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Start:
*What are Casts?[#w31b178f]
The main character in the game and the characters who are...
This section is mainly used to specify the basic stats of...
#ref(./Database_Cast.png,50%)
#br
#contents
**Function Description [#f2d3e88a]
//COLOR(#FF0000):画像入る
#ref(./Function Description.png,80%)
#br
- ''Add''
Add a cast.
- ''Add Folder''
Create a folder.
- ''Copy''
Copy the data of the selected casts.
- ''Paste''
Paste the copied cast data into the last column.
- ''Delete''
Delete data for the selected cast.
-''Management Tags + Notes''
You can add management tags and jot down memorandums.
Tags are registered by adding # to the beginning of the l...
The specified tags can be used to narrow down the entries...
**Cast Ability Values [#c5acad8f]
#ref(./Database_Cast_Name_EN.png,50%)
#br
- ''Name''
Specify the name of the cast.
- ''Cast Event Settings''
Use a command script to specify unique events for the cast.
- ''Icon Image''
Specify an image for the icon.
- ''Graphic for Moving''
Specify the graphic to be used during the game and while ...
- ''Graphic for Layout''
Specify the graphic to be displayed on the status screen ...
**Cast Ability Values : Basic[#r49cf438]
#ref(./Database_Cast_Basic.png,50%)
#br
- ''Cast Management''
Specify the type of cast.
-- ''Category''
Specify the ally or enemy setting.
---''Ally''
This cast is used by the main cast and other accompanying...
--- ''Enemy''
This cast can be specified as an enemy monster.
---''Both''
This cast can be used by both ally and enemy.
--- ''None''
Used to create NPCs.
- ''Basic''
Specify the initial status of the cast.
-- ''Class''
Specify the cast's class. You can specify a cast member's...
The status addition value specified for the assigned clas...
The amount to which the status addition value is reflecte...
-- ''Subclass''
Specify the subclass of the cast member. You can assign o...
The status addition value specified for the assigned clas...
The amount to which the status addition value is reflecte...
--''Disable Rearrange''
If turned on, this cast member will not be selected for r...
For example, if you want to fix the main cast member at t...
- ''Level''
-- ''Initial Level''
Specify the level when the game starts.
-- ''Growth Speed''
You can select preset data for the rate of increase in ex...
Please see the section [[Formula for Level Increase by Ex...
In the Level Curve dialog, if you change the preset data,...
--''Max Level''
You can set the maximum level of this cast that can be re...
The range can be less than or equal to the value specifie...
The maximum level of the cast can be changed by using an ...
--''Level Curve''
Open the [[Level Curve Dialog:https://rpgbakin.com/pukiwi...
#br
#br
- ''&aname(Database_Cast_GrowthFactors){Growth Factors};''
You can specify how each status changes when adding/delet...
The upper/lower limits for the added statuses are 0 to 99...
However, statuses using the following [[keywords:https://...
#br
|Keyword|Default Name|Description|h
|mhp|Max HP|It cannot be less than 1.|
|dex|Accuracy|Values beyond the range of 0% to 100% are i...
|rcv|Evasion Rate|Values beyond the range of 0% to 100% a...
|pdrr|Poison Damage Reduction Rate|Values beyond the rang...
--''Edit Status''
Open the [[Status Editor:https://rpgbakin.com/pukiwiki_en...
--''Status Curve''
Open the [[Status Curve Dialog:https://rpgbakin.com/pukiw...
--''Status Settings''
---''Initial Value''
Specify the initial value of each ability.
---''Basic Increase Value''
This is the basic value added to the status when the leve...
This value is added to the Growth Type.
---''Growth Types''
Choose from several types of preset data for status growt...
When leveling up, this specification is added to the Basi...
If you change the preset data in the Status Curve dialog,...
Please see the section [[Formula for Each Status Increase...
#br
- ''Attributes''
You can specify which attributes this cast has.
You can choose from among the attributes specified in [[A...
#br
-''Resistance to State ''
You can specify the resistance to state changes (the valu...
Press the “Add” button, select “State”, and specify the i...
"State" can be added in [[State Definition]].
***Level Curve Dialog [#de44b264]
This dialog allows you to specify in detail the amount of...
#ref(./Database_Cast_LevelCurve.png,50%)
#br
- ''Graph Reference Value''
Reference values for the graph and table can be switched ...
- ''Growth Speed''
You can select preset data for the rate of increase in ex...
It is linked to the settings on the Casts > Basic tab, an...
- ''Experience Amount Settings''
You can customize the level curve by entering values in t...
The range of values entered into the table is 1 to 9999999.
-- ''When the Graph Reference Value is "Relative Value"''
--- Negative values are not allowed.
--- Multiple cells can be selected and the same value ent...
-- ''When the Graph Reference Value is "Absolute Value"''
---You cannot specify that the amount of experience will ...
***Status Editor [#h6d7846a]
This dialog allows you to add/delete statuses.
Keep in mind that changes made in this dialog will affect...
#ref(./Database_Cast_StatusEditor.png,50%)
#br
-''Add Button''
Add a status.
-''Delete Button''
Delete the selected status.
--However, only "Maximum HP" cannot be deleted.
--If Accuracy (keyword: dex) is deleted, it is treated as...
All other statuses are treated as "0".
-''Restore Default Button''
Change the statuses to the default state of this tool.
Note that your customizations will be lost.
-- ''Default Status Settings''
|Status Name|Keyword|Reference No.|h
|Maximum HP|mhp|1|
|Maximum MP|mmp|3|
|Attack Power|atk|5|
|Defense Power|def|6|
|Magical Power|mgc|7|
|Agility|spd|8|
|Accuracy|dex|14|
|Evasion Rate|rcv|15|
|Poison Damage Reduction Rate|pdrr|18|
-''Status Setting Fields''
--''Status Name''
You can change the status name.
- ''&aname(Database_Cast_Keyword){Keyword};''
These are keywords that Bakin programs use internally to ...
For example, a status with the keyword mmp is treated as ...
Words that overlap with other statuses cannot be specified.
''&color(red){[Important]};''
&color(red){The event panels that perform some operation ...
--''Reference No.''
Reference number to use as a parameter for special format...
This value is also used for the status number that can be...
Numbers that overlap with other statuses cannot be specif...
--''Consumption''
When turned on, this status becomes a consumption status ...
Think of it as the relationship between "maximum HP" and ...
The settings to the left of this field are for the "maxim...
--''Status Name (Consumption Value)''
The status name of the "consumption value."
--''Keyword (Consumption Value)''
The keyword is "consumption value."
--''Reference No. (Consumption Value)''
Reference number of the "consumption value".
--''Damage Numeric Color''
Specify the color of the "damage numbers" that are displa...
--''Recovery Numeric Color''
Specify the color of the "damage numbers" that are displa...
***Status Curve Dialog [#odd882cb]
This dialog allows you to specify in detail what values e...
The view changes depending on the "Target Status" setting.
#ref(./Database_Cast_StatusCurve.png,50%)
#br
-''Target Status "All" (Left image)''
This view shows status values and the graph for all statu...
--''Target Status''
The status displayed in the graph and table can be switch...
--''Graph Reference Value''
Reference values for the graph and table can be switched ...
The range of values entered into the table is 0 to 999999...
#br
-''Target Status "Single Status" (Right image)''
This view shows status values and the graphs for individu...
--''Class/Subclass''
This function allows you to display a graph with a dotted...
--''Reflection Rate''
This is the percentage of the value of the class/subclass...
--''Class/Subclass Settings''
Specify the class/subclass you wish to have reflected in ...
You can choose from any class you have created in the Dat...
--''Addition Value Button to Class/Subclass Levels''
By activating this button (blue underline will be shown),...
The field next to this button to specify a value is a fea...
A graph will be displayed showing the cast level plus the...
#br
Example: If the value is specified as 1, the graph will s...
--''Curve Generation Settings''
This function supports the generation of status curves.
#ref(./Database_StatusCurve_Curve_Generation_Settings.png...
#br
--''[Increase Value] Tab''
The default growth formula is used to generate a curve fr...
See [[Formula for Each Status Increase:https://rpgbakin.c...
---''Basic Increase Value''
It is a basic value that is added to the status at each l...
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same ...
---''Growth Types''
The coefficient used in the growth formula.
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same ...
--''[Start Point/End Point] Tab''
Specify the start and end levels, the status value at tha...
This method can generate a "curve between Lv 20 and Lv 50...
---''Start Point/End Point Level''
Specify the start point/end point level of the curve you ...
The end point level must always be specified higher than ...
---''Start Point/End Point Status Value''
Specify the status value at the start/end point level.
The status value of the end point may be smaller than tha...
---''Apply the Start/End Point Settings button''
This button reflects the start/end point settings and all...
---''Formula Type''
Select a formula to generate a curve connecting the start...
---''Coefficient''
The coefficient to multiply the selected formula.
The larger the value, the more extreme the curve.
**Cast Ability Values: Equipment and Abilities [#e6c4a7ae]
#ref(./Database_Cast_2_EN.png,50%)
#br
-''Initial Equipment''
Specify equipment at the start of the game.
--''Parts''
The six types of equipment can be specified: Weapons, Arm...
--''Fixed''
Specify the equipment to be attached or detached.
---''No''
Equipment in this part of the body can be attached or det...
---''Yes''
The equipment on this part of the body is fixed to the on...
---''Disable "None"''
The "Remove" option will no longer appear on the equipmen...
Therefore, it will always be necessary to equip this part...
--''Item to be Assigned''
Select the equipment you wish to assign from the asset pi...
-''Skills to be Learned''
Specify the skills this cast can learn.
Press the Add button to select the skill and specify the ...
--''Enable Switch''
Turning it off will disable the entry.
Use for debugging or other purposes.
-''Usable Items''
The list displays items registered in the "Items" section...
Turn on "Enable" for items that this cast can use.
If a class is specified, the "Classes" and "Disabled" che...
**Cast Ability Values: Battles [#k1ba20ce]
#ref(./Database_Cast_Battle.png,50%)
#br
-''Battle Command Menu''
Specify the commands to be used in battle.
--''Add button / Delete button''
Add/delete battle commands.
If none of the battle commands are specified for a cast, ...
--''Icon and Command Name''
The icon is selected from the asset picker. The command n...
--''Function to be Assigned''
Select the function of the command by pressing a pull down.
//You can choose from seven types: None, Attack, Charge, ...
There are eight types to choose from: None, Attack, Charg...
Swap Places" is a feature that consumes one turn to chang...
--''Parameters''
//Among the command functions, "Charge" and "Guard" can s...
//In addition, "Same Effect as Skill" allows you to selec...
The following settings can be made according to "Function...
---The "Charge" and "Guard" can specify a percentage of t...
---The "Open Skill List" and "Open Item List" allow you t...
You can choose from the layouts registered on the "Battle...
---For "Same Effect as Skill," you can select an effect f...
--''Management Tags''
You can tag battle commands.
You can assign the tag you have applied here under “Disab...
Note that the actions that can be selected in “Function t...
-''Bare Handed Abilities''
--''Bare Handed Attack Range''
Specify the range of an unarmed attack.
This setting is enabled when "Use Attack Range" is turned...
The unit of attack range is the grid on the battle layout.
The possible attack range by range value depends on the s...
See below for details.
[[Rules and Operations#AttackRange]]
-''Bare Handed Damage Formula''
You can specify the damage formula for a physical attack ...
- ''Treat as Enemy in Encounters''
Specify the characteristics to be used as an enemy in an ...
-- ''Personality''
Specify which pattern of actions set in "Battle Action AI...
-- ''Appearance Pattern''
Select the appearance pattern for encounters from "Always...
-- ''Do Not Make Invisible''
When checked, this cast will not become invisible even if...
-''Basic Reward for Being Defeated as an Enemy''
Specify the basic rewards available in the result after a...
---''EXP''
Specify the experience obtained by the main cast when def...
---''Money in Possession''
Specify the money obtained by the protagonist when defeat...
-''Reward for Being Defeated as an Enemy''
Specify the rewards available in the result after a victo...
---''Item to be Assigned''
Specify the drop items that will be available when winnin...
---''Drop Rate''
Specify the probability of dropping that item as a percen...
-''Battle Action AI''
When appearing in battle as an enemy, you can specify how...
What action is taken in a given turn is chosen at random ...
In other words, if there are many identical rows in the A...
--''One Step Forward When Acting''
You can specify whether or not this cast should take one ...
You can also choose whether or not to have a walking moti...
--''Turns''
For actions, turns can be specified separately from the "...
Add turns with the + button.
If more than 1 turn is specified, the action will be chos...
Unlike "Conditions," this turn loops, so if you specify a...
If 0 is specified, it will be selected in all turns in wh...
---Example 1:
In this case, the turn 1 action is repeated for all subse...
#ref(./Databese_BattleAI_turn1.png,80%)
---Example 2:
In this case, the specified action "Critical" is selected...
In turn 2 without turn specification, the choice is made ...
In turn 3, the specified action "Guard" is selected.
After turn 4, it will be Critical -> Attack -> Guard -> C...
#ref(./Databese_BattleAI_turn2.png,80%)
--''Conditions''
#ref(./Databese_BattleAI_ActionConditions.png,50%)
--[!!] This cast when it appears as an enemy is hereinaft...
|''Current Consumption Status(%)''|Own Current Consumptio...
|''Average party level''|Average level of B party||
|''Turn''|Number of turns in this battle|The first turn i...
|''When the specified state change is made''|A's state ch...
|''When the specified event switch is ON''|State of the s...
|''When attacked (counterattack)''|When ON, it acts immed...
---If multiple conditions are specified for one action, t...
---If there is more than one action that meets the condit...
---If none of the actions satisfy the conditions, "Do Not...
--''Action Type''
Specify the action to be taken that turn.
There are seven types to choose from: Attack, Critical, D...
--''Options''
Among the actions, for "Guard" and "Charge," you can spec...
Also, under "Use Skill," you can select a skill to use fr...
--''Continuous''
If checked, after performing this action, perform the act...
If an action is selected that is not checked in continuou...
--''Management Tags''
Management tags can be applied to actions.
You can specify the tags you have applied here in “Disabl...
Note that the actions that can be selected in “Action Typ...
***Examples of Battle AI [#jfe2993b]
--''The simplest example''
This is an example of a simple enemy that repeats its nor...
#br
#ref(./Databese_BattleAI_eg1.png,80%)
#br
Enemy actions can be specified in this way, and several o...
By arranging several of the same action, as in the normal...
(If neither critical nor skill use is needed, just specif...
#br
--''Example of using simple conditions such as current HP...
This is an example of a slightly complex enemy that repea...
#br
#ref(./Databese_BattleAI_eg2.png,80%)
#br
The "turn" in the first column of the table determines th...
The first turn has two "Charge" specified, and each turn ...
Since nothing is specified for the second turn, turn 0 ac...
In the third turn, action conditions based on the enemy c...
After the fourth turn, the cycle repeats itself again.
#br
--''Those with complex conditions, such as found in event...
This is an example of a powerful event boss that launches...
#br
#ref(./Databese_BattleAI_eg3.png,80%)
#br
In this example, the action condition "when the event swi...
The skill "Fire" specifies as a condition of action in an...
For example, if you create and specify a state change suc...
Also, a counterattack is specified for turn 0. If the en...
**Cast Ability Values: Effects [#r42710a2]
//COLOR(#FF0000):画像入る
#ref(./Database_Cast_4_EN.png,50%)
#br
-''Effect for Bare Handed Attacks''
Specify the effect when a cast member attacks with bare h...
Select from the asset picker. You can also preview.
-''Effect on KO''
Specify the effect when a cast member is disabled from ba...
Select from the asset picker. You can also preview.
**Cast Ability Values: Others [#u6d638c2]
//COLOR(#FF0000):画像入る
#ref(./Database_Cast_Others.png,80%)
#br
-''Dynamic Event Generation Settings''
Specify when this cast is a dynamically generated event d...
--''Generate Events''
Specify the characteristics and conditions for dynamicall...
---''No Damage''
By turning it on, damage will not be counted even if it c...
---''Generate in the Air''
Generate from the specified Y coordinate.
---''No Collision with Other Generated Events''
The generated events will no longer collide with each oth...
---''Generate in Priority''
When turned on, when the "Maximum Number of Events Genera...
The "Maximum Number of Events Generated" is specified in ...
---''No Collision with the Same Cast Member''
The same cast members will not collide with each other ev...
---''Generated Sound''
Select the sound to be played when the event is generated...
---''Maximum Number of Events''
Specify the number of events that can exist in the screen...
---''Number of Event Generated per Time''
Specify how many events will be generated per shot.
---''Shooting Interval''
Specify the interval, in increments of 0.1 second, before...
---''Enable Burst''
Specify the continuous shooting ON/OFF.
---''Invincible Time after Damage (sec)''
You can specify the number of seconds of invincibility af...
---''Sequential Numbering of Names When Generated''
If turned on, when this cast is generated as cast events,...
''&color(red){(!)};''The maximum number to be assigned is...
--''Events Disappearing Conditions''
Specify the disappearing condition for the cast specified...
---''Number of Steps''
Enter the number of steps when the distance moved by the ...
---''Elapsed Time''
Enter the time in 0.1 second increments when the cast's m...
---''Collide with Non-Attributed Events''
If turned on, it disappears when it collides with non-att...
---''Collide with Allies''
If turned on, it disappears when it collides with allied ...
---''Collide with Enemies''
If turned on, it disappears when it collides with enemy c...
---''Collide with Terrains''
If turned on, it disappears when it collides with terrains.
---''When Out of Screen''
If turned on, the cast disappears when it goes out of the...
-''Picture Book''
You can specify the settings to be displayed in the "Pict...
The "Picture Book" screen can be created using the Layout...
You can specify when they will be registered in the "Pict...
--- ''Register to Picture Book''
Specify the data of the cast to be displayed on the pictu...
--- ''Referent''
Various data on the cast specified here can be displayed ...
--- ''Habitat''
Up to 4 habitats can be specified.
----
**Formula for Each Status Increase [#q8a0ce6e]
***Formula for Each Status Increase [#y68b03b5]
The "Growth Type" is preset data for the increase rate of...
The increase in status with level-up varies depending on ...
-''Formula''
&size(20){''Value of Status after Level Up = (Current Val...
Example: If the basic increase value is 3 and the growth ...
Decimal points are rounded down in the calculation result...
-''Coefficients for Each Growth Type''
|Accelerated|1.02|
|Slightly Accelerated|1.01|
|Average|1.00|
|Slightly Decelerated|0.99|
|Decelerated|0.98|
***Formula for Level Increase by Experience [#p3517515]
"Growth Speed" is preset data for the rate of increase in...
The amount of experience required to level up varies depe...
The experience table below is based on the case of "Avera...
-''Formula''
&size(20){''Experience Required for Next Level = Value of...
-''Coefficient for Each Growth Speed''
|Early Maturing|0.98|
|Slightly Early Maturing|0.99|
|Average|1.00|
|Slightly Late Maturing|1.01|
|Late Maturing|1.02|
#br
-''Experience Table for "Average" Growth Speed''
|Level|Experience Required for Next Level|Total Experienc...
|1|-| 0|
|2|26| 26|
|3|58| 84|
|4|102| 186|
|5|164| 350|
|6|250| 600|
|7|366| 966|
|8|518| 1,484|
|9|712| 2,196|
|10|954| 3,150|
|11|1,250| 4,400|
|12|1,606| 6,006|
|13|2,028| 8,034|
|14|2,522| 10,556|
|15|3,094| 13,650|
|16|3,750| 17,400|
|17|4,496| 21,896|
|18|5,338| 27,234|
|19|6,282| 33,516|
|20|7,334| 40,850|
|21|8,500| 49,350|
|22|9,786| 59,136|
|23|11,198| 70,334|
|24|12,742| 83,076|
|25|14,424| 97,500|
|26|16,250| 113,750|
|27|18,226| 131,976|
|28|20,358| 152,334|
|29|22,652| 174,986|
|30|25,114| 200,100|
|31|27,750| 227,850|
|32|30,566| 258,416|
|33|33,568| 291,984|
|34|36,762| 328,746|
|35|40,154| 368,900|
|36|43,750| 412,650|
|37|47,556| 460,206|
|38|51,578| 511,784|
|39|55,822| 567,606|
|40|60,294| 627,900|
|41|65,000| 692,900|
|42|69,946| 762,846|
|43|75,138| 837,984|
|44|80,582| 918,566|
|45|86,284| 1,004,850|
|46|92,250| 1,097,100|
|47|98,486| 1,195,586|
|48|104,998| 1,300,584|
|49|111,792| 1,412,376|
|50|118,874| 1,531,250|
|51|120,000| 1,651,250|
|52|120,000| 1,771,250|
|53|120,000| 1,891,250|
|54|120,000| 2,011,250|
|55|120,000| 2,131,250|
|56|120,000| 2,251,250|
|57|120,000| 2,371,250|
|58|120,000| 2,491,250|
|59|120,000| 2,611,250|
|60|120,000| 2,731,250|
|61|120,000| 2,851,250|
|62|120,000| 2,971,250|
|63|120,000| 3,091,250|
|64|120,000| 3,211,250|
|65|120,000| 3,331,250|
|66|120,000| 3,451,250|
|67|120,000| 3,571,250|
|68|120,000| 3,691,250|
|69|120,000| 3,811,250|
|70|120,000| 3,931,250|
|71|120,000| 4,051,250|
|72|120,000| 4,171,250|
|73|120,000| 4,291,250|
|74|120,000| 4,411,250|
|75|120,000| 4,531,250|
|76|120,000| 4,651,250|
|77|120,000| 4,771,250|
|78|120,000| 4,891,250|
|79|120,000| 5,011,250|
|80|120,000| 5,131,250|
|81|120,000| 5,251,250|
|82|120,000| 5,371,250|
|83|120,000| 5,491,250|
|84|120,000| 5,611,250|
|85|120,000| 5,731,250|
|86|120,000| 5,851,250|
|87|120,000| 5,971,250|
|88|120,000| 6,091,250|
|89|120,000| 6,211,250|
|90|120,000| 6,331,250|
|91|120,000| 6,451,250|
|92|120,000| 6,571,250|
|93|120,000| 6,691,250|
|94|120,000| 6,811,250|
|95|120,000| 6,931,250|
|96|120,000| 7,051,250|
|97|120,000| 7,171,250|
|98|120,000| 7,291,250|
|99|120,000| 7,411,250|
|-|120,000| 7,531,250|
End:
*What are Casts?[#w31b178f]
The main character in the game and the characters who are...
This section is mainly used to specify the basic stats of...
#ref(./Database_Cast.png,50%)
#br
#contents
**Function Description [#f2d3e88a]
//COLOR(#FF0000):画像入る
#ref(./Function Description.png,80%)
#br
- ''Add''
Add a cast.
- ''Add Folder''
Create a folder.
- ''Copy''
Copy the data of the selected casts.
- ''Paste''
Paste the copied cast data into the last column.
- ''Delete''
Delete data for the selected cast.
-''Management Tags + Notes''
You can add management tags and jot down memorandums.
Tags are registered by adding # to the beginning of the l...
The specified tags can be used to narrow down the entries...
**Cast Ability Values [#c5acad8f]
#ref(./Database_Cast_Name_EN.png,50%)
#br
- ''Name''
Specify the name of the cast.
- ''Cast Event Settings''
Use a command script to specify unique events for the cast.
- ''Icon Image''
Specify an image for the icon.
- ''Graphic for Moving''
Specify the graphic to be used during the game and while ...
- ''Graphic for Layout''
Specify the graphic to be displayed on the status screen ...
**Cast Ability Values : Basic[#r49cf438]
#ref(./Database_Cast_Basic.png,50%)
#br
- ''Cast Management''
Specify the type of cast.
-- ''Category''
Specify the ally or enemy setting.
---''Ally''
This cast is used by the main cast and other accompanying...
--- ''Enemy''
This cast can be specified as an enemy monster.
---''Both''
This cast can be used by both ally and enemy.
--- ''None''
Used to create NPCs.
- ''Basic''
Specify the initial status of the cast.
-- ''Class''
Specify the cast's class. You can specify a cast member's...
The status addition value specified for the assigned clas...
The amount to which the status addition value is reflecte...
-- ''Subclass''
Specify the subclass of the cast member. You can assign o...
The status addition value specified for the assigned clas...
The amount to which the status addition value is reflecte...
--''Disable Rearrange''
If turned on, this cast member will not be selected for r...
For example, if you want to fix the main cast member at t...
- ''Level''
-- ''Initial Level''
Specify the level when the game starts.
-- ''Growth Speed''
You can select preset data for the rate of increase in ex...
Please see the section [[Formula for Level Increase by Ex...
In the Level Curve dialog, if you change the preset data,...
--''Max Level''
You can set the maximum level of this cast that can be re...
The range can be less than or equal to the value specifie...
The maximum level of the cast can be changed by using an ...
--''Level Curve''
Open the [[Level Curve Dialog:https://rpgbakin.com/pukiwi...
#br
#br
- ''&aname(Database_Cast_GrowthFactors){Growth Factors};''
You can specify how each status changes when adding/delet...
The upper/lower limits for the added statuses are 0 to 99...
However, statuses using the following [[keywords:https://...
#br
|Keyword|Default Name|Description|h
|mhp|Max HP|It cannot be less than 1.|
|dex|Accuracy|Values beyond the range of 0% to 100% are i...
|rcv|Evasion Rate|Values beyond the range of 0% to 100% a...
|pdrr|Poison Damage Reduction Rate|Values beyond the rang...
--''Edit Status''
Open the [[Status Editor:https://rpgbakin.com/pukiwiki_en...
--''Status Curve''
Open the [[Status Curve Dialog:https://rpgbakin.com/pukiw...
--''Status Settings''
---''Initial Value''
Specify the initial value of each ability.
---''Basic Increase Value''
This is the basic value added to the status when the leve...
This value is added to the Growth Type.
---''Growth Types''
Choose from several types of preset data for status growt...
When leveling up, this specification is added to the Basi...
If you change the preset data in the Status Curve dialog,...
Please see the section [[Formula for Each Status Increase...
#br
- ''Attributes''
You can specify which attributes this cast has.
You can choose from among the attributes specified in [[A...
#br
-''Resistance to State ''
You can specify the resistance to state changes (the valu...
Press the “Add” button, select “State”, and specify the i...
"State" can be added in [[State Definition]].
***Level Curve Dialog [#de44b264]
This dialog allows you to specify in detail the amount of...
#ref(./Database_Cast_LevelCurve.png,50%)
#br
- ''Graph Reference Value''
Reference values for the graph and table can be switched ...
- ''Growth Speed''
You can select preset data for the rate of increase in ex...
It is linked to the settings on the Casts > Basic tab, an...
- ''Experience Amount Settings''
You can customize the level curve by entering values in t...
The range of values entered into the table is 1 to 9999999.
-- ''When the Graph Reference Value is "Relative Value"''
--- Negative values are not allowed.
--- Multiple cells can be selected and the same value ent...
-- ''When the Graph Reference Value is "Absolute Value"''
---You cannot specify that the amount of experience will ...
***Status Editor [#h6d7846a]
This dialog allows you to add/delete statuses.
Keep in mind that changes made in this dialog will affect...
#ref(./Database_Cast_StatusEditor.png,50%)
#br
-''Add Button''
Add a status.
-''Delete Button''
Delete the selected status.
--However, only "Maximum HP" cannot be deleted.
--If Accuracy (keyword: dex) is deleted, it is treated as...
All other statuses are treated as "0".
-''Restore Default Button''
Change the statuses to the default state of this tool.
Note that your customizations will be lost.
-- ''Default Status Settings''
|Status Name|Keyword|Reference No.|h
|Maximum HP|mhp|1|
|Maximum MP|mmp|3|
|Attack Power|atk|5|
|Defense Power|def|6|
|Magical Power|mgc|7|
|Agility|spd|8|
|Accuracy|dex|14|
|Evasion Rate|rcv|15|
|Poison Damage Reduction Rate|pdrr|18|
-''Status Setting Fields''
--''Status Name''
You can change the status name.
- ''&aname(Database_Cast_Keyword){Keyword};''
These are keywords that Bakin programs use internally to ...
For example, a status with the keyword mmp is treated as ...
Words that overlap with other statuses cannot be specified.
''&color(red){[Important]};''
&color(red){The event panels that perform some operation ...
--''Reference No.''
Reference number to use as a parameter for special format...
This value is also used for the status number that can be...
Numbers that overlap with other statuses cannot be specif...
--''Consumption''
When turned on, this status becomes a consumption status ...
Think of it as the relationship between "maximum HP" and ...
The settings to the left of this field are for the "maxim...
--''Status Name (Consumption Value)''
The status name of the "consumption value."
--''Keyword (Consumption Value)''
The keyword is "consumption value."
--''Reference No. (Consumption Value)''
Reference number of the "consumption value".
--''Damage Numeric Color''
Specify the color of the "damage numbers" that are displa...
--''Recovery Numeric Color''
Specify the color of the "damage numbers" that are displa...
***Status Curve Dialog [#odd882cb]
This dialog allows you to specify in detail what values e...
The view changes depending on the "Target Status" setting.
#ref(./Database_Cast_StatusCurve.png,50%)
#br
-''Target Status "All" (Left image)''
This view shows status values and the graph for all statu...
--''Target Status''
The status displayed in the graph and table can be switch...
--''Graph Reference Value''
Reference values for the graph and table can be switched ...
The range of values entered into the table is 0 to 999999...
#br
-''Target Status "Single Status" (Right image)''
This view shows status values and the graphs for individu...
--''Class/Subclass''
This function allows you to display a graph with a dotted...
--''Reflection Rate''
This is the percentage of the value of the class/subclass...
--''Class/Subclass Settings''
Specify the class/subclass you wish to have reflected in ...
You can choose from any class you have created in the Dat...
--''Addition Value Button to Class/Subclass Levels''
By activating this button (blue underline will be shown),...
The field next to this button to specify a value is a fea...
A graph will be displayed showing the cast level plus the...
#br
Example: If the value is specified as 1, the graph will s...
--''Curve Generation Settings''
This function supports the generation of status curves.
#ref(./Database_StatusCurve_Curve_Generation_Settings.png...
#br
--''[Increase Value] Tab''
The default growth formula is used to generate a curve fr...
See [[Formula for Each Status Increase:https://rpgbakin.c...
---''Basic Increase Value''
It is a basic value that is added to the status at each l...
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same ...
---''Growth Types''
The coefficient used in the growth formula.
This setting is linked to the same entry on the Basic tab.
Any changes specified here will be reflected in the same ...
--''[Start Point/End Point] Tab''
Specify the start and end levels, the status value at tha...
This method can generate a "curve between Lv 20 and Lv 50...
---''Start Point/End Point Level''
Specify the start point/end point level of the curve you ...
The end point level must always be specified higher than ...
---''Start Point/End Point Status Value''
Specify the status value at the start/end point level.
The status value of the end point may be smaller than tha...
---''Apply the Start/End Point Settings button''
This button reflects the start/end point settings and all...
---''Formula Type''
Select a formula to generate a curve connecting the start...
---''Coefficient''
The coefficient to multiply the selected formula.
The larger the value, the more extreme the curve.
**Cast Ability Values: Equipment and Abilities [#e6c4a7ae]
#ref(./Database_Cast_2_EN.png,50%)
#br
-''Initial Equipment''
Specify equipment at the start of the game.
--''Parts''
The six types of equipment can be specified: Weapons, Arm...
--''Fixed''
Specify the equipment to be attached or detached.
---''No''
Equipment in this part of the body can be attached or det...
---''Yes''
The equipment on this part of the body is fixed to the on...
---''Disable "None"''
The "Remove" option will no longer appear on the equipmen...
Therefore, it will always be necessary to equip this part...
--''Item to be Assigned''
Select the equipment you wish to assign from the asset pi...
-''Skills to be Learned''
Specify the skills this cast can learn.
Press the Add button to select the skill and specify the ...
--''Enable Switch''
Turning it off will disable the entry.
Use for debugging or other purposes.
-''Usable Items''
The list displays items registered in the "Items" section...
Turn on "Enable" for items that this cast can use.
If a class is specified, the "Classes" and "Disabled" che...
**Cast Ability Values: Battles [#k1ba20ce]
#ref(./Database_Cast_Battle.png,50%)
#br
-''Battle Command Menu''
Specify the commands to be used in battle.
--''Add button / Delete button''
Add/delete battle commands.
If none of the battle commands are specified for a cast, ...
--''Icon and Command Name''
The icon is selected from the asset picker. The command n...
--''Function to be Assigned''
Select the function of the command by pressing a pull down.
//You can choose from seven types: None, Attack, Charge, ...
There are eight types to choose from: None, Attack, Charg...
Swap Places" is a feature that consumes one turn to chang...
--''Parameters''
//Among the command functions, "Charge" and "Guard" can s...
//In addition, "Same Effect as Skill" allows you to selec...
The following settings can be made according to "Function...
---The "Charge" and "Guard" can specify a percentage of t...
---The "Open Skill List" and "Open Item List" allow you t...
You can choose from the layouts registered on the "Battle...
---For "Same Effect as Skill," you can select an effect f...
--''Management Tags''
You can tag battle commands.
You can assign the tag you have applied here under “Disab...
Note that the actions that can be selected in “Function t...
-''Bare Handed Abilities''
--''Bare Handed Attack Range''
Specify the range of an unarmed attack.
This setting is enabled when "Use Attack Range" is turned...
The unit of attack range is the grid on the battle layout.
The possible attack range by range value depends on the s...
See below for details.
[[Rules and Operations#AttackRange]]
-''Bare Handed Damage Formula''
You can specify the damage formula for a physical attack ...
- ''Treat as Enemy in Encounters''
Specify the characteristics to be used as an enemy in an ...
-- ''Personality''
Specify which pattern of actions set in "Battle Action AI...
-- ''Appearance Pattern''
Select the appearance pattern for encounters from "Always...
-- ''Do Not Make Invisible''
When checked, this cast will not become invisible even if...
-''Basic Reward for Being Defeated as an Enemy''
Specify the basic rewards available in the result after a...
---''EXP''
Specify the experience obtained by the main cast when def...
---''Money in Possession''
Specify the money obtained by the protagonist when defeat...
-''Reward for Being Defeated as an Enemy''
Specify the rewards available in the result after a victo...
---''Item to be Assigned''
Specify the drop items that will be available when winnin...
---''Drop Rate''
Specify the probability of dropping that item as a percen...
-''Battle Action AI''
When appearing in battle as an enemy, you can specify how...
What action is taken in a given turn is chosen at random ...
In other words, if there are many identical rows in the A...
--''One Step Forward When Acting''
You can specify whether or not this cast should take one ...
You can also choose whether or not to have a walking moti...
--''Turns''
For actions, turns can be specified separately from the "...
Add turns with the + button.
If more than 1 turn is specified, the action will be chos...
Unlike "Conditions," this turn loops, so if you specify a...
If 0 is specified, it will be selected in all turns in wh...
---Example 1:
In this case, the turn 1 action is repeated for all subse...
#ref(./Databese_BattleAI_turn1.png,80%)
---Example 2:
In this case, the specified action "Critical" is selected...
In turn 2 without turn specification, the choice is made ...
In turn 3, the specified action "Guard" is selected.
After turn 4, it will be Critical -> Attack -> Guard -> C...
#ref(./Databese_BattleAI_turn2.png,80%)
--''Conditions''
#ref(./Databese_BattleAI_ActionConditions.png,50%)
--[!!] This cast when it appears as an enemy is hereinaft...
|''Current Consumption Status(%)''|Own Current Consumptio...
|''Average party level''|Average level of B party||
|''Turn''|Number of turns in this battle|The first turn i...
|''When the specified state change is made''|A's state ch...
|''When the specified event switch is ON''|State of the s...
|''When attacked (counterattack)''|When ON, it acts immed...
---If multiple conditions are specified for one action, t...
---If there is more than one action that meets the condit...
---If none of the actions satisfy the conditions, "Do Not...
--''Action Type''
Specify the action to be taken that turn.
There are seven types to choose from: Attack, Critical, D...
--''Options''
Among the actions, for "Guard" and "Charge," you can spec...
Also, under "Use Skill," you can select a skill to use fr...
--''Continuous''
If checked, after performing this action, perform the act...
If an action is selected that is not checked in continuou...
--''Management Tags''
Management tags can be applied to actions.
You can specify the tags you have applied here in “Disabl...
Note that the actions that can be selected in “Action Typ...
***Examples of Battle AI [#jfe2993b]
--''The simplest example''
This is an example of a simple enemy that repeats its nor...
#br
#ref(./Databese_BattleAI_eg1.png,80%)
#br
Enemy actions can be specified in this way, and several o...
By arranging several of the same action, as in the normal...
(If neither critical nor skill use is needed, just specif...
#br
--''Example of using simple conditions such as current HP...
This is an example of a slightly complex enemy that repea...
#br
#ref(./Databese_BattleAI_eg2.png,80%)
#br
The "turn" in the first column of the table determines th...
The first turn has two "Charge" specified, and each turn ...
Since nothing is specified for the second turn, turn 0 ac...
In the third turn, action conditions based on the enemy c...
After the fourth turn, the cycle repeats itself again.
#br
--''Those with complex conditions, such as found in event...
This is an example of a powerful event boss that launches...
#br
#ref(./Databese_BattleAI_eg3.png,80%)
#br
In this example, the action condition "when the event swi...
The skill "Fire" specifies as a condition of action in an...
For example, if you create and specify a state change suc...
Also, a counterattack is specified for turn 0. If the en...
**Cast Ability Values: Effects [#r42710a2]
//COLOR(#FF0000):画像入る
#ref(./Database_Cast_4_EN.png,50%)
#br
-''Effect for Bare Handed Attacks''
Specify the effect when a cast member attacks with bare h...
Select from the asset picker. You can also preview.
-''Effect on KO''
Specify the effect when a cast member is disabled from ba...
Select from the asset picker. You can also preview.
**Cast Ability Values: Others [#u6d638c2]
//COLOR(#FF0000):画像入る
#ref(./Database_Cast_Others.png,80%)
#br
-''Dynamic Event Generation Settings''
Specify when this cast is a dynamically generated event d...
--''Generate Events''
Specify the characteristics and conditions for dynamicall...
---''No Damage''
By turning it on, damage will not be counted even if it c...
---''Generate in the Air''
Generate from the specified Y coordinate.
---''No Collision with Other Generated Events''
The generated events will no longer collide with each oth...
---''Generate in Priority''
When turned on, when the "Maximum Number of Events Genera...
The "Maximum Number of Events Generated" is specified in ...
---''No Collision with the Same Cast Member''
The same cast members will not collide with each other ev...
---''Generated Sound''
Select the sound to be played when the event is generated...
---''Maximum Number of Events''
Specify the number of events that can exist in the screen...
---''Number of Event Generated per Time''
Specify how many events will be generated per shot.
---''Shooting Interval''
Specify the interval, in increments of 0.1 second, before...
---''Enable Burst''
Specify the continuous shooting ON/OFF.
---''Invincible Time after Damage (sec)''
You can specify the number of seconds of invincibility af...
---''Sequential Numbering of Names When Generated''
If turned on, when this cast is generated as cast events,...
''&color(red){(!)};''The maximum number to be assigned is...
--''Events Disappearing Conditions''
Specify the disappearing condition for the cast specified...
---''Number of Steps''
Enter the number of steps when the distance moved by the ...
---''Elapsed Time''
Enter the time in 0.1 second increments when the cast's m...
---''Collide with Non-Attributed Events''
If turned on, it disappears when it collides with non-att...
---''Collide with Allies''
If turned on, it disappears when it collides with allied ...
---''Collide with Enemies''
If turned on, it disappears when it collides with enemy c...
---''Collide with Terrains''
If turned on, it disappears when it collides with terrains.
---''When Out of Screen''
If turned on, the cast disappears when it goes out of the...
-''Picture Book''
You can specify the settings to be displayed in the "Pict...
The "Picture Book" screen can be created using the Layout...
You can specify when they will be registered in the "Pict...
--- ''Register to Picture Book''
Specify the data of the cast to be displayed on the pictu...
--- ''Referent''
Various data on the cast specified here can be displayed ...
--- ''Habitat''
Up to 4 habitats can be specified.
----
**Formula for Each Status Increase [#q8a0ce6e]
***Formula for Each Status Increase [#y68b03b5]
The "Growth Type" is preset data for the increase rate of...
The increase in status with level-up varies depending on ...
-''Formula''
&size(20){''Value of Status after Level Up = (Current Val...
Example: If the basic increase value is 3 and the growth ...
Decimal points are rounded down in the calculation result...
-''Coefficients for Each Growth Type''
|Accelerated|1.02|
|Slightly Accelerated|1.01|
|Average|1.00|
|Slightly Decelerated|0.99|
|Decelerated|0.98|
***Formula for Level Increase by Experience [#p3517515]
"Growth Speed" is preset data for the rate of increase in...
The amount of experience required to level up varies depe...
The experience table below is based on the case of "Avera...
-''Formula''
&size(20){''Experience Required for Next Level = Value of...
-''Coefficient for Each Growth Speed''
|Early Maturing|0.98|
|Slightly Early Maturing|0.99|
|Average|1.00|
|Slightly Late Maturing|1.01|
|Late Maturing|1.02|
#br
-''Experience Table for "Average" Growth Speed''
|Level|Experience Required for Next Level|Total Experienc...
|1|-| 0|
|2|26| 26|
|3|58| 84|
|4|102| 186|
|5|164| 350|
|6|250| 600|
|7|366| 966|
|8|518| 1,484|
|9|712| 2,196|
|10|954| 3,150|
|11|1,250| 4,400|
|12|1,606| 6,006|
|13|2,028| 8,034|
|14|2,522| 10,556|
|15|3,094| 13,650|
|16|3,750| 17,400|
|17|4,496| 21,896|
|18|5,338| 27,234|
|19|6,282| 33,516|
|20|7,334| 40,850|
|21|8,500| 49,350|
|22|9,786| 59,136|
|23|11,198| 70,334|
|24|12,742| 83,076|
|25|14,424| 97,500|
|26|16,250| 113,750|
|27|18,226| 131,976|
|28|20,358| 152,334|
|29|22,652| 174,986|
|30|25,114| 200,100|
|31|27,750| 227,850|
|32|30,566| 258,416|
|33|33,568| 291,984|
|34|36,762| 328,746|
|35|40,154| 368,900|
|36|43,750| 412,650|
|37|47,556| 460,206|
|38|51,578| 511,784|
|39|55,822| 567,606|
|40|60,294| 627,900|
|41|65,000| 692,900|
|42|69,946| 762,846|
|43|75,138| 837,984|
|44|80,582| 918,566|
|45|86,284| 1,004,850|
|46|92,250| 1,097,100|
|47|98,486| 1,195,586|
|48|104,998| 1,300,584|
|49|111,792| 1,412,376|
|50|118,874| 1,531,250|
|51|120,000| 1,651,250|
|52|120,000| 1,771,250|
|53|120,000| 1,891,250|
|54|120,000| 2,011,250|
|55|120,000| 2,131,250|
|56|120,000| 2,251,250|
|57|120,000| 2,371,250|
|58|120,000| 2,491,250|
|59|120,000| 2,611,250|
|60|120,000| 2,731,250|
|61|120,000| 2,851,250|
|62|120,000| 2,971,250|
|63|120,000| 3,091,250|
|64|120,000| 3,211,250|
|65|120,000| 3,331,250|
|66|120,000| 3,451,250|
|67|120,000| 3,571,250|
|68|120,000| 3,691,250|
|69|120,000| 3,811,250|
|70|120,000| 3,931,250|
|71|120,000| 4,051,250|
|72|120,000| 4,171,250|
|73|120,000| 4,291,250|
|74|120,000| 4,411,250|
|75|120,000| 4,531,250|
|76|120,000| 4,651,250|
|77|120,000| 4,771,250|
|78|120,000| 4,891,250|
|79|120,000| 5,011,250|
|80|120,000| 5,131,250|
|81|120,000| 5,251,250|
|82|120,000| 5,371,250|
|83|120,000| 5,491,250|
|84|120,000| 5,611,250|
|85|120,000| 5,731,250|
|86|120,000| 5,851,250|
|87|120,000| 5,971,250|
|88|120,000| 6,091,250|
|89|120,000| 6,211,250|
|90|120,000| 6,331,250|
|91|120,000| 6,451,250|
|92|120,000| 6,571,250|
|93|120,000| 6,691,250|
|94|120,000| 6,811,250|
|95|120,000| 6,931,250|
|96|120,000| 7,051,250|
|97|120,000| 7,171,250|
|98|120,000| 7,291,250|
|99|120,000| 7,411,250|
|-|120,000| 7,531,250|
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