#author("2022-12-20T02:50:16+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(./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''
#br
#ref(./stationaryAddtotheParty.png,80%)
#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)''
#br
#ref(./stationaryConversation(RightCharacterSpealsFirst).png,80%)
//#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.

--''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''
#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''
#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".

--''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''
#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)''
#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''
#br
#ref(./WalkingAddtotheParty.png,80%)
#ref(./Walking-AddtotheParty.png,80%)
#br
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''
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)''
#br
#ref(./WalkingConverstation(RightCharacterSpeaksFirst).png,80%)
#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.

--''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)''
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''
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''
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''
#br
#ref(./WalkingGivethePleyeranItem.png,80%)
#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".
#br
#ref(./WalkingQuestion.png,80%)
#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.
#br
#ref(./SlowlyWalkingQuestion.png,80%)
#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)''
#br
#ref(./WalkingSpeaktoBattele(Escapable).png,80%)
#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''
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''
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''
#br
#ref(./StationaryTravelingMerchant.png,80%)
#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''
#br
#ref(./StationaryTravelingInnkeeper.png,80%)
#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''
#br
#ref(./TreasureChestGetMoney.png,80%)
#br
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''
#br
#ref(./TreasureChestMessage.png,80%)
#br
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)''
#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''
#br
#ref(./DresserGetMoney.png,80%)
#br
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''
#br
#ref(./DresserMessage.png,80%)
#br
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''
#br
#ref(./VaseGetMoney.png,80%)
#br
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.
 
--''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. 

--''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''
#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''
#br
#ref(./BedRecover.png,80%)
#br
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''
#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.

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

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

--''Setting Options''
Specify the item to be obtained, the sparkling graphic, and the message to be displayed.

-''Stuffed Toy - Message''
When examined, an emotion mark (! mark) and executes the function of displaying the dialogue.
#br
#ref(./StuffedToyMessage.png,80%)
#br
--''Setting Options''
Specify the graphic of the stuffed toy and the dialogue to be displayed.

-''Grave - Message''
#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.

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

-''Display Message If Checked''
The function is executed with a message displayed when examined.
The message can be displayed every time it is examined.

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


***''Physics'' [#jc6de558]
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.

--''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.

--''Setting Options''
Collision Size: Specify the size of the collision detection.


***''Doors/Stairs'' [#c3e0bf5b]
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)''
#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.

--''Setting Options''
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''
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''
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''
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''
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''
#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.

--''Setting Options''
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''
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''
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''
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''
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''
#br
#ref(./DoorLinktoAnotherPlece.png,80%)
#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.

--''Setting Options''
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''
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''
Specify "Required Item." Door graphic and door sound effect can also be changed.

-''Door - Link to Another Place with an Item''
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''
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''
#br
#ref(./DoorOpenwithMatchingPIN.png,80%)
//#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.

--''Setting Options''
Specify a PIN with up to 10 letters. Door graphic and door sound effect can also be changed.

-''Door - Open with Matching Password''
#br
#ref(./DoorOpenwithMatchingPassword.png,80%)
#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.

--''Setting Options''
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''
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''
Door graphic and door sound effect can be specified.

-''Castle Door - Link to Another Place''
#br
#ref(./CastleDoorLinktoAnotherPlace.png,80%)
#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.

--''Setting Options''
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''
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''
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''
#br
#ref(./PrisonDoorOpenwithanItem.png,80%)
#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.

--''Setting Options''
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''
#br
#ref(./LabyrinthDoorLinktoAnotherPlace.png,80%)
#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.

--''Setting Options''
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''
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''
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''
#br
#ref(./TowerDoorLinktoAnotherPlace.png,80%)
#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.

--''Setting Options''
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''
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''
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''
#br
#ref(./WellLinktoAnotherPlace.png,80%)
#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.

--''Setting Options''
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]
This is a group of stamps with templates of events that can be used to solve puzzles and gimmicks.

-''Blue Button''
#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.

--''Setting Options''
Graphics can be changed.

-''Green Button''
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''
Graphics can be changed.

-''Red Button''
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''
Graphics can be changed.

-''Yellow Button''
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''
Graphics can be changed.

-''All Purpose Button''
#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.

--''Setting Options''
Select the switch to turn on/off. Graphics can also be changed.

-''Blue Button Door''
#br
#ref(./Blue Button Door.png,80%)
#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.

--''Setting Options''
Graphics can be changed.

-''Green Button Door''
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''
Graphics can be changed.

-''Red Button Door''
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''
Graphics can be changed.

-''Yellow Button Door''
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''
Graphics can be changed.

-''Door - Open with the Specified Event Switch''
#br
#ref(./Door Open with the Specified EventSwitch.png,80%)
#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".

--''Setting Options''
Select the event switch that operates the door. Graphics can also be changed.

-''All Purpose Button Treasure Chest - Get Money''
#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".

--''Setting Options''
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''
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''
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''
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''
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''
#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".

--''Setting Options''
Select the unlock event switch and specify the message to be displayed when it is opened.
Graphics can also be changed.

-''Pushable Box''
#br
#ref(./Pushable Box.png,80%)
#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.

--''Setting Options''
Graphics can also be changed.

-''Breakble Block with Item''
#br
#ref(./Breakble Block with Item.png,80%)
#ref(./Breakble-Block with Item.png,80%)
#br
It is a block that can be broken by examining it while holding a specific item.

--''Setting Options''
Specify the required item to break and the message when not having that item.
Graphics can also be changed.

--''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.

--''Setting Options''
Specify the message to be displayed.
Graphics can also be changed.

--''Displaying Message on Contact (Middle)''
When contacted, a message is displayed at the middle of the screen.

--''Setting Options''
Specify the message to be displayed.
Graphics can also be changed.

--''Displaying Message on Contact (Bottom)''
When contacted, a message is displayed at the bottom of the screen.

--''Setting Options''
Specify the message to be displayed.
Graphics can also be changed.

--''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.

--''Setting Options''
Specify the message to be displayed.
Graphics can also be changed.

--''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''
Specify the message to be displayed.
Graphics can also be changed.

--''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''
Specify the message to be displayed.
Graphics can also be changed.


***''Functions'' [#e0c6f373]
This is a group of stamps with template events that control game functions, such as saves and encounters.

-''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.

--''Setting Options''
Graphics can also be changed.

-''Enable Save Function''
Upon contact with this event, the player will be able to use the "save" function of the menu, which was prohibited.

--''Setting Options''
Graphics can also be changed.

-''Save Point''
#br
#ref(./Save Point.png,80%)
#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.

--''Setting Options''
Specify the text of the question to save or not to save.
Graphics can also be changed.

-''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.

--''Setting Options''
Specify the item that prohibits the encounter of monsters.

-''Disable Monster Encounters(with Event Switch)''
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''
Specify the event switch that determines whether monsters are prohibited from appearing.

-''Ending - Staff Credits''
#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.

--''Setting Options''
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(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]
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''
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''
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''
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''
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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