#author("2026-05-13T17:38:50+09:00","default:admin","admin")
#author("2026-05-13T17:41:06+09:00","default:admin","admin")
#Contents
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*Tool Features [#zc71fff2]
**[General] [#uec009e6]
***Can you make a first-person game? [#d25a7c8c]
First-person games can also be created.
- When creating a project from the "Create New" in the top menu, select "First Person View" in the "Camera Settings" section.
- Specify a first-person camera with the Camera Tool.  A first-person camera preset is also available in the "Load from Presets" button at the top of the Camera Tool.
In the first person view, it would be appropriate to specify no image for the movement of the operating character, or to specify an image of only the hands.

***Can I make a multiplayer game? [#vb62ed8f]
Not supported at this time.

***Can I import my own assets? [#r285fe48]
You can import assets such as 3D/2D/sound/movies for use in game creation.
Please see [[Specifications of Various Assets:https://rpgbakin.com/pukiwiki_en/#c698877e]] for the standards for each asset.

***Is there any DLC for graphics, sound, etc.? [#s2f0b3c0]
Paid and free DLC are available on Steam.
For a list of DLCs, please click below.
--''[[Steam DLC list page:https://store.steampowered.com/dlc/1036640/RPG_Developer_Bakin/]]''

***How do I import assets from DLCs? [#maef1782]
Clicking the "Add" button on each category in the resource menu opens the asset picker, from which you can import assets.
For 2D/3D assets, you may want to import "stamps".
See [[3D Stamps - Import and Export:https://rpgbakin.com/pukiwiki_en/?3D+Stamps+-+Import+and+Export]] for more information.

***Can I backup my project? How can I edit from a backed up file? [#b82ceb96]
Backup file settings can be made in the Top Menu > Configuration.
To resume editing from a saved backup file, go to the Top Menu "History" or "Local PC", select the project you wish to edit, and then select "Continue from Backup".

***Is there a way to make the font used in a work exported as a published work the fixed font specified by the work, regardless of the environment of the person playing the work? [#kfd0f931]
First, please make sure that the rights to the font you wish to use have been cleared for distribution.
First, specify "Use the Standard Font" in the Top Menu > Configuration > In-Game Font Style.
Next, place the font file "font.ttf" you wish to use directly under the folder of the project to be exported, and export your work.

***Is it possible to specify in-game configurations to enable/disable the dash in a project with the dash enabled? [#w6889a94]
Dash can be prohibited by using the "[[Event Panel Enable/Disable Player to Run:https://rpgbakin.com/pukiwiki/?%E3%82%B9%E3%82%A4%E3%83%83%E3%83%81#i16a7f4c]]".

***Is there a way to change how the game is operated using variables or events? [#o7dc01f3]
It is not possible at this time to change the operating method during the game, such as operating for a side-scrolling game on one map and a top-down perspective game on another map. (It is possible to change the camera's viewpoint for each stage or scene.)

***Is there a difference in PC performance load between terrain and objects? [#rb309e8c]
It depends on the complexity of the collision, but if the level of detail is similar, there is almost no difference in performance between terrain and objects.

***Please tell me how long backup files are automatically deleted. [#vce136e2]
Also, if a backup file (or folder) has been automatically deleted, is there a way to restore it?
The storage period is 30 days.
The backup data is stored in the “backup” folder within the project's save folder, so you can save it to a different location using File Explorer.
Please move the saved data back to the “backup” folder and resume your work by selecting “Continue from Backup.”
However, please note that when you open a project and begin working, any backup data older than 31 days will be deleted when a new backup is created.
If backup data is deleted, there is no way to restore it.
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**[Plugins] [#e6f687f9]
***Can I customize the game engine itself by programming? [#g2d40a8d]
You can create plugins using C#.

However, during the Early Access period, the areas that can be modified by plugins are limited.
Please see [[What are Plugins?]] for more information about currently modifiable areas and how to create plugins.


***After applying the Bakin update, when I launched the project, I got a dialog saying "The currently added battle-related scripts do not match the version of Bakin itself". How can I fix this? [#q56ddea0]

This dialog will appear if you have applied the Battle Plugin to your project.

Please try the followings:

-- ''If the plugins of the Battle Plugin Sample project are applied without modification''
Use "Copy Battle-Related Scripts to Game File" in the Map Editor top menu > Functions > Extended Features to overwrite and update the battle plugins.

-- ''If you have modified the battle plugin by yourself''
First back up the current battle plugins, then perform an overwrite update, and then apply the diffs for the modified parts.

-- ''If you are using a battle plugin created by someone else''
Please ask the battle plugin creator to upgrade the version.

***Can I load custom classes? [#oa18e87d]
Yes.
You can use separate .cs files through the custom meta syntax @@include.

Please refer to the documentation below for details.
https://rpgbakin.com/pukiwiki_en/?What+are+Plugins%3F#fbdaae55
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**[Events] [#s67b6a78]
***Can I prevent an event specified object from falling to the ground when I do a test play? [#v915eb8c]
Right-click on the event placed on the map editor and make sure "Falling by Gravity" is turned off.
"Falling by Gravity" can also be toggled on and off in the properties of each object in the "Placed List" palette.

***SEs imported in Resources > Sounds cannot be selected in the command script "Play Sound Effect". [#o361a914]
Specify the property "Type" as "SE" for the imported sound data in Resources > Sounds.

***Sound effects do not play or sound extremely low. [#ga691362]
If "Play as 3D sound" in the "Play Sound Effect" event panel is checked, the volume will change depending on the distance between the event and the player.  Uncheck the box if you do not need volume attenuation with distance, such as for system sound use.

***Is it possible to widen the collision detection of an event? [#q0e3e809]
The collision range can be specified from "Custom Collision Range" in the event sheet "Change Elements During Sheet Execution".

***Can I give event data I have created to others? [#r4c4a36d]
Event contents can be exchanged through external files using "Export" and "Import" in the upper right corner of the event editor.
However, resources specified in the event must be exchanged separately.
(e.g., the image data specified in the command script "Display Image" must be given to the other party separately from the event).

***Custom events placed on the map are not showing up when the test play is launched. [#m977f519]
If a condition is specified for an event to execute, the event will not appear on the map until that condition is met.
For example, let's say you want to create a "villager who joins the party when the player has a certain item" event.
If you want to keep the villager visible regardless of whether or not the player has an item, you need to create an "unconditional" event sheet in addition to the event sheet that has "has an item" as the execution condition.
If there are multiple event sheets, it will check the sheets at the top and bottom of the list to see if the conditions are met.
Please note that if the sheet on which the condition is met is not a parallel event sheet, the event will be terminated by executing the contents of that sheet.

***Events fired using the "Generate Events" panel disappear immediately after firing. [#d1010fc9]
In the Database > Casts > Others tab, you can specify "Events Disappearing Conditions" to determine when the cast will disappear after being fired.

***How do I get the player to enter a "value" during the game? [#rc2aad98]
If you create an input screen with only numbers displayed in the "String Input" event panel and then have the user input the data, you can treat the variable that receives the input as a "value".  However, if a variable has a content other than "value", the variable is treated as "0" if it is treated as a "value".  

***How do I change the name of a cast member with an event and then display the name of the cast member in the message after the change? [#ec7e3bc3]
From the Input Support button in the event panel displaying the conversation or message, select \H[Name on Database] and insert it, then replace the [Name on Database] part with [(name of that cast registered in the Database)].

***If an event with "Automatically Start (Repeat in Parallel)" selected as the event start condition is executed with a content that loops, the processing will be delayed significantly. [#rf83175f]
If you do not insert a frame elapse, the system is designed to continue processing without becoming idle as long as possible, so insert a 0-second "wait" panel at the appropriate timing when you want the frame elapse. (It does not freeze because it contains a timeout specification when a maximum of one second has elapsed.)
If you are not sure when to put it in, we recommend just before the "End Loop".

***When an imported image is displayed as a sprite using the "Display Image" event or Layout Tool, there is something like a line at the edge of the displayed image. [#q2fc62b5]
This can be solved by going to Resources > Images or Resources > Textures and specifying "Clamp" for the Uwarp/Vwrap/Wwrap property of the image that is causing the problem.

***Can I change the name of a character who is not in the party? [#o8cf2067]
Not possible at this time.

***Is it possible to change the size of the character sprites used in conversation events? [#y3aea054]
The following methods are available:
-The image data itself is reduced in size and re-imported.
-Adjust the layer scale of the sprite for the Conversation Cast Display in the Sprite Tool > Sprite List.
If you are using the default “DialogueAnimation” sprite set, first copy and paste “DialogueAnimation” into the sprite set list, and then adjust the scale of the first frame of each motion.
Then go to System Resources > [[Screen Transition Effects:https://rpgbakin.com/pukiwiki_en/?System+Resources#bc6a21fc]] > Conversation Cast Display Effect and specify the scaled sprite set.

***I want to place a bridge over a crack in the ground so the player can cross it. Normally, the crack is impassable, but I want it to become passable only after the bridge is built. How can I do this? [#td961f90]
One method is to create a “Before the Bridge is Built” event sheet for the bridge event and treat the area as an invisible wall.
Before the bridge is built, use the “Custom Collide Range” setting in the event sheet to define collision, and leave the graphic unset. This creates an invisible wall that prevents passage until the bridge appears.

***Can I change a cast member’s attribute during the game using events? [#nae98ff5]
If I assign attributes through class, it results in dual attributes and their resistances get combined.
One method is to set the cast member’s attribute to “None” and change their class to control their attribute.
Another possible approach is to use equipment items:

 - Go to Database > Casts > Equipment and Abilities, and increase the number of equipment slots in the Initial Equipment section.
 - Do not display that slot in the layout (treat it like hidden equipment).
 - Apply the attribute through the item’s abilities.

***Can I register a specific cast member in the picture book using a Common Event? [#rc8adfae]
Yes. Use the “Add/Remove Party Member” panel to temporarily add the cast member to the party and then immediately remove them.
This will register the cast member in the picture book.
https://rpgbakin.com/pukiwiki_en/?Party#je319574

***Can I change a cast member’s name (including party members or non-party members) using a string stored in a variable? [#p9390255]
Yes, you can do this by using the “Advanced String Variable Operations” panel.


***Is there a way to get the player’s current position (x, y, z)? [#r68238f0]
Yes. In the “Advanced Variable Box Operation” panel, use “Coordinate Information for Player.”

***Can I pause the currently playing BGM (BGM①), play another BGM (BGM②), and then resume BGM① from where it was paused after BGM② finishes? [#r270e2a4]
For the second track (BGM②), use the “Play Fanfare” panel.

***When I turn ON “Use Physical Keyboard” in the text input event panel, gamepad input no longer works. Can I enable both keyboard and controller input at the same time? [#q4827970]
As of Version 2.4, only one input method can be used at a time.
You can use either keyboard input or D-pad/gamepad input, but not both simultaneously.

***Can I change the entrance and exit animations of portraits in conversation events? [#w3e74159]
Yes, you can.

Go to Game Definition > System Resources > Screen Transition Effects and assign animation data created with the Sprite Tool to "Conversation Cast Display Effect".

You can refer to the default sprite set "DialogueAnimation" as an example.

Additionally, you can override the animation specified in the Game Definition by using the "Change Screen Switching Effect" panel in the Screen Effects category of the event.

***How can I change character positioning or lighting when using 3D models for conversation portraits? [#bc01417d]
You can create a dedicated camera for conversation portraits using the Camera Tool.

Rendering settings can also be configured for the camera, allowing lighting adjustments as well. See the section about conversation scene cameras in [[Camera Tool]].

***Where can I change the animation used when conversation portraits appear or disappear? [#j37f8623]
You can change it from:

Game Definition > [[System Resources]] > Conversation Cast Display Effect

You can also change it during events using the [[Change Screen Transition Effect:https://rpgbakin.com/pukiwiki_en/?Screen+Effects#gdc61be5]] panel.

***How can I decrease status values using the “Change Cast Status” panel? [#z2101c05]
Enter a negative value.

***How can I change the size of a “Decal Stamp” used as an event graphic? [#c854a512]
You can adjust the event’s scale in the Map Editor.
You can also change it using the “Change Event Scale” panel.
To change the base size of the decal itself, go to Resources > [[Decal Stamps]].


***How are subgraphic motions selected? [#yc2ac0f5]
Subgraphic motions are synchronized with the main graphic’s motion.

For example:
If the main motion is wait, the subgraphic uses wait.
If the main motion is walk, the subgraphic uses walk.

***How can I change the “Fixed Equipment” status from an event? [#r8cca79c]
In Database > State Definition > [[State Abilities:https://rpgbakin.com/pukiwiki_en/?State+Definition#u3468c2a]], there are abilities that can lock or disable equipment changes.

Create a State with the desired ability, then apply that State through an event.

***Can I display only one choice in a choice window? (Example: showing only “Yes”) [#d6edb7fb]
In the “Select from Selection and Check Results” panel, you can reduce the number of choices to one.
By default, the panel contains two choices: “Yes” and “No”. Simply delete one of them.
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**[Databese] [#j3dc5022]
***What is the formula for calculating the increase in cast status? [#k86e5d91]
See Formula for Calculating Level Increase by Experience on the [[Casts]] page for the formula for calculating the increase in status when leveling up and the amount of experience it takes to level up. 

***Is it possible to change the formula for calculating damage when in contact with enemies on maps? [#n4e32f6c]
This can be changed by giving them a weapon item and editing the damage calculation formula for that weapon.

***Can I specify more than one attribute for a cast (character)? [#l05a6e1e]
This can be done by using a system of classes and subclasses.
Currently, one attribute can be specified as a cast-specific ability, but multiple attributes can be added to a cast by specifying a class and/or subclass that has an attribute.

***Sometimes an attack misses even if the Accuracy in Database > Casts is set to 100%. [#b5faf1da]
Whether an attack hits or not is determined by taking into account the evasion rate of the attack target and changes in accuracy and evasion rate due to weapons and conditions.  During test play, compare the attacker's accuracy with the opponent's evasion rate Total in the Cast Parameter Check View that opens with the F6 key.

***At the end of the battle, the effect of the "state" that is specified to increase the "EXP Growth Rate" is not reflected in the result. [#ya8cafa2]
For state properties that affect the battle result, turn off the Removal Condition "When Battle Ends". If you want to remove the state after the battle, you can specify the Removal Condition "Time (Seconds on Map)" to 1 (remove the state after 1 second has passed on the map after the battle), or create a common event that works in parallel with the event to remove the state.

***I created a skill that increases a cast member's status, but the status granted by the skill decrease every turn. How can I prevent this kind of decay? [#jaa91198]
It’s recommended to assign a Call Common Event to the skill and directly increase the status within that Common Event. This way, the status won’t decay each turn.

***Is there a limit to the number of items or cast members I can register in the database? [#r3a55c62]
There is no hard limit on the number of entries in the database.
However, depending on your working environment, having a large amount of data may slow down the database screen.
It’s recommended to first register sample entries and duplicate them to test performance with large datasets.

***Can I add a “Luck”-like status and have it affect things like item drop rates or the chance of getting a state? [#maabe986]
Yes, you can indirectly reflect a Luck status in various mechanics by using the following method:

+In Database > Casts, add a “Luck” stat.
+In Database > State Definitions, create a state (e.g., State A) that modifies drop rates.
+Use a common event or similar system to monitor each cast member’s Luck stat and automatically apply State A when appropriate.

***How can I create key items (items that cannot be sold or discarded)? [#rdc61c0e]
In Database > Items, set the item’s price to 0.

***Can I create weapons with additional abilities such as “poison the enemy on attack” or “become poisoned while equipped”? [#l9e88d27]
Yes, this is possible.
Refer to the item abilities section in the manual and configure the necessary abilities for the weapon.
https://rpgbakin.com/pukiwiki_en/?Items#s52b19d5

--Poison the enemy on attack
Set the desired state (e.g., Poison) in:
Item Abilities > Attack Attribute

--Become poisoned while equipped
Set the desired state (e.g., Poison) in:
Item Abilities > Ability When Equipped: States

***How can I trigger an event when an item is used? [#b0ef03ee]
First, create the event as a common event.

Then, in Database > Items, select the target item and assign the common event in [[Item Abilities:https://rpgbakin.com/pukiwiki_en/?Items#s52b19d5]] under "Common Event to be Called".

***Can I create items that cannot be sold? [#n5bcc9fb]
Yes.
In Database > [[Items]], set the item’s "Price" to 0 to make it unsellable.
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**[Resources] [#j75bacad]
***How can the terrains be added? [#na6d1126]
You can add more by going to Resources > Terrains and loading the textures, etc. to be used for the terrains.
See [[Assets - Terrains]] for more information.

***Can I change the sound of footsteps when walking on terrains? [#g1235a8d]
Footsteps can be specified in Resources > Terrain Properties "Sound Effects".
Import the sound effect you want to use for the footstep sound into Resources > Sounds and specify the property "Type" as "SE" in advance.
The interval between footstep sounds is a point for future improvement.

***I imported a model using the asset picker but it does not show up in the Stamps palette in the Map Editor and I cannot place it on the map. [#wfa982c2]
It is the "stamp" that can be placed in Bakin and placed on the map.
If you are importing graphic assets from the DLC, usually add them from the "3D/2D Stamps" section.
Non-stamped resources can be made into stamps by using the "Generate Rendering Stamp" above the file tree for each resource, which will then appear in the Map Editor's Stamps palette.
Stamps that are not in any folder in the file tree are in the "Uncategorized Folder" in the Stamps palette.

***I created a battle effect (particle), but the effect does not play until the end during battle. [#f1a385b2]
In Resources > Particle Properties, specify the appropriate value in the Effect Play Time section to ensure that the effect will play to the end.

***Can I change the same property options on multiple stamps or resources at once? [#tcecfe49]
Yes, it is possible.
Select multiple resources you wish to change, and rewrite the options in the properties to apply the changes to all selected stamps.

***How can I display the polygons on the back side? [#c6287d7a]
In Resources > Materials Properties, specify Double Sided for the Culling section so that the polygons will be rendered on both sides.
***How to solve the problem when the game starts behaving slow when placing a lot of 3D stamps? [#a27451a5]
There is no certain way to do this, as it depends on your environment.
However, the process can be reduced by removing collisions on objects that the player will never come into contact with, or by replacing collisions with simple collisions such as boxes. (In simple collisions, mesh processing is heavier because of the finer collision detection.)
Please check the Resources for the stamps you are using and change the specifications as necessary.

***After importing a .fbx, I get a dialog to select the process regarding materials. What does this dialog mean? [#q1b135df]

If there are materials in the project that have "all the same textures" as the fbx materials to be imported, the "Material Sharing" dialog box will open.
This dialog allows you to choose whether to share the materials or not.
Materials can be reassigned in Resources > 3D Stamps even after importing.

You can share materials with models in your project by assigning existing materials with all the same textures to imported models.
#br
[Advantages/Disadvantages of Sharing]
--''Advantages''
---By simply adjusting one material, you can adjust all objects that share the material.
--- No more need to have useless material data.
--''Disadvantages''
---It is not possible to adjust the appearance of only one of the objects that share a material with another object.
In this case, copy the shared material at Resources > Materials.
Reassign that copied material to the object you want to adjust individually in Resources > 3D Stamps.
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#ref(./Material_ImportedMaterialsDialog.png,80%)
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--The "Material Sharing" dialog contains the following options:
--- Automatically Assign Materials
Automatically assign materials with the same texture in the project.
If there are multiple materials with the same textures, the first material registered in the project will be assigned.
All "untextured materials" are imported as new materials.
#br
--- Add All as "New Materials"
Even if there are materials with the same textures in the project, they are all imported as new materials.
Select this if you do not want to share materials with other stamps or models.
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--- Manually Select Materials to Assign
For each material of the model to be imported, manually select whether to assign a material with the same textures in the project.
If there are multiple materials with the same textures, you can choose which of them to assign.
For "untextured materials," select the material to be assigned from the "untextured materials" in the project.
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--''What does "all textures are the same material" mean?''
It refers to a material in which all the textures specified in the material match. (This includes cases where none of the textures are specified.)
For example, if a material has textures specified for the albedo map, normal map, and mask map as shown in the figure below, all three must match.
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#ref(./Material_Imported Materials_1.png,50%)	
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***What is the maximum size of the images (height and width) that can be used? [#h156622a]
The size of images that can be used depends on the GPU of the PC used, but we recommend no larger than 8192px per side.
If you have a high-performance GPU, you can of course handle images larger than this.
However, please consider the size used, as the environment of the person playing the exported work will also require equivalent performance.
Note that the size of the "original image of the slice animation" is subject to the same limitation.

***What should I do if the sound quality of an imported sound file deteriorates? [#o0bfe390]
If the sampling frequency of the sound file is set to 48 kHz (48000 Hz) prior to import, the sound quality will be preserved.

***Can I use a texture with semi-transparent (alpha channel) information for a 2D stamp? [#v1dd5637]
Semi-transparent is not applied to 2D stamps (billboards).

*** In Resources > [[Particles]] settings, changing the value of “Effect Play Time (sec) 0=Automatic” does not affect the actual playback time. Why? [#d55c1929]
This setting defines how many seconds the system waits before determining that the effect presentation is complete during battle. It does not directly control the actual playback duration of the effect.

***Can I adjust the volume of environmental sounds in the config menu? [#t8be7969]
Environmental sounds are treated as a type of SE (sound effect), so they cannot be adjusted individually in the config menu.
If you want to change their volume, go to Resources > Sounds, select the relevant sound, and adjust its volume in the properties.

***When I use an imported image for a cast member portrait in a conversation event, it appears darker than expected. What setting should I change to fix this? [#u6d7f065]
Go to Resources > [[Images]] and turn off the “SRGB” setting in the image’s properties.

It is recommended to use the SRGB setting as follows:

 - Turn "SRGB" ON for objects displayed on maps
 - Turn "SRGB" OFF for images not placed on maps, such as cast member portraits in conversations

***Can I use GIF files? [#gbd343a0]
At this time, Bakin does not support the playback of GIF files.
You can import them as resources, but they will be treated as still images.

***What is the default font used in Bakin? [#w4916a17]
The font used is M+.
This font can be used freely without any special licensing requirements.

***Can terrain textures include alpha information? [#v058059e]
This is not supported in the current specifications.

***How can I import a character created in Blender? [#eee12bea]
Please see [[3D Characters]].

***I want to display a “state” icon above a cast character. How can I adjust its position? [#a708d0eb]
The icon position depends on the collision height of the cast character’s graphic.

Adjust the collision size in Resources > [[3D Stamps]] or [[2D Stamps]].

***How can I fix imported 3D models appearing overexposed or washed out? [#j1ee94d2]
In Resources > [[Textures]] properties, check whether "SRGB" is enabled.

For textures used on map objects, enabling SRGB is generally recommended. You can also adjust the texture colors directly in the image file itself if necessary.

***How can I prevent imported VRoid model eyebrows from flickering? [#be4e3d01]
Adjust the Cutoff Threshold in the shader properties under:
Resources > [[Materials]]

***How do I adjust the scale of particles? [#te51ff71]
You can change the scale in Resources > [[Particles]].

***Why do sound effects from particles placed on the map seem quiet or inaudible? [#rbba999c]
Sound effects assigned to particles are treated as 3D sounds.

Because of this, the volume changes depending on the distance between the particle and the player cast:

Far away = quieter
Close up = louder

For 3D sound settings, see Resources > Sounds > [[Sound Settings:https://rpgbakin.com/pukiwiki_en/?Sounds+%28Resources%29#v98ad673]].
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**[Layout Tool] [#ub41f7c3]
***Why do the checkboxes in the Layout Tool "Layout to be Assigned" column have different checkboxes on different screens? [#v7d0d1dd]
Screens with no checkboxes in the layout are screens that are called from other screens.
The checkboxes can be used in the game by specifying them in the "Layout to be Opened" property of the "Container for Elements of Entry Selection" for the layout that has the checkboxes.

***I created a new item selection screen layout with the Layout Tool, but it does not show up when I select the item menu in the game. [#l1ac307a]
Screens that do not have a check box to the left of each layout in the Layout to be Assigned column of the Layout Tool are screens that are called from other screens. The newly created layout must be specified in the "Layout to be Opened" property of the Container for Elements of Entry Selection placed on the screen from which it will be called.

***How do I create a thumbnail of a project I am working on? [#y511b986]
The thumbnail will be thumbnail.png located directly under the project folder.
You can also make a thumbnail of the title screen, etc. by right-clicking in the layout tool preview and selecting the "Capture and Save as Thumbnail".

***Can I export layout data and pass them on to other users? [#n8d03470]
Yes, it is possible. All resources contained in layouts can be exported to a single file, which can then be imported from the Layout Tool.
See [[Layout Tool]] for more information.

***How can I add a border to the font used for messages, tickers, and conversations? [#qba69a1b]
In the properties of the text panel within the layout on each screen of the Layout Tool, please turn on the “Outline” switch.

***How can I display the experience points (EXP) earned on the Battle Results screen using a slider? [#c7c1f6fb]
Open the layout tool for the sample game Orb Stories, and refer to the slider panel showing the EXP gained (which advances to the next level when full) in the Battle Results screen layout.
The special format \partyexp[] is specified in the “Parameters Reflected in the Slider” property of the slider panel.

***Can I create a menu command that triggers a Common Event when selected? [#y81b7bde]
Yes. In the Layout Tool, go to the submenu container under the menu container.
In its “Action” property, assign one of the following actions and specify the Common Event to run:

 - “Call Common Event”
 - “Close and Call Common Event” (this closes the menu before running the event)

***How can I display the status of both the selected party member and the reserve members on the Replace Member screen? [#rcb8f418]
Please refer to the “Member_Dungeon_Change” layout used in the Replace Member screen of the “Dungeon RPG Sample” project in the Game Gallery.

***Is there a way to create a quest list or quest management system? [#gdf96fa7]
While a bit unconventional, you can use the item selection screen as a workaround:

+Create items in the database with names corresponding to your quests.
+Add a tag such as "#Quest" to each of these items.
+In Layout Tool > Item Selection Screen, set the item management tag to "#Ques"` so only quest items are displayed.

***Can I create a menu using the free layout for events and trigger an event when the confirm button is pressed on a menu entry? [#bd8d5db9]
Yes. Assign a common event to each menu entry, and trigger “Generate Events” from within that common event.

Since common events internally have coordinates, you can:

1. Use “Teleport Event” to move it to a desired position.
2. Generate a new event using “This Event” as the source.

This allows you to spawn events at any location.

***I am using the cast picture book to create a monster picture book. Can I display descriptions for each monster? [#l817d259]
Yes. In the Layout Tool, add a text panel as a layout part to the cast picture book screen.
Then, set the property “Specify What to Display in the Panel” to the special format:
`\currentdictionarydesc[]`

This will display the description entered in Database > Casts.

***When I sort items by name in the Layout Tool, items ending with numbers are ordered incorrectly (e.g., 10 appears between 1 and 2). Is there a workaround? [#zd67a2c4]
This is the intended behavior.

As a workaround, please try one of the following methods:

- Change the sorting method to "Database Order" (this follows the order of the tree structure in the database).
- Use zero-padded numbering such as 001, 002, etc., to ensure proper sorting.

***How can I prevent skills that have not yet been learned from appearing as entries without their names displayed and from being selectable with the cursor in the Skills picture book of the Layout Tool? [#p006277b]
Please set #known in the layout property "Management Tags for xx to be Displayed".

This will ensure that only discovered entries are listed.

If nothing is specified, it is intended behavior that undiscovered skills will appear as "???" or as the text defined in Game Definition > Common Terms > Undiscovered xx.

***Why are newly added database statuses not displayed in text panel special format? [#zd17a4f3]
Please make sure the parameter used in the special format (for example, inside \partystatus[]) includes a number prefixed with "g".

***How can I remove the “Escape” command from battle commands? [#n37105f5]
Go to:
Game Definition > Rules & Rendering > [[Battle Related:https://rpgbakin.com/pukiwiki_en/?Rules+and+Rendering#u68ec88d]]
Then turn off "Show 'Escape' Command".
See also: Production Tips > [[Party Menu:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#f071ad85]]

#br
----
**[Map Editor] [#kacb5348]
***Can I hide the Quick Toolbar in the Map Editor? [#i5db5012]
//It can be turned on or off in the Top Menu > Configuration.
You can specify whether to turn the display on or off at the following locations.
The Quick Toolbar also has a function to fix the display position.
---Top Menu > [[Configuration]]
---Map Editor > [[Menu Bar:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#g26005fe]] > View
---Map Editor > [[Menu Bar:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#g26005fe]] > Functions > Configuration > Tool

***Is it possible to erase the project file path in the upper right corner of the Map Editor? [#z35c945a]
You can turn off the display by going to the "View" menu > "View Project Paths" at the top of the Map Editor.

***Can I rotate the battle layout? [#wbad48ff]
Not possible at this time. We are currently considering how to handle this issue.

***Can I copy maps to a different project? [#i0dc91d8]
Yes, it is possible. With a few exceptions, the resources contained in maps are also copied.
See [[Multiple Launch of Bakin]] for more information.

***Can terrain be cut out and used as block-like objects? [#tf7fa84c]
Yes.
Right-click the terrain and select "Export Model" from the context menu. The terrain will be saved as an FBX file and can also be placed on a map as a 3D stamp.

See also: Map Settings Palette > [[Context Menu:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#a27c3d4b]]
#br
----
**[Game Definition] [#e4ba786c]
***Can I turn on/off jump and zoom operations depending on games? [#n3590c24]
You can specify the assignment of actions to keys and buttons at Game Definition > Move and Operate > Assign Input Device.
See [[Assign Input Device:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#s499f292]] for more information.

***Can I rotate the camera directly with mouse input during the game? [#kc1110f7]
Not possible at this time.

***Can I change the color of the silhouette shown when the player cast member moves behind objects? [#x7dd3c35]
Yes, you can change it.

The default color can be set in Game Definition > [[Rules & Rendering]] under "Display Color for Hidden Areas".
If you specify "000000" as the color, the silhouette will no longer be displayed.

You can also toggle the silhouette on/off during events by using the "Make Display Color for Hidden Areas Invisible/Visible" panel in the [[Player]] category of events.

***Where can I change the transition effect used when entering battles from a map? [#f6333aa1]
You can change it from:

Game Definition > [[System Resources]] > Screen Transition Effects

You can also change it by an event using the [[Change Screen Switching Effect:https://rpgbakin.com/pukiwiki_en/?Screen+Effects#gdc61be5]] panel.

***After enabling “Use Internal Format” and converting resources to the internal format for faster loading, do I need to reconvert everything when importing new 3D models or images later? [#lc552aab]
No additional manual conversion work is required.

When "Use Internal Format" is enabled, resource conversion to the internal format is performed automatically.

#br
----
**[Battle] [#p9f70932]
***How is the success rate of "escape" during a battle determined? [#wbe6ed85]
The success rate of "escape" on the player's side is determined by the following formula.
If the "escape" attempt fails, the success rate increases by 15% for each failed attempt.

 (1.5 - Highest Agility of the Enemy Party / Highest Agility of the Party (Player)) * 100
 Highest Agility of the Enemy Party: The agility value of the fastest monster in the enemy party
 Highest Agility of the Party (Player): The agility value of the fastest cast member in the party (player)

If the monster chooses to "escape," the decision is not made and 100% of the time it succeeds.

***Why is the newly created "State" not removed when the character enters the "Instant Death" state? [#z59d1701]
Please add a State Disabling ability for the created "State" to the "Instant Death" state's abilities.

***After modifying the Dungeon RPG Sample to increase the maximum number of enemies from 3 to 8, why can't I target the newly added enemies during battle? [#d30fdd02]
This is likely because, in the battle layout (which determines the positioning of both allies and enemies during battle), the distance between them is too great, causing some enemies to fall outside the effective range of your weapons.
Whether an attack can reach a target depends on the relative positions of both allies and enemies and the range of the weapon being used.
(For example, front-row enemies may be within range, while back-row enemies are not. Longer-range weapons may be able to reach farther targets…)

Also, the battle layout needs to be configured based on the number of enemies.
In this case, please refer to the layout settings and adjust them to accommodate battles with 4 to 8 enemies.
[[Introduce the Concept of "Front Row/Back Row" to the Party in Battle:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#k26cf574]]
[[Use Attack Range:https://rpgbakin.com/pukiwiki_en/?Rules+and+Rendering#:~:text=Battle%20Related%E2%80%A0-,Use%20Attack%20Range,-Specify%20whether%20the]]
[[Enemy Distribution:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#ye15ba1e]]


***During an enemy’s attack, can I create a camera that shows the target from the enemy’s point of view? [#i577a42e]
Yes, you can control the camera through events using the [[“Change Camera Parameters”:https://rpgbakin.com/pukiwiki_en/?Cameras#yb2c1c2b]] panel.
By using a Battle Event, you can get the target’s coordinates. Then, based on those coordinates, use the “Change Camera Parameters” panel to move the camera offset toward the target or adjust the angle accordingly.

***Is there a way to automatically trigger an event when a party member becomes KO state during battle? [#uedd083c]
Use a Battle Event.
Set the event trigger to “In Battle, Repeat in Parallel,” and use the “Obtain Battle Information” panel to store the cast member’s HP or state condition in a variable.
If the HP reaches 0 or the specified state (in this case, KO) is applied, execute the event.

***Can I force the battle command screen to close during battle using an event? [#h4fbe463]
As of Ver. 2.4, it is not possible to close the battle command screen via events.

***Can I make defeated party members disappear from battle? [#kb0976f9]
Yes. Use a Battle Event to detect whether a party member is dead (for example, HP is 0) at the end of each turn.
Then, use the “Add/Remove Party Member” panel to remove that member from the party.

***How can I display the amount of EXP gained as a gauge in the battle result screen? [#m3edc0bd]
Please refer to the ESP gauge shown in the battle result screen of the sample game "Orb Stories" (the gauge fills up toward the next level).
In the slider panel, set the “Parameters Reflected in the Slider” property to the special format: \partyexp[].

***Even after defeating an enemy in battle, the “state” icons assigned to that enemy remains on the screen. How can I remove the icons? [#u533e1a1]
In Database > State Definition:

For the "Instant Death" state, add "State Disabling" for all other 'states' (excluding "Instant Death") in its state abilities.

In other words, if you configure it so that all other states are removed when a cast becomes KO, their state icons will disappear.

***Can I trigger multiple motions or effects when using a battle skill? [#c4a165e3]
Yes. Use the “Obtain Battle Information” panel to get the index of the currently acting cast member.
Then, use the “Make Battle Cast as Operation Target” panel to set that cast member as the target.
This allows you to apply “Change Event Motion” and “Show Effect” to the acting cast member.
https://rpgbakin.com/pukiwiki_en/?Battles

***In normal battles, what determines the action order? [#q8430340]
Unless you force an action order using Battle Events, the order is determined by the final speed value.
This value is calculated from multiple factors such as the cast member's status, equipment, items, and skills.
If you want a specific cast member to always act first, you can adjust their speed using events.

***Is there a way to change an enemy’s graphic during battle? [#a56ae154]
For example, switching between armored and unarmored versions based on HP.
Yes. In a Battle Event, first use the “Make Battle Cast as Operation Target” panel to select the enemy.
Then, use an event command to change the graphic based on conditions such as HP.

***Is there a way to get the current position (x, y, z) of allies and enemies during battle? [#p7aefd22]
Yes. First, use the “Make Battle Cast as Operation Target” panel to select the target cast member.
Then, in the “Advanced Variable Box Operation” panel, use “Coordinate Information for This Event” to retrieve the position.

***How can I make a character automatically take a step forward when it starts an attack and return to its original position after the attack ends? [#w1cd46ef]
You can configure this under the following settings:
--Database > Casts > Battle Tab > Battle Action AI
--Database > Item Abilities > One Step Forward When Acting


***How can I create a sound-only effect for attacks or skills? [#t735a95b]
Using the [[Sprite Tool]], you can create an effect with no image assigned and only a sound effect attached.


***Can I create enemies that use specific skills every certain number of turns? [#te4aa45a]
Yes.
You can configure this in:
Database > Casts > Battle Tab > [[Battle Action AI:https://rpgbakin.com/pukiwiki_en/?Casts#l44f0bd1]]
Use the turn number conditions to create that behavior.

***Can I create an item that restores HP every time the cast member attacks while it is equipped? [#u44f3850]
Yes.

Using a battle event with the "At the End of Action" trigger, you can check whether the item is equipped and restore HP if it is.

Possible ways to check equipped items include:

Use the "Advanced String Variable Operation" panel to store the equipped item’s name in a variable, then determine whether it is equipped by checking the name.
Create a unique "State" for the item in Database > [[State Definition]].
Then, in Database > Items > [[Item Abilities:https://rpgbakin.com/pukiwiki_en/?Items#s52b19d5]], use "Ability When Equipped: State" to apply that state when the item is equipped.
If the cast member has that state, it means the item is equipped.

***Can I change how likely enemies are to target a cast member? [#v90c8e39]
Yes. You can change this by using a State.

Go to Database > State Definition > [[State Abilities:https://rpgbakin.com/pukiwiki_en/?State+Definition#u3468c2a]] > Battles > “Change in Targetability”.

You can check each cast member’s target rate in the [[Cast Parameter Check View:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#d14a347b]], which appears when you press F6 during test play.

***How can I change the graphics used for battle damage numbers? [#i8f8110f]
You can configure them in:
Game Definition > System Graphics > Battles > “Numbers for Damages”
Register images for the numbers 0–9 in Resources > Images.
(For image property settings, refer to the existing damage number images.)
At the moment, the animation used when damage numbers appear can only be changed by directly modifying the battle plugin.

***Which damage formula is used in map battles? [#a61be98b]
The same formula used for normal attacks in battle is applied.
If the cast member has a weapon equipped, the weapon’s damage formula from [[Items]] is used.
If no weapon is equipped, the cast member’s “Bare Handed Damage Formula” from [[Casts]] is used.

***How is an enemy’s item drop rate calculated? [#ucce0376]
The final drop rate is calculated as follows:

(Base Item Drop Rate * (100 + Total Item Drop Rate Bonuses from States) / 100)%

For example, if the total item drop rate bonus from States is 100, each item’s drop rate becomes double the normal rate.

#br
----
**[Other] [#r33f9a5b]
***The operating character cannot climb steps. / It can walk in the air over a cliff. [#j5db3d96]
During test play, open the debug window using the F5 key and check that free fall is not turned off in the system status tab.
Falling by Gravity can be toggled on and off from the context menu by right-clicking on the "Start Point" specified. (You can also switch from the Quick Toolbar).
The "height of steps that can be climbed" and "jumping off from elevation" can be set in the Game Definition > Move and Operate Settings.

***Is it possible to switch between normal and reverse cameras? [#j4ea6be4]
It is possible.
The camera operation can be switched on the configuration screen.

***Parts of the conditions in the Event Panel or Event Sheet are cut off. What should I do? [#z5553210]
Try adjusting the text size in your Windows display settings.

***How can I change the project thumbnail shown in the History screen of the top menu? [#w36962cb]
Place an image named "thumbnail.png" (size: 256×144) in the project’s folder. It will be used as the thumbnail in the History list.
You can also save a thumbnail by right-clicking in the Layout Tool preview.
Additionally, by using the camera button at the top of the layout preview, you can capture a scene from a specified map and use it as your thumbnail.

***Is it okay to use double-byte characters (such as Japanese) in project names or file names? [#ze1ce338]
Yes, that is not a problem. It will also work correctly in exported builds.

***When setting the game icon during export, sizes above 48 are all fixed to 48. Why does this happen? [#d416fd7e]
Windows uses only the following icon sizes: 16, 32, 48, and 256, and only these sizes are saved.
If you set the Explorer view to “Extra Large Icons,” you can check the 256×256 version.

Note: Windows caches icon data, so even if you export a new .exe with a different icon, it may not update until you restart Windows.
As a workaround, you can temporarily rename the .exe file to see the new icon immediately without restarting.

***Is there a way to install Bakin without using Steam? [#nc38cff5]
Currently, Bakin can only be installed via Steam.

***Can the DLCs for “SMILE GAME BUILDER” also be used with “RPG Developer Bakin”? (Can it be used for commercial purposes?) [#x131e502]
Asset DLCs (3D models and sounds) for SMILE GAME BUILDER can be used in RPG Developer Bakin, with the exception of the DLC listed below. (Commercial use is also permitted.)
--Corpse Party Tenjin Primary School Pack

Please be sure to review the End User License Agreement (EULA) before using any DLC.

***Are there any specific "Common Redistributables" that should be enabled in the Steam App Admin page under the "Redistributables" tab? [#he711839]
The exported game requires .NET Framework 4.6.2. However, since it is pre-installed on Windows 8.1 and later, there is no need to explicitly enable it.

***Is the Steam Input API implemented in games created with Bakin? [#o6f3e2c9]
Steam Input support is automatically enabled by Steam when the game is published on Steam.
No special setup is required on the Bakin side.

***Does it support VR? [#c39ecd12]
No, VR is not supported.

***Is there any benefit to buying the “SMILE GAME BUILDER Bundle Pack”? [#hc2e972a]
This bundle is mainly intended for users who already own “SMILE GAME BUILDER” and want an easier transition to “RPG Developer Bakin”.
Assets from “SMILE GAME BUILDER” can also be used in “Bakin”, so you may find the bundle useful if you want additional assets or are interested in older tools.
Some paid DLC characters from “SMILE GAME BUILDER” have also been updated and re-released as DLC for “Bakin”.

#br
----
*Operating Environment/Created Works[#hb8e0511]
***What is the operating environment of the tool? [#xbcdb515]
See [[System Requirements]] for details on operating environment.
In addition, a "Sample Game for Operation Check" is available on the official website for you to try.
(Please refer to the notes on the use of this game.)

***What is the operating environment for the created work? [#h0b04fc9]
It is the same as the operating environment of the tool.

***Does it work with Windows 11? [#we9c0034]
It works.


***Is it available for Mac? Are there any plans to offer it for sale? [#z6c9f8c1]
At this time, only the Windows version is available.

***Test play and sample games are running slow, can this be resolved? [#m06399f8]
If you are using an NVIDIA GPU and experiencing slowdowns when playing RPG Developer Bakin test plays or sample games, please try the following.
https://store.steampowered.com/news/app/1036640/view/3398554764317089976
----
***Can I have other people play with my created work? [#m61903ab]
Yes, it is possible.
The [[Utilities/Export:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#g26005fe]] function can be used to export a project as an exe file.
You can give the exported exe file to another person with a Windows PC to play.
However, the PC of the player must meet the [[System Requirements]].

***Are there any restrictions on the content of the work to be produced? [#ya0f18f4]
There are no restrictions on the content of games created using this software.
However, we are not responsible for the content of the created game or any problems that may arise when distributing or selling it.
Please confirm the license agreement for the main unit and DLCs before use.
https://rpgbakin.com/pukiwiki/#reea24f1

***Can I create adult games with Bakin? [#n2f707ea]
Please refer to Article 7 of the End User License Agreement.
As long as you follow this clause, creating adult games is allowed.

***Can I sell the games I have created? [#gc6973c3]
Yes, you can.
No royalties will be paid to us for distribution, whether paid or free.
However, we are not responsible for the content of the created game or any problems that may arise when distributing or selling it.
Please confirm the license agreement for the main unit and DLCs before use.
https://rpgbakin.com/pukiwiki/#reea24f1

***Can I sell games using songs or 3D models purchased as DLC (downloadable content)? [#ffa3d472]
The content may be sold in accordance with the terms and conditions of the license agreement for each downloadable content.

***Can the assets used in the " Sample Game for Operation Check" on the official website be used in the tool? [#ma5eb530]
All can be used.

***Can I create an application for mobile devices? [#kc68a244]
At this time, only works for the PC can be produced.
However, as with the previous "SMILE GAME BUILDER" tool, we plan to export projects created using this tool to other tools, from which they can be exported to home console software and mobile device applications.

***Can I export my work for mobile or consumer use? [#g76ae0df]
Although the schedule is not yet decided, we plan to provide some form of functionality to export this tool's project as a Unity project, similar to its predecessor, "SMILE GAME BUILDER". We expect you to use that and export to mobile and consumer devices via Unity.

***Is there any way to create and distribute a patch for the exported game? (Patches assuming the original game is available) [#rf998e47]
We believe it is possible if you create a patch file using a commercially available binary diff tool. (We will not be able to provide specific tool names or instructions on how to create patches, as this is a product of another company.)

***What types of controllers can be used in games exported as published works? [#y4fba7f3]
Only XInput controllers are supported at this time.
(On Bakin, DirectInput controllers are also available, thanks to controller support by Steam).

***Can I create adult games with Bakin? [#n2f707ea]
Please refer to Article 7 of the End User License Agreement.
As long as you follow this clause, creating adult games is allowed.

***Does this tool support Steam Family Sharing? [#k29211ae]
No, it is not supported due to Steam’s policies.
According to Valve, Family Sharing currently applies only to “games,” and not to “software” like this tool.

***Can I use Bakin to create background visuals for a video that plays my original music? [#vbe57428]
Yes, you are free to use it.
However, in accordance with Section 7, Paragraph 2 of the Bakin End User License Agreement (EULA), you must include a notice such as “Visuals created using Bakin” along with the appropriate copyright attribution (©) either within the video or in a visible location such as the YouTube description.

***Can I create arranged versions of the BGM and use them in my own game? Also, can I upload gameplay videos or “arranged music” videos to social media? [#x50356b2]
Yes, you may arrange the music as long as it is used within a game created using Bakin.
It is also fine if the arranged music is included in gameplay videos of your game.

When publishing videos, please include the notice described in Section 7, Paragraph 2 of the EULA in a place visible to viewers (such as within the video or in the YouTube description).
Please refer to the Bakin EULA for details (available on the Bakin Steam store page).

***Is it okay to publish a project that is still in development on the Steam Workshop? [#i1cafa84]
Yes, it is perfectly fine to publish a project that is still in development on the Steam Workshop.
Several projects have already been published, so feel free to refer to them as examples.

***Are there any existing “command-line arguments” (e.g., “--verbose”) that can be used with games exported from RPG Developer Bakin? [#pef648f0]
As of version 2.4, the following command-line options are available:

/FS=false
     Disables full-screen mode. If “Launch with Full-screen” was selected during export, this option can be used to toggle between full-screen and windowed modes.

/L=**language** (e.g., /L=en)
     Forces the specified language to be used at startup.
 
Currently, no command-line options are implemented for rendering settings.

***How can I move a project to a new PC? [#v8edd55e]
Copy the entire project folder from the old PC to the new PC.
Then, in Bakin installed on the new PC, open the project from [[Local PC]].

If you also want to migrate your work environment settings (such as hotkeys and palette docking layouts), follow these steps:

1) In the Steam Library, click the gear icon on the right.
2) Select Manage > Browse Local Files.
3) Copy the following files from the opened folder:
settings.dat
mapedit_docking.config
hotkey.dat (if you customized hotkeys)

Then, on the new PC, open the same folder through the Steam Library and paste those files there.

Notes
settings.dat may contain path information from the old PC. Missing paths or files on the new PC will simply be ignored.
Window positions and sizes may be affected if the screen resolution or number of displays differs between the old and new PCs.

***The tool does not launch. [#sf8538f8]
If this tool does not launch, see [[When Problems Occur:https://rpgbakin.com/pukiwiki_en/?When+Problems+Occur]].

***I downloaded the sample games from the official site, but it won't start on my PC. [#o08f1971]
Please make sure that your PC's graphics board drivers are up-to-date.
If the above does not solve the problem, please see [[When Problems Occur:https://rpgbakin.com/pukiwiki_en/?When+Problems+Occur]].

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