Stamps Palette

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.

Stamps_Palette_EN.png

Function

Stamps Palette.png
 

Terrains

This is where the terrain stamps are selected to build the walls and floors of the fields, dungeons, and rooms.

Objects

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.

Events

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

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

This is a group of stamps with template events that do not move on maps.

stationaryAddtotheParty.png
 

This event does not move and the main cast joins the party when spoken to.

stationaryConversation(RightCharacterSpealsFirst).png
 

This event does not move, and the two casts on either side speak their dialogues in the order of right to left.

stationaryGivethePlayeranItem.png
 

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.

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".

stationaryMovetotheLeftwithanitem.png
 

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.

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.

stationarySpeaktoBattle(Escapabel).png
 

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.

Walking

This is a group of stamps with template events for moving around on maps.

WalkingAddtotheParty.png
 

This event moves randomly and joins the party when the main cast talks to them.

WalkingConverstation(RightCharacterSpeaksFirst).png
 

This event moves randomly, and the two casts on either side speak their dialogues in the order of right to left.

WalkingGivethePleyeranItem.png
 

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.

WalkingQuestion.png
 
SlowlyWalkingQuestion.png
 
WalkingSpeaktoBattele(Escapable).png
 

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.

Stores/Inns

This is a group of stamps with template events related to stores, inns, etc.

InnCurePoisonPlanceattheConuter.png
 

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.

#ref(): File not found: "StorePlaceBehindtheCounter.png" at page "Stamps Palette"

 

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.

StationaryTravelingMerchant.png
 

This event does not move, and the store function is executed when spoken to.
Up to 6 sales items can be specified.

StationaryTravelingInnkeeper.png
 

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.

Searchable

This is a group of stamps with templated events that bring about some change by examining them.

TreasureChestGetMoney.png
 

Executes the function of a treasure chest, which when examined, yields money.

TreasureChestMessage.png
 

Executes the function of a treasure chest which, when examined, displays a message.

TreasureChestChecktoBattle(Escapable).png
 

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.

DresserGetMoney.png
 

Executes the function of a dresser, which when examined, yields money.

DresserMessage.png
 

Executes the function of a dresser which, when examined, displays a message.

VaseGetMoney.png
 

Executes the function of a vase, which when examined, yields money.

#ref(): File not found: "テーブルお金を得る.png" at page "Stamps Palette"

 

Executes the function of a table, which when examined, yields money.

When examined, it allows the party to rest and execute a function that restores HP and MP.

SignMessage.png
 

Executes the function of a sign which, when examined, displays a message.
The message can be displayed every time it is examined.

SparkleontheGroundGetImportantItem.png
 

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.

StuffedToyMessage.png
 
GraveMessage.png
 

When examined, the grave function is executed with a message written on the gravestone.
The message can be displayed every time it is examined.

Physics

This is a group of stamps in which events with physics-based motion are templated.

PushableEvent.png
 

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.

Doors/Stairs

This is a group of stamps with template events that move to other locations by contact or examination.

StairsFuntion(PlancedonStairsoftheTerrain).png
 

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.

StairsLinktoAnotherPlace.png
 

This is a stairs function that moves to a specified position on contact.
Stair sound effect will be played when moving.

DoorLinktoAnotherPlece.png
 

It is a door function that moves to a specified position upon contact.
The door sound effect will be played when moving.

DoorOpenwithMatchingPIN.png
 

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.

DoorOpenwithMatchingPassword.png
 

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.。

CastleDoorLinktoAnotherPlace.png
 

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.

PrisonDoorOpenwithanItem.png
 

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.

LabyrinthDoorLinktoAnotherPlace.png
 

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.

TowerDoorLinktoAnotherPlace.png
 

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.

WellLinktoAnotherPlace.png
 

This is a function of a well that moves to a specified position upon contact.
A sound effect will be played when moving.

Traps

This is a group of stamps with templates of events that can be used to solve puzzles and gimmicks.

Blue Button.png
 

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.

All Purpose Button.png
 

When contacted, the selected event switch will be turned on, and when contacted again, it will be turned off.

Blue Button Door.png
 

The door opens upon contact when the placed event "Blue Button" is on.
The state of the event switch "Switch_Blue" is determined.

Door Open with the Specified EventSwitch.png
 

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".

All Purpose Button Treasure Chest Get Money.png
 

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".

All Purpose Button Treasure Chest Message.png
 

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".

Pushable Box.png
 

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.

Breakble Block with Item.png
 

It is a block that can be broken by examining it while holding a specific item.

Displaying Message on Contact(Top).png
 

When contacted, a message is displayed at the top of the screen.

Auto Message(Top).png
 

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.

Functions

This is a group of stamps with template events that control game functions, such as saves and encounters.

Disable Save Function.png
 

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.

Save Point.png
 

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.

EnableDisable Monster Encounters(with Item).png
 

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.

Ending Staff Credits.png
 

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.

Casts

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.


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