Message on Contact(Top).png,80%)
#br
When contacted, a message is displayed at the top of the screen.

接触すると画面上部にメッセージを表示させます。
--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.

--''Displaying Message on Contact(Middle)''
接触すると画面中央部にメッセージを表示させます。
--''Displaying Message on Contact (Middle)''
When contacted, a message is displayed at the middle of the screen.

--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.

--''Displaying Message on Contact(Bottom)''
接触すると画面下部にメッセージを表示させます。
--''Displaying Message on Contact (Bottom)''
When contacted, a message is displayed at the bottom of the screen.

--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.

--''Auto Message(Top)''

#ref(自動的にメッセージを表示(上).png)
--''Auto Message (Top)''
#br
#ref(./Auto Message(Top).png,80%)
#br
When a map with this event in place is displayed, a message automatically appears at the top of the screen.
It can be placed anywhere on the map.

このイベントが配置されたマップが表示されるとき、自動的に画面上部にメッセージが表示されます。
マップのどこに配置してもかまいません。
--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.

--''Auto Message(Middle)''
このイベントが配置されたマップが表示されるとき、自動的に画面中央部にメッセージが表示されます。
マップのどこに配置してもかまいません。
--''Auto Message (Middle)''
When a map with this event in place is displayed, a message automatically appears at the middle of the screen.
It can be placed anywhere on the map.

--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.

--''Auto Message(Bottom)''
このイベントが配置されたマップが表示されるとき、自動的に画面した部にメッセージが表示されます。
マップのどこに配置してもかまいません。
--''Auto Message (Bottom)''
When a map with this event in place is displayed, a message automatically appears at the bottom of the screen.
It can be placed anywhere on the map.

--''Setting Options''
表示させるメッセージを設定します。
グラフィックの変更も可能です。
Specify the message to be displayed.
Graphics can also be changed.


***''Functions'' [#e0c6f373]
セーブやエンカウントなど、ゲーム機能を制御するイベントがテンプレート化されたスタンプ群です。
This is a group of stamps with template events that control game functions, such as saves and encounters.

-''Disabel Save Function''

#ref(セーブ機能を禁止する.png)
-''Disable Save Function''
#br
#ref(./Disable Save Function.png,80%)
#br
After the main cast appears on the map where this event is placed, the "Save" function in the menu will no longer be available.  Moving to a different map does not remove the save prohibition.
If you want them to save, place separate save points or an "Enable Save" event.

このイベントが配置されたマップに主人公が出現して以降は、メニューの「セーブ」機能が使えなくなります。別のマップに移動してもセーブ禁止は解除はされません。
セーブさせたい場合は、別途、セーブポイントを配置したり、「セーブ禁止を解除する」イベントを配置します。
--''Setting Options''
グラフィックの変更が可能です。
Graphics can also be changed.

-''Enable Save Function''
このイベントに接触すると、禁止されていたメニューの「セーブ」機能を使えるようになります。
Upon contact with this event, the player will be able to use the "save" function of the menu, which was prohibited.

--''Setting Options''
グラフィックの変更が可能です。
Graphics can also be changed.

-''Save Point''

#ref(セーブポイント.png)
#br
#ref(./Save-Point.png,80%)
#br
Upon examination, a question will appear and selecting "yes" will bring up the save screen.
When the "save" function in the menu is disabled, saving is not possible except for this event.

調べると質問が表示され、「はい」を選択するとセーブ画面が表示されます。
メニューの「セーブ」機能が禁止されているときは、このイベント以外ではセーブできません。
--''Setting Options''
セーブするかどうかの質問の文章を設定します。
グラフィックの変更も可能です。
Specify the text of the question to save or not to save.
Graphics can also be changed.

-''Enable/Disabel Monster Encounters(with Item)''

#ref(モンスターの出現を禁止開始(アイテムの有無で).png)
-''Enable/Disable Monster Encounters (with Item)''
#br
#ref(./EnableDisable Monster Encounters(with Item).png,80%)
#br
After the main cast appears on the map where this event is placed, enemy monsters will no longer encounter if he/she has a specific item. The effect continues even if the main cast moves to another map.
If you wish to resume the encounter of enemy monsters after moving to another map, place this event on that map as well.

このイベントが配置されたマップに主人公が出現して以降、特定のアイテムを持っていると敵モンスターがエンカウントしなくなります。効果は他のマップに移動しても継続します。
他のマップに移動したあとに敵モンスターの出現を再開したい場合は、そのマップにもこのイベントを配置してください。
--''Setting Options''
モンスターの出現を禁止するアイテムを設定します。
Specify the item that prohibits the encounter of monsters.

-''Disable Monster Encounters(with Event Switch)''
このイベントが配置されたマップに主人公が出現して以降、特定のイベントスイッチがオンになっていると敵モンスターがエンカウントしなくなります。効果は他のマップに移動しても継続します。
他のマップに移動したあとに敵モンスターの出現を再開したい場合は、そのマップにもこのイベントを配置してください。
After the main cast appears on the map where this event is placed, enemy monsters will no longer encounter if the specific event switch is turned on. The effect continues even if the main cast moves to another map.
If you wish to resume the encounter of enemy monsters after moving to another map, place this event on that map as well.

--''Setting Options''
モンスターの出現を禁止を判定するイベントスイッチを設定します。
Specify the event switch that determines whether monsters are prohibited from appearing.

-''Ending - Staff Credits''

#ref(エンディングスタッフクレジット.png)
#br
#ref(./Ending Staff Credits.png,80%)
#br
This is a function to display the staff credits at the end of the game.
When executed, background music will play and the credits specified will roll up from the bottom of the screen.

ゲームのエンディングにスタッフクレジットを表示させる機能です。
実行すると、BGMが流れ、設定したクレジットが画面下からロールアップして表示されます。
--''Setting Options''
各担当ごとに、スタッフの名前を設定します。
For each position, specify the name of the staff member.

//***''アクション用'' [#lb984413]
//アクション要素の高いゲーム用のイベントがテンプレート化されたスタンプ群です。

//-''フィールド用モンスター''

//#ref(フィールド用モンスター.png)
//#ref(Field Monster.png)
//#br

//マップ上をランダムに移動するモンスターです。
//プレイヤーの弾を当てるとダメージを与えることができます。
//--''Setting Options''
//モンスターのグラフィックと、ステータスとして使用するモンスターを設定します。

//-''ジェネレータ''
//このイベントから、定期的に指定した弾イベントが生成されます。
//--''Setting Options''
//ジェネレータのグラフィックと、このジェネレータが生成する弾イベントを設定します。

//-''ジェネレータ用モンスター''
//「ジェネレータ」テンプレートで生成する弾として利用できるモンスターイベントです。
//プレイヤーの弾を当てるとダメージを与えることができます。
//--''Setting Options''
//モンスターのグラフィックと、ステータスとして使用するモンスターを設定します。

//-''対空弾''
//プレイヤーから発射するための弾で、発射された向きに水平に飛びます。
//モンスターに当てるとダメージをあたえることができます。
//--''Setting Options''
//この弾のグラフィックと、この弾が攻撃力としてステータスを利用するキャストを設定します。

//-''対地ミサイル''
//プレイヤーから発射するための弾で、発射された向きに放物線を描いて落下します。
//モンスターに当てるとダメージをあたえることができます。
//--''Setting Options''
//この弾のグラフィックと、この弾が攻撃力としてステータスを利用するキャストを設定します。-->


**''Casts'' [#rc91be4e]
マップエディタ上に配置するキャストを選択します。
ここで選択したキャストのスタンプは、イベントが設定されていないため、配置後にイベントエディタでイベントを設定します。
Select a cast to place on the map editor.
The cast stamp selected here does not have an event specified, so the event will be specified in the event editor after placement.

-''Ally Cast''
「データベース」の「キャスト」で種別指定が「味方」に設定されているキャストのサムネイルが一覧表示されます。
一覧から選択したら、そのままマップエディタ上に配置できます。
Thumbnails of cast members whose type designation is specified as "Ally" in "Cast" of "Database" will be listed.
Once selected from the list, it can be placed directly on the map editor.

-''Enemy Cast''
「データベース」の「キャスト」で種別指定が「敵」に設定されているキャストのサムネイルが一覧表示されます。
一覧から選択したら、そのままマップエディタ上に配置できます。
Thumbnails of cast members whose type designation is specified as "Enemy" in "Cast" of "Database" will be listed.
Once selected from the list, it can be placed directly on the map editor.

-''Both Cast''
「データベース」の「キャスト」で種別指定が「両方」に設定されているキャストのサムネイルが一覧表示されます。
一覧から選択したら、そのままマップエディタ上に配置できます。
Thumbnails of cast members whose type designation is specified as "Both" in "Cast" of "Database" will be listed.
Once selected from the list, it can be placed directly on the map editor.

-''Uncategorized Cast''
「データベース」の「キャスト」で種別指定が「なし」に設定されているキャストのサムネイルが一覧表示されます。
一覧から選択したら、そのままマップエディタ上に配置できます。
Thumbnails of cast members whose type designation is specified as "None" in "Cast" of "Database" will be listed.
Once selected from the list, it can be placed directly on the map editor.


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