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RPG Maker VX Ace Help - RGSS3 Reference Manual

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RPG Maker VX Ace Help

This Help file describes the various features offered by RPG Maker VX Ace.

The left side of the window contains the Help file's contents. Use the context field to select the item you want to view. When you know exactly what you want to find, click the Search tab on the upper left part of the window to perform a more direct search.

This program also provides pop-up hints for most items. Placing the mouse pointer over an item in the editor causes a simple description to pop up. Use this feature to learn more about the program.

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What Is RPG Maker VX Ace?

RPG Maker VX Ace is a tool designed especially for creating role-playing games (RPGs). Even if players do not have RPG Maker VX Ace, they will still be able to play the games you create.

Main Features

This product is an improved and enhanced version of the previous release, RPG Maker VX. The highly acclaimed user friendliness of the previous version has been maintained, while at the same time adding greater flexibility and advanced features.

Streamlined Database

Database structure has been dramatically revamped in this version. Lists such as "Features" and "Effects" have been added to each database entry, allowing a variety of settings that were formerly handled as separate data options to be more freely combined. Many new features that make for diverse and interesting battles have also been added, including counterattacking and magic reflection.

Character Generation Tool

This version of RPG Maker includes an advanced version of Chibi Character Maker, a popular tool from the web version. It allows you to create a walking graphic (small character) and face graphic all at once. Now you can easily create your own original characters simply by selecting a hairstyle, mouth, nose, outfit and so on.

Standard Audio Format (Ogg Vorbis)

The RPG Maker series has traditionally used MIDI files for background music, but now that environments allow for larger files it has been revamped for full support of Ogg Vorbis format audio. This allows you to give your game sumptuous audio unlike anything possible before and even resume background music from where it left off after returning to the map screen after a battle.

Support for Ogg Theora Movies

It is now possible to play Ogg Theora-format movies. Since decoding has been built into the engine itself, there is no need to worry about movies not playing back on different

environments.

Advanced Scripting System

Games created with this version are written in the Ruby scripting language. You can create a thoroughly enjoyable game simply by using the scripts that are provided, but you can also choose to customize a wide variety of game elements as necessary. RPG Maker uses Ruby Game Scripting System (RGSS) 3.0, which features a number of improvements. Preset scripts have been further streamlined, and the structure is now easier to modify. See RGSS Specifications: New Functionality in RGSS3 for more information.

Minimum System Requirements

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OS Microsoft® Windows® XP/Vista/7 (32/64-bit OS support) CPU Intel® Pentium® 4 2.0 GHz or equivalent processor Memory 512 MB

Video 1,024 × 768 resolution Hard disk 400 MB free

Your hardware must support the version of DirectX that you are using. (Any version of DirectX that came with Windows XP or later will work.)

The specifications for trouble-free game play differ depending on the game itself.

The video and hard disk drive specifications listed here are the minimum values for RPG Maker itself.

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Getting Started

Creating a Project

To create a game with this program you must first create a project. A project is a collection of data and resources that constitutes your game. You can even use images and music you created yourself by importing files into your project.

Create projects using the steps below.

(1) Create a new project

Click the New Project button on the toolbar or click File - New Project on the menu bar.

(2) Specify a project name, game title, and save location

Enter a project name in Folder Name and the game's title in Game Title. The default save location for your project will be displayed in Location. To change it, click the ... button to the right and specify a different location.

Once you have made the aforementioned settings, click the OK button to make a project with the minimal required data for creating your very own game.

Managing Your Project

Saving/Loading

If you want to take a break from working on your project and close the program, make sure that you save your project before doing so. Click the Save Project button (or click File -Save Project) to save the project you are currently working on. This overwrites any existing data for the same project.

To resume game creation, click the Open Project button (or click File - Open Project), select the Game (or Game.rvproj2) file in the project folder, and then click the Open button.

Backing Up/Deleting

Project content is saved all together in the folder you specified at the time you first created it. To back it up, simply copy the entire folder to another hard disk, removable media, and so on. To delete a project you no longer need, simply delete its folder in the usual manner.

Creating Your Game

The RPGs you create with this program consist of a variety of elements, including graphics displayed on the game screen, player-controlled characters, items and magic, tricks and traps,

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and the game's story.

These elements are created and organized in three separate data categories: maps (the stage on which the game takes place), events (represents what happens and what can be done in the game), and databases (determines the settings for characters and so on).

There is no set way to go about creating a game. But if this is the first time you are creating a game in RPG Maker, we recommend you start by creating a map. Once you have a map, you can create or use premade events and characters that fit the kind of game you are making.

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Basic Operation

Window Elements and Functions

The window that appears when you open a project is known as the main window. This window is mainly used for editing maps and events. The Database, Resource Manager, and other tools are opened from the main window's menu bar. The functions of each window element are described below.

(1) Menu Bar

The program's commands can be accessed through the menu bar.

(2) Toolbar

You can also access certain commands by clicking buttons on the toolbar.

(3) Tile Palette

The tile palette displays the tilesets that can be placed on maps. You can use the tabs at the bottom to switch between sets.

(4) Map List

This list shows the map data included in the game you are currently creating.

(5) Map View

This pane displays the map currently selected in the map list. Use it to perform such actions as editing the map design and specifying where to place events.

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The status bar displays information on the currently selected command, the map name, and map coordinates.

UI Elements and Editing Methods

Creating games with this program mainly involves specifying text, items, and other data by means of the UI elements provided in the various windows and dialog boxes. The kinds of UI elements and editing methods are described below.

Text Entry

Clicking in a text box displays a flashing bar cursor. This indicates you can enter text using the keyboard. The text you type will be entered at the cursor's current position. You can also move the cursor using the keyboard's cursor keys.

Numeric Value Entry

As with text entry, clicking in one of these boxes displays a flashing bar cursor. Enter single-byte numbers using the keyboard. You can also increment/decrement values by clicking the up arrow and down arrow buttons to the right of the box.

Option Buttons

These buttons specify one option to apply from a number of choices. The option with a black dot in the center of the circle is the current selection. Clicking another one clears the previous selection.

Check Boxes

These boxes select or clear the indicated item. The check boxes with checks in them indicate that they are selected. Clicking a selected check box clears it.

Drop-Down Lists

These lists are used to specify one of the items contained within them. They open by clicking on the down arrow to the right of them.

List Boxes

These boxes display a list of items that can be set. Double-clicking an item opens its corresponding dialog box where you can edit its content.

Ellipse (...) Button

An item with an ellipse (...) next to its box indicates that another dialog box will open. Click the ellipse button and then edit the setting in the dialog box that appears.

OK, Cancel, and Apply Buttons

Settings that you edit will only be applied once you confirm them by clicking the appropriate button. To confirm a setting and close its dialog box, click the OK button. To close the dialog box without confirming the setting, click the Cancel button. And to confirm a setting without closing the dialog box, click the Apply button.

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Menu Bar

The menus and commands available on the menu bar are described below.

A number of menu bar commands can also be executed by clicking their associated icon buttons on the toolbar. In addition, menus and commands with shortcut keys displayed next to them can be selected by pressing the associated keys.

This means there are a number of ways to execute the same command. For example, to execute the Undo command, you can click Undo on the Edit menu, hold down the CTRL key while pressing the Z key (CTRL+Z), or click the Undo button on the toolbar.

File Menu New Project

Creates a new project. If a project is already open, it will be closed once the new one has been created.

Open Project

Opens a previously saved project so that you can continue creating your game. In the Open window that appears, select the Game or Game.rvproj2 file in the project folder.

Close Project

Closes the current project. A confirmation dialog box appears if there is unsaved data. To save your project before closing it, click Yes, or to close it without saving, click No.

Save Project

Saves the project you are currently working on. (This overwrites any existing data for the same project.)

Compress Game Data

Compresses the project you are currently working on into a single file to make it easier to distribute. See Support Tools for more information.

Exit RPG Maker VX Ace

Closes the program. As with the Close Project command, a confirmation dialog box appears if there is unsaved data.

Edit Menu Undo

Undoes the previous operation, returning to the state immediately before it was performed. Up to sixteen previous operations can be undone.

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Cut

Copies the selected map data or map event to the clipboard and deletes the original selection.

Copy

Copies the selected map data or map event to the clipboard without deleting the original selection.

Paste

Adds the content of the clipboard as new map data or a new map event.

Mode Menu Map

Switches to the mode for editing map design.

Event

Switches to the mode for creating/editing map events. In map view, a grid split up into tile-size spaces is overlaid onto the map.

Region

Switches to the mode for editing regions, which define the encounter area for enemy groups.

Draw Menu

Contains tools for drawing tiles used in map editing mode. See Editing Map Design for more information.

Scale Menu

Switches the display scale for the map displayed in map view. The standard scale is 1/1, but you can select 1/2, 1/4, or 1/8 to reduce the map to the indicated scale.

Tools Menu Database

Opens a dialog box for setting the database used to create/edit game elements, such as characters and items.

Manage Resources

Displays tools for managing resource files used to create games, including images, music, and movies. See Support Tools for more information.

Script Editor

Opens the Script Editor tool for scripting and editing the game system. See Support Tools for more information.

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Listen to the audio you imported into your project as resource files. See Support Tools for more information.

Generate Characters

Create a walking graphic and a face graphic for characters by combining various parts that are provided. See Support Tools for more information.

Options

Change settings related to image transparency and grid display in the editor. See Support Tools for more information.

Game Menu Play Test

Start the play test tool. See Support Tools for more information.

Start in Full Screen

Change the setting for starting a game in full screen mode. Selecting this item switches between enabled (a check in the check box) and disabled.

Display Console

Change the setting for displaying a console window for debugger output. Selecting this item switches between enabled (a check in the check box) and disabled.

Open Game Folder

Open the save folder for the project. Use this command to check the location of the project folder and to access files that you want to work on manually.

Help Menu Contents

Display Help (this window).

RPG Maker Web

Open the RPG Maker Web (http://tkool.jp/) site in your browser. Visit the site whenever you want to check support information for the program and get other important

information.

About RPG Maker

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Using Support Tools

Compress Game Data

Save project content into a compressed file by selecting

Compress Game Data on the File menu. This is handy when you want to distribute your completed game. In the Output Folder box, specify where you want to saved the compressed file.

Enabling Create encrypted archive when saving encrypts your project content to keep it safe from prying eyes. To compress your project along with RTP data, enable the Include RTP data option. This will eliminate the need to download RTP data to play the game, but please note that it will markedly increase the file size.

Note that the Compress Game Data command may fail with game projects exceeding approximately 2 GB.*

*This value is merely a guideline. It will vary depending on the PC hardware and OS you are using and the game you are creating.

Manage Resources

The Manage Resources dialog box

displayed by selecting Manage Resources on the Tools menu is for managing the resource files included in your project. The various parts of the dialog box and the functions of its buttons are described below. Note that in order to use your own images, music, and other files to create a game, they must be in one of the designated standard formats. See Resource Standards for more information.

Folder List

A list of folders containing resource files is displayed here. To import a resource file into your project, specify the folder where it is located.

File List

A list of files located in the folder selected in the folder list is displayed here. A red circle before a file name indicates a resource file that was imported into RPG Maker, while a blue circle indicates a resource file that is included in the RTP.

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Import

Imports a resource file into your project. In the folder list, select the folder you want to import the resource file into, click the Import button, and then specify the target resource file. When importing an image, left-clicking assigns a transparent color and right-clicking assigns a translucency color.

Export

Saves a project resource file outside of the project. In the file list, select the file you want to export, click the Export button, and then specify the save location. Resource files you export in this manner will remain within the project. Note that you can select multiple resource files in the file list by drag-selecting and then export them all at once.

Preview

Displays the image contained in the graphics resource file selected in the file list. To check an audio file, use the Test Audio tool.

Delete

Deletes from the project the resource files selected in the file list. You cannot delete standard RTP resource files (those with a blue circle in front of their name). Note that deleted files cannot be recovered, so make sure you really want to delete the selected files before proceeding.

Test Audio

The Test Audio dialog box displayed by selecting Test Audio on the Tools menu is for managing the audio files included in your project. Audio playback continues even after you close the dialog box, allowing you to use this command to play music while you create your game. The dialog box contains tabs for four different types of audio: BGM (background music), BGS (background sounds), ME (music effects), and SE (sound effects). Click the tab for the type of audio file you want to test and then select a file from the list. The selected audio file will start playing when you click the Play button. To stop playback, click the Stop button.

Use the Volume control to adjust the playback volume between 0% and 100% and the Pitch control to adjust the pitch between 50% and 150%.

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The Generate Characters dialog box displayed by selecting Generate Characters on the Tools menu is for easily creating character images that you can assign to actors and events.

Start by clicking the Male or Female tab, depending on the gender of the character you want to create. Next, select the various available parts using the settings provided for the

character's face, clothing, and so on. Clicking the Random button randomly specifies the parts to use.

Changing the setting of any part automatically applies the change to both face graphic and walking graphic as a general rule. However, there are some cases where one of the graphics may not change depending on the part.

When the image is complete, you will save it as an image file. Click the Output Face button or Output Character button, and in the dialog box that appears, enter a file name, and then click the Save button. Note that if you save the file in the Face or Character folder, which are the standard locations specified for saving the respective type of image, there will be no need to separately import it into your project using Manage Resources.

Options

The Options tool that appears when you select Options on the Tools menu is for changing settings related to image transparency and grid display in the editor. These settings have no effect on game play.

Transparent Color

Set the color to use for the part of a graphic set to Transparent. Use the Red, Green, and Blue slider bars to specify the color to display. Transparent parts of the graphic will be

displayed with a checkerboard pattern that uses the specified color.

Grid

Set whether to display a grid in map view (map editing mode). To display a grid, select the Valid check box and then specify the grid interval in Horizontal and Vertical using a value between 2 and 100 tiles.

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The Play Test command executed by selecting Play Test on the Game menu allows you to immediately start testing the game you are creating. Use it to check whether settings and events are operating as you would expect from the final distributable version of the game.

Using the Debugger

Pressing the F9 key during play testing displays the debugger window. This window allows you to change the values of switches and variables for the currently displayed portion of the game.

To change a value, select the desired switch or variable from the list on the left side of the window ("S" indicates a switch and "V" a variable, while the numbers show the valid range), press the indicated key to confirm, and then move the cursor to the desired switch/variable in the list on the right side. For a switch, use the indicated key to turn it on/off, and for a variable, use the left and right cursor or the L and R keys to change its value.

Ending Play Testing

You cannot edit your game during play testing. To exit play testing, click the close box (×) in the upper right corner of the window. You can also exit by pressing Alt+F4 or selecting Shut Down on the game's menu.

Script Editor

The simple programs that control game execution are known as scripts.

Generally, commands such as Show Text are referred to as scripts, but in this application, the word script is reserved for code that is more complex than event commands and almost to the level of an actual program. All event commands are interpreted and executed at the script level, rather than by the application itself.

Script editing is a feature for advanced users to employ in customizing the game system. As such, it has a high level of difficulty. However, there is no need to learn how to use it if you will create your game the normal way. We recommend creating your first game without worrying about scripts. Once you are more experienced with RPG Maker and feel that the default system leaves something to be desired, it will be time to try your hand at scripting.

RPG Maker uses the Ruby programming language, a proven scripting solution, as its scripting engine. The official website for Ruby is http://www.ruby-lang.org/.

Ruby is freeware developed primarily by Yukihiro Matsumoto. It offers the performance necessary for writing large-scale games. However, as it was originally designed for text

processing and similar applications, it is rather difficult to use for game development as is. That is why the Ruby Game Scripting System (RGSS) was developed especially for games. See the RGSS Reference for more information.

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Selecting Script Editor on the Tools menu displays a large dialog box for editing scripts.

Since running a large game application such as an RPG requires a large

number of programs, the entire game needs to be divided up into an

appropriate number of subunits. This application refers to such subunits as sections. The list on the left side of the Script Editor dialog box displays the game's sections.

The Script Editor was designed to be controlled just like the game's

database. Pressing the F4 and F5 keys enables one-touch selection of the

previous section and next section, respectively, just as with the database. In addition, the F6 key copies the term where the cursor is as the section name.

Section-Related Commands

Right-clicking a section name displays the shortcut menu. Selecting Insert here inserts a new empty section before the selection position. Similarly, using commands such as Cut and Paste allows you to change section order. Unlike the database, sections are not managed using IDs. Sections are executed in the order they are listed (top to bottom). Preset scripts include a section called "Main" at the very bottom, and actual game operation does not begin until all the various types of definitions have been made.

Editing-Related Commands

Right-clicking in the text editor area on the right side of the window displays the shortcut menu shown in the figure to the right. The menu contains a variety of basic editing commands, including Cut, Paste, Find, and Replace.

Shortcuts key combinations such as Ctrl+F and Ctrl+G work even when the text editor is not in focus.

To search for text in all sections, not just the one you are editing, select Find on the section shortcut menu. The shortcut key combination for this is Ctrl+Shift+F.

Using Scripts

In addition to directly editing scripts in the Script Editor, you can also use them in the following four ways:

1. 2.

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Use them with the Script event command. 1.

Use them as a condition for the Conditional Branch event command. 2.

Use them as an operand for the Control Variables event command. 3.

Use them as a command within the Move Route command. 4.

For example, you could use scripts in the above-mentioned ways to call an event command you added with the Script Editor. The fun and interesting ways you can use scripts is limited only by your imagination.

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Playing a Game

Basic Controls

Starting a Game

Games created by RPG Maker are started by double-clicking the Game.exe (or Game) file located in the game data folder. If the game data has been compressed, extract it ahead of time by double-clicking.

Controls

The controls for games created with RPG Maker are based on the use of a six-button game pad. For descriptive purposes, the button names will be referred to as A, B, C and so on here. The following table shows the correspondence between game pad buttons/keyboard keys and commands in a standard game. To move characters and the cursor, use the directional buttons on the game pad or the arrow keys on the keyboard.

Name Game pad Keyboard Main function

A Button 1 Shift Dash

B Button 2 Esc, Num 0, X Cancel, Menu C Button 3 Space, Enter, Z Confirm, OK, Enter

X Button 4 A

-Y Button 5 S

-Z Button 6 D

-L Button 7 Q, Page Up Previous page R Button 8 W, Page Down Next page

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Game Properties

Pressing the F1 key while a game is running displays the dialog box shown here. Use this dialog box to customize game pad button and keyboard key assignments. Clicking the Reset button reverts assignments to their default settings.

The following settings are available on the General tab.

Start in Full Screen

Automatically switches to full screen mode when the game starts.

Suppress Screen Flicker

Minimizes the flicker associated with screen drawing. Screen drawing may slow down slightly.

Play BGM and ME

Specifies whether to play back music while playing a game. Play BGS and SE

Specifies whether to play sound effects while playing a game. Other Commands

Key Description

Alt+Enter Switches between window mode and full-screen mode. Alt+F4 Forcibly exits the game.

F12 Forcibly returns to the title screen.

F2 Displays the frames per second (FPS) on the title bar.

F9 Opens the debugging window (list of switches and variables) when pressed while moving during play testing.

Ctrl Enables characters to move through impassible tiles and disables random encounters when the key is held down while moving during play testing.

In-Game Menu Operations

Title Menu

The title menu appears when a game is started. The following commands are available on the title menu.

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Starts the game from the beginning. Continue

Resumes a game from the previously saved data. Select the save data from which to continue.

Shut Down Exits the game.

Menu When Moving

This is the menu that appears when the player presses the cancel button while moving on the map. The commands that appear are for using items to recover the actor's stats, saving game progress, and so on. The commands are described below.

Items

View/use the party's items. To use an item, select it from the list. For some items, you will also have to select the target of the item's effect.

Skills

View/use skills (such as magic). To use a skill, select it from the list. For some skills, you will also have to select the target of the skill's effect.

Equipment

View/change equipment. Select the actor for which you want to view or change

equipment. To change equipment, you must also select the slot you want to change and the equipment you want to equip there (or to empty a slot, select a blank item).

Status

View an actor's status. Select the actor you want to view. Change Formation

Change the order in which actors are arranged. Select two actors to swap places. Save

Saves current game progress. Select one of up to four save files. Exit Game

Exits the game. Select Return to Title Screen, Shut Down (exit the game application), or Cancel (cancels the exit operation).

Menu When Fighting

When the player encounters an enemy character during the game, the screen switches to the battle screen. The player selects the following commands to proceed through the battle. The game ends if all party members are reduced to zero HP.

Party Commands

These are commands that are displayed each turn. Select Fight to continue the battle and Escape to flee from the enemy. But even if the player selects Escape, if the enemy circles around, only the enemy can act until the turn ends.

Actor Commands

After selecting the party command Fight, select actions for each party member. The main actions are Attack (with the currently equipped weapon), Defend (character protects himself to lessen damage), and Item (use an item on hand). Available actions vary by actor settings.

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Editing Maps

What is a Map?

A map is data representing the stage on which the game takes place. The game unfolds primarily on a screen with the player's characters moving over a map.

Maps are created and edited using combinations of map pieces known as tiles.

Basic Specifications of Maps

Role of Tiles

Tiles give graphical representations to the map you create and allow you to make a number of different settings, such as whether characters can pass through them.

Each map has one group of tiles known as a title set assigned to it, and the titles therein are used to design the map itself. You can also completely change the look of a map by changing the tileset it uses. Title set content is edited using the Database.

Types of Tiles

Each title set can have five types of tiles labeled A through E. Type A titles are for the lowest layer on the map and are used for representing such things as terrain and ground, while types B through E are for representing upper layer objects such as trees and signs.

Both lower layer and upper layer titles can be placed at the same position on the map.

You can use this two-layer structure to expand the range of expression of your maps. Standard tilesets (those included in the RTP) include lower-layer tiles representing oceans, grasslands, floors, walls and other surfaces, and upper-layer tiles for embellishing them.

Map Size and Display Method

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tiles vertically.

An area equivalent to 17 × 13 tiles (H × V) can be displayed on the game screen at any time. Maps larger than this will move automatically (scroll) with the player remaining at the center. It is also possible to connect the edges of a map to form a loop to create effects such as going around the world and coming back to your starting point.

Map Positions

Positions on map tiles are represented using map coordinates. The tile at the upper left corner is the origin (0, 0) of a map's coordinates, with the first number representing the number of the tile on the x axis, and the second the number of the tile on the y axis. For example, the map coordinates of the lower right corner on a 500 × 500 tile map would be 499 × 499. The status bar displays the map coordinates of the tile that is currently being edited.

Map coordinates can be used to specify a move destination for the party based on a variable or to monitor a party's current position in an event command.

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Editing Map Design

Basic Editing

Switching Between Editing Modes

If you want to edit a map's design, click the Map button on the toolbar (or select Map on the Mode menu) to switch to editing mode.

Selecting Map Data

Select the map data you want to edit by clicking on the map list on the lower left part of the window. The current look of the map is displayed in the map view on the right side of the window.

Selecting Tiles

Select the tiles you want to use by clicking them on the tile palette. The currently selected tile will have a white border around it. Switch between the types of tiles displayed on the tile palette by clicking tabs A through E.

You can specify multiple tiles to draw on your map by drag-selecting on the tile palette.

Selecting and Drawing With Drawing Tools

Select the tool you want to use to draw tiles by clicking it on the tool bar. There are four tools in all. Once you have selected a tool, click or drag on the map displayed on the right side of the window (map view) to draw the selected tile(s). You can also select drawing tools on the Draw menu.

You can delete the tiles you have drawn by drawing transparent tiles over them. Upper-layer tiles on the B tab to the upper left are transparent.

Pencil

Draws the selected tile(s) where you click.

Rectangle

Draws the selected tile(s) within the entire area bounded by the rectangle you dragged.

Oval

Draws the selected tile(s) within the entire area bounded by the oval you dragged.

Fill

Draws the same kind of tile in a contiguous area, starting from the position you first clicked.

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Eyedropper

clicking on map view sets the tile at the clicked position as the tile to draw. Right-clicking a position where both upper and lower-level tiles have been drawn sets both of them as the tiles to draw in an overlapping state.

Auto Tile

Some tiles on the tile palette's A tab include a feature known as auto tile. The auto tile feature has multiple patterns for each type of tile. Boundaries will be automatically adjusted according to how tiles are arranged. Tile types A1 through A4 in the tileset database have the auto tile feature.

Note that you can temporarily disable the auto tile feature by holding down the Shift key while drawing tiles or using the eyedropper.

Automatic Shadow Generation

Arranging two or more auto tiles vertically will automatically draw a shadow on the bottom right side of some tiles. However, there are other tiles where no shadow will be drawn.

Shadow Pen

The shadow pen is a tool for drawing wall and building shadows. It allows you to shade one-quarter of a tile. To edit a map with the shadow pen, click the Shadow Pen button on the toolbar (or select Shadow Pen on the Draw menu), and then click on the map view. Clicking where there is no shadow will draw one, and clicking where there already is a shadow will erase it.

Special Specifications for Lower-Layer Tiles The A2 tiles in the tileset under the tile palette's A tab (rows three through six) are divided into base tiles (columns one through four from the left) and

embellishment tiles (columns five through eight from the left). Embellishment tiles can be placed on top of base tiles.

However, with tilesets where Mode in the tileset dialog box is set to Field type, placing embellishment tiles over base tiles selected from columns two or four transforms them into column-one or three base tiles.

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Manipulating Map Data

Shortcut Menu Operations

Right-clicking a map on the map list displays a shortcut menu containing commands for that map, including commands for changing settings and copying data. The functions of each command are described below.

Create Map

Adds new map data. See Setting Map Data for more information on available settings.

Map Settings

Opens the Create Map dialog box. See Setting Map Data for more information on available settings.

Load Sample Map

Create new map data based on sample data. Click a map name in the list, check its content, and then click OK.

Copy

Copies map data to the clipboard.

Paste

Pastes map data from the clipboard.

Delete

Deletes map data.

Shift

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Generate Dungeon Automatically generates a maze-like map. By specifying the tiles to use for the ground and walls, you can have the

application automatically draw a maze-like map with a number of rooms connected by corridors. A dungeon will be generated for the entire map that you selected, so if you want to create a large dungeon, start by creating a large map. You

will end up with a rather poor dungeon map if you start with a map that is too small.

Grouping Maps

Dragging map data on the map list to another location on the list allows you to place it near related data. This is handy for managing map data by grouping it, such as placing the internal maps for buildings under a town map. Maps moved to the bottom can be moved to the top level by dragging them to the project name folder.

This hierarchical display is only for the map list. It has no effect whatsoever on map design and settings.

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Setting Map Data

Create Map Dialog Box

The Create Map dialog box appears when you create a new map or right-click a map and select Map Settings on the shortcut menu. This dialog box allows you to create and edit maps by setting their size, the tilesets they use, background music, conditions for encounters with enemy troops (battle occurrences) and other items that affect game play.

Available Settings

Name

The name of the map you are creating/editing. This setting is only used by the editor and has no impact on game play.

Display Name

Name displayed when the player moves on this map.

Width/Height

Size of the map. Specify a value between 17 and 500 for Width (horizontal) and 13 and 500 for Height (vertical). If you change a map's size so that it is smaller than before, the portion that will no longer fit will be deleted.

Tileset

Specify the tileset to use for the map design.

Scroll Type

Method for looping the map. Setting a loop connects the edges of the map together in a specified direction, allowing travel in an endless loop.

No Loop

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Vertical Loop

Connects the top edge of the map to the bottom edge.

Horizontal Loop

Connects the left edge of the map to the right edge.

Both Loop

Connects the map at its top and bottom edges and left and right edges.

Specify Battle Background

When selected, this setting allows you to specify a combination of two graphics to display as a battle background when a battle occurs on this map.

When it is not selected, processing depends on the Mode of the tileset that was set for this map.

Mode is Field Type The battle background is

automatically determined by the tile where the player is standing when the battle occurs.

Mode is Area Type or VX-Compatible Type

The map and its effects will be used for the battle background.

Auto-Change BGM/Auto-Change BGS

When selected, this setting automatically starts playing background music (BGM)/background sounds (BGS) when the player is on this map. Specify the audio files you want to play.

Disable Dashing

When selected, this setting prevents the player from dashing on this map.

Parallax Background

Graphic displayed on the blank area of the map. Click ... to open a window for specifying an image file.

Selecting Loop Horizontal or Loop Vertical scrolls the parallax background when the player moves in the specified direction. And specifying a value between -31 and 32 (except for 0) automatically scrolls the parallax background. A positive value scrolls left/up and a negative value right/down, and the greater the absolute value, the faster the scrolling speed. Selecting Show in the Editor allows you to check the parallax background you set. Note that the display method may differ from that when actually playing the game.

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Note

Allows you to enter notes when creating a game. This setting is only used by the editor and has no impact on game play.

Encounters

Specifies the enemy troop that the player will randomly encounter while moving on this map. This dialog box opens when you double-click on a blank area within the field, and you can specify the settings described below. Right-clicking on an enemy troop that has been added displays a shortcut menu in which you can copy, delete, and perform other such operations.

Troop

Specifies the enemy troop you want to set.

Weight

Specifies the priority (0 to 100) for this enemy troop to appear as a battle opponent. When multiple enemy troops are set, the larger this value, the higher the encounter rate for this enemy troop.

Specifically, the encounter rate is calculated using the percentage accounted for by the total value of the weights of the enemy troops that were set.

For example, let's say you set a weight of 9 for troop A, 7 for troop B, and 4 for troop C. In that case, the encounter rate for troop A would be 9/20 (9 + 7 + 4 = 20) or 45%. Similarly, the rates for B and C would be 7/20 (35%) and 4/20 (20%), respectively.

Range

Specifies the area in which this enemy troop is encountered. To have the encounter occur regardless of the area, select Entire Map. To have the encounter occur in a specific area only, select Specify by Region ID and then specify up to three region IDs. The method for setting regions is described at the bottom of the page.

Steps Average

Specifies the frequency of encounters while moving on the map using a value that stands for the average number of steps taken (1 to 999 steps with each step representing traveling over one tile). Use a smaller value if you want to have monsters appear more frequently.

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Regions as specified in the Encounter dialog box are areas indicating where enemy troop encounters occur. Each map can be divided into 63 regions.

To set one or more regions, click the Region button on the toolbar (or select Region on the Mode menu) to switch to editing mode. Next, click a region ID (1 through 63) in the upper left part of the window to select it, and then click on map view to set the selected region ID for the clicked position (tile). You can only set one region ID per tile.

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Editing the Database

What is the Database?

The Database is a collection of elements other than maps and map events that comprise the game. The Database dialog box allows you to prepare game elements and settings, including the characters the player controls, items, and magic, as the fourteen different kinds of data described below.

You will prepare data for each item appearing in the game, except for System and Terms data, which apply globally. For example, on the Items tab, you create data entries for each item that will appear in your game, such as keys and recovery items, by setting their names, graphics, effects when used, and other characteristics.

Resource files imported into your project can also be displayed or played back in-game by assigning them to purpose-specific data entries.

Actors Characters the player can control

Classes Characteristics to give to the actors (such as parameters and development conditions)

Skills Special abilities and actions during battles (normal attacks, special attacks, and magic etc.)

Items The items the player can possess (recovery items and keys etc.) Weapons Equipment actors use for attacks (swords, staves, and bows etc.)

Armor Equipment actors use for defense (body armor, shields, and accessories etc.)

Enemies Characters that fight against actors Troops Groups of enemies that appear

States States that affect actors (poison and K.O. etc.) Animations Visual effects displayed when using skills etc.

Tilesets Tilesets used in creating maps Common

Events Commonly executed event processing

System Basic settings for the overall game, including default settings and music Terms Names of commands and settings used throughout the game

Editing Procedure

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Database content is edited using the Database dialog box. To display it, click the Database button on the tool bar (or select Database on the Tools menu).

Database Dialog Box

The Database dialog box is divided into tabs by data type. To create/edit data, start by clicking the tab for the type of data you want to work with.

To edit data other than that on the System and Terms tabs, select the data entry you want on the data list on the left side of the dialog box by clicking it. This will allow you to define the data's characteristics by editing the settings on the right side of the dialog box.

You can switch between the data entries in the data list using the F4 and F5 keys.

Changing the Number of Data Entries

You can define up to 999 data entries for each data type except for System and Terms. To change the number of data items, click Change Maximum at the bottom of the data list and then specify a value between 1 and 999. If you decrease the maximum number, all data entries exceeding the new maximum number will be deleted.

Shortcut Menu Operations

Right-clicking an entry in the data list displays a shortcut menu in which you can copy it to the target and perform other such operations. The available operations are as follows:

Copy

Copies data settings to the clipboard.

Paste

Applies the settings in the clipboard to the data (overwrites). All data settings from before the operation will be lost. If you copied multiple data entries to the clipboard with the Copy Multiple command, settings will be applied all at once to all the data entries starting from the one that was right-clicked.

Clear

Clears all data settings.

Copy Multiple

Copies multiple data settings to the clipboard. Specify the number of entries to load from the right-clicked items.

About Data IDs

The numbers displayed preceding each entry in the data list are data IDs (unique numbers). These IDs can be used in different ways, including when specifying data subject to processing by event commands.

Using the Memo Field

The Memo field is provided for some data types (actors, classes, skills, items, weapons, armor, enemies, states, and tilesets). It is used for writing notes during game creation. It has no impact on game play.

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Actor Settings

Data Role

Actor data represents the characters that the player controls. It can also represent actor-specific characteristics.

Available Settings

Name/Nickname

Name is the actor's name displayed during game play, while Nickname is the actor's alternate name, usually a more descriptive designation. Long names may not display in their entirety in menus and battle screens while playing the game. The name entered in

Nickname is displayed at the upper right of the status list window.

Class

Specifies the actor's class. This has an impact on, among other things, the skills that can be used and the weapons and items that can be equipped. The data for classes can be edited on the Classes tab.

Initial Level/Max Level

Initial Level is the actor's level at the start of the game, and Max Level is the maximum level the actor can attain. The actor cannot exceed the level set for Max Level. Both fields can be specified using a value between 1 and 99.

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Specifies introductory text for the actor. This text is displayed at the bottom of the actor's status list screen while playing the game.

Graphics

Specifies images for the actor. The left pane is for setting a walking graphic to display while moving on the map, and the right pane is for setting a face graphic to display in the status screen and elsewhere. Double-clicking either pane displays a dialog box for specifying the image to use. If you do not want to display a graphic, specify None.

Initial Equipment

Specifies the equipment with which the actor starts the game. Use the Weapon, Shield, Head, Body, and Accessory drop-down lists to select the actor's starting equipment. Selectable equipment is limited to that which the actor's class can equip. If you do not want to equip anything for a slot, specify None.

Features

Specifies the actor's unique features. Define them in the window that appears when you double-click each line in the Features box. See Setting Features for more information.

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Class Settings

Data Role

Class data defines the features and abilities of actors. Actors must belong to one of the available classes. The way they level up, how their parameters rise, the skills they can learn, and so on are determined by these settings. You can also assign class-specific features.

Available Settings

Name

The name of the class. This text is displayed on the menu screen and at the top of the actor's status list screen while playing the game.

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This setting is for the experience points

required to level up. Actors gain one level each time they earn the amount of experience required for the next level. Leveling up raises parameters and enables the learning of skills. Set the experience points required for leveling up by setting the following four values in the dialog box that appears when you click ... in the setting field. The To Next Level tab displays the experience points required to reach the next level along with a graph in the background. Use this information to help you make your settings. The Total tab displays the experience point totals for attaining each level.

Base Value

Sets the base value for calculating the required experience points. Setting a smaller value reduces the required experience points overall.

Extra Value

Sets an extra value to add to the experience points necessary for each level.

Acceleration A

Adjusts the degree of acceleration for the required experience points. Setting a larger value proportionally increases the required experience points as levels increase.

Acceleration B

Adjusts the degree of acceleration for the required experience points. Setting a larger value increases the required experience points mainly at higher levels.

Parameter Curves

Sets parameters by level. Double-clicking a graph displays the Parameter Curves. See Setting Parameter Curves for more information.

Skills

Sets the skills that can be learned by leveling up. Double clicking the field displays a dialog box for specifying skills and the level at which they can be learned. Memo is for writing notes while creating your game.

Features

The features given to the actors for which this class is set are displayed here. See Setting Features for more information.

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In the Parameter Curves dialog box, specify parameters per level using the settings described below. Switch between the parameters you want to edit by clicking on their tabs. When you are done editing parameters, click the OK button to apply your settings (clicking Cancel will discard the settings you made).

Quick Setting

Applies a predetermined value to the

parameters for all levels. There are five value

patterns (A through E). Apply the one you want by clicking its button.

Level/Value

Directly edit parameters per level. After specifying a level (1 to 99) in the Level box, enter 1 to 999 in the Value box for parameters at the specified level (enter 1 to 9999 for max HP/max MP).

Generate Curve

Automatically calculates the level values between level 1 and level 99.

Clicking this button displays the Generate Curve dialog box where you enter 1 to 999 in the Level 1 and Level 99 boxes for the value at each level (enter 1 to 9999 for max HP/max MP).

Next, determine the growth type using the slider. The closer to Fast the slider is, the faster the growth rate (parameter increase), and the closer to Slow it is, the slower the growth rate. Clicking the OK button sets parameters according to the settings you made.

Graph

Displays a bar graph for the parameters set by level. Clicking/dragging on the display area changes level parameters at that location.

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Skill Settings

Data Role

Skill data defines the actions that actors perform, including attacks and defense during combat and abilities (special attacks and magic). Defining a series of settings such as the conditions and occasions under which action is possible, the success rate, and the damage dealt to the target allows you to represent a variety of actions.

Available Settings

Name

The name of the skill you are creating/editing. If the name you enter is too long, the entire string may not fit onscreen.

Icon

The icon that displays along with the skill name during the game. Double-clicking it displays the Icon window where you can specify an image. Generally, you should select an image that fits the skill's characteristics.

Description

Descriptive text that appears when the player points the cursor at the skill on the game screen.

Skill Type

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Magic), but you can set/change additional skill types on the Terms tab. All skill types except None can only be used by actors and classes that have been assigned the type in question using Add Skill Type.

MP Cost/TP Cost

The number of MP (0 to 9999) and TP (0 to 100) that are consumed when using the skill. The skill can only be used if the user's MP/TP equals or exceeds this value.

Scope

The target(s) affected when the skill is used. Specify one of the following:

None

The skill does not require you to specify an area-of-effect.

One Enemy

Affects one specific enemy.

All Enemies

Affects entire enemy troop.

x Random Enemies

Affects several randomly selected enemies (x is the number of targets).

One Ally

Affects one specific ally.

All Allies

Affects the entire ally group.

x Random Allies

Affects several randomly selected allies (x is the number of targets).

The User

Affects the user only.

Occasion

Select the occasions when the skill can be used. Specify Always (always available during battle and on the menu), Only in battle (only available during battle), Only from the menu (only available on the menu), or Never.

Speed

The value (-2000 to 2000) added to the character's agility when using the skill. This affects attack order in battle and allows you to create skills that are powerful but take a long time to perform or skills that are weaker but can be quickly performed.

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Success Rate

The rate (0 to 100%) at which the use of this skill succeeds. The actual success rate is affected by the skill's effectiveness against the target.

Repeats

The number of times (1 to 9) the effect of a skill is applied to the target per use.

TP Gain

The number of TP that will be gained by successively performing the skill and having an effect on the target.

Hit Type

The method for determining a hit. Specify one of the following:

Certain Hit

Treats a successful use of the skill as a hit. Counterattacks, magic reflection, and substitution are disabled.

Physical Attack

Determines hits based on the user's hit rate and target's evasion rate. This method is subject to counterattacks and substitution.

Magical Attack

Determines hits based on the target's magic evasion rate. This method is subject to magic reflection and substitution.

Animation

The animation displayed for the target when using the skill in battle.

Use Message

A fixed phrase (up to two lines long) displayed as a message when using the skill in battle. Click the Cast x, Performed x, or Used x button to enter that fixed phrase.

Weapon Type 1/Weapon Type 2

The weapon that must be equipped as a condition for using the skill. Specify the weapon types in the two fields. Setting both to None means there is no weapon type that must be equipped to use the skill. Setting a weapon type for both means that at least one of the types of weapons that you set must be equipped to use the skill.

Damage

To have the skill deal damage to the target, specify the type of damage and the formula for calculating the amount of damage.

Type

The effect type on HP/MP. Specify one of the six available types. Damage reduces HP/MP, Recover raises HP/MP, Drain transfers HP/MP from target to user (the

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amount drained will be subtracted from the target and added to the user).

Element

The element applied to the effect.

Formula

The formula for calculating damage.

To directly enter a formula, use the character strings shown in the table below to specify parameters you want to look up. To look up the attacker's parameters, change "x" to "a", and to look up the target's parameters, change "x" to "b". The string "a.atk" looks up the attacker's ATK parameter. You can also use "v[n]" (n is a numeric value) to look up the value of the nth variable. You can use the four arithmetic operators (+, -, *-, and /) in your formulas.

Entering "a.atk * 4 - b.def * 2" specifies that the damage dealt will be the value calculated by (attacker's ATK × 4) - (target's DEF × 2).

Note that you can also create a formula by clicking the Easy Create button. In the dialog box that appears, specify the basic value for the calculation in Base Value, the degree of effect (0 to 1000/100 is standard) the user's ATK and the target's DEF have in Physical, and the degree of effect (0 to 1000/100 is standard) the user's MAT and the target's MDF have in Magical, and then click the OK button.

The effects of elements and defense actions are reflected elsewhere, and are therefore not included in this formula.

x.atk Attack power x.def Defense power x.mat Magic attack x.mdf Magic defense x.agi Agility x.agi Agility x.luk Luck x.mhp Max HP x.mmp Max MP x.hp Current HP x.mp Current MP x.tp Current TP x.level Level Variance

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The degree of variability (0 to 100%). The value of the calculated damage will vary by the percentage value you specify here. For example, if damage was calculated to be 100 and variance was set to 20, the final damage would be between 80 and 120 (100 ±20).

Critical

Specify whether to enable critical hits by selecting Yes or No. When you select Yes, critical hits will be determined based on the user's critical rate and the target's critical avoidance rate.

Effects

Effects other than damage. Double-clicking the field displays the Effects dialog box. See Setting Effects for more information.

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Item Settings

Data Role

Item data is for defining items other than equipment. It allows you to define the effect that an item has when an actor uses it. It can also be used to create articles that can change the game's story (event details), such as a key to a door.

Available Settings

Name

The name of item you are setting. If the name you enter is too long, the entire string may not fit onscreen.

Icon

The icon that displays along with the item name during the game. Double-clicking it displays the Icon window where you can specify an image.

Description

Descriptive text that appears when the player selects the item on the game screen.

Item Type

The type of item you are setting. Setting Key Item displays the item in a different type of frame than normal in the item list that appears in the menu while playing the game.

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The item's price when purchased at a shop. The player can sell the item for half this price. Setting "0" prevents the item from being sold.

Consume

Set whether or not the item disappears after use. Setting Yes means the quantity of the item the player has decreases by one when used.

Scope

The target(s) affected when the item is used. Specify one of the following:

None

The item does not require you to specify an area-of-effect.

One Enemy

Affects one specific enemy.

All Enemies

Affects the entire enemy troop.

x Random Enemies

Affects several randomly selected enemies (x is the number of targets).

One Ally

Affects one specific ally.

All Allies

Affects the entire ally group.

x Random Allies

Affects several randomly selected allies (x is the number of targets).

The User

Affects the user only.

Occasion

Select the occasions when the item can be used. Specify Always (always available during battle and on the menu), Only in battle (only available during battle), Only from the menu (only available on the menu), or Never.

Speed

The value (-2000 to 2000) added to the character's agility when using the item. This affects attack order in battle and allows you to create items that are powerful but take a long time to use or items that are weaker but can be quickly used.

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The rate (0 to 100%) at which the use of this item succeeds. The actual success rate is affected by the item's effectiveness against the target.

Repeats

The number of times (1 to 9) the effect of the item is applied to the target per use.

TP Gain

The number of TP that will be gained by successfully using the item and having an effect on the target.

Hit Type

The method for determining a hit.

Certain Hit

Treats a successful use of the item as a hit.

Physical Attack

Determines hits based on the user's hit rate and target's evasion rate. This method is subject to counterattacks and substitution.

Magical Attack

Determines hits based on the target's magic evasion rate. This method is subject to magic reflection and substitution.

Animation

The animation displayed for the target when using the item in battle.

Type

The effect type on HP/MP. Specify one of the six available types. Damage reduces HP/MP, Recover raises HP/MP, Drain transfers HP/MP from target to user (the amount drained will be subtracted from the target and added to the user).

Element

The element applied to the effect.

Damage

To have the item deal damage to the target, specify the type of damage and the formula for calculating the amount of damage.

Type

The effect type on HP/MP. Specify one of the six available types. Damage reduces HP/MP, Recover raises HP/MP, Drain transfers HP/MP from target to user (the amount drained will be subtracted from the target and added to the user).

Element

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Formula

The formula for calculating damage.

To directly enter a formula, use the character strings shown in the table below to specify parameters you want to look up. To look up the attacker's parameters change "x" to "a", and to look up the target's parameters, change "x" to "b". The string "a.atk" looks up the attacker's ATK parameter. You can also use "v[n]" (n is a numeric value) to look up the value of the nth variable. You can use the four arithmetic operators (+, -, *-, and /) in your formulas.

Entering "a.atk * 4 - b.def * 2" specifies that the damage dealt will be the value calculated by (attacker's ATK × 4) - (target's DEF × 2).

Note that you can also create a formula by clicking the Easy Create button. In the dialog box that appears, specify the basic value for the calculation in Base Value, the degree of effect (0 to 1000/100 is standard) the user's ATK and the target's DEF have in Physical, and the degree of effect (0 to 1000/100 is standard) the user's MAT and the target's MDF have in Magical, and then click the OK button.

The effects of elements and defense actions are reflected elsewhere, and are therefore not included in this formula.

x.atk Attack power x.def Defense power x.mat Magic attack x.mdf Magic defense x.agi Agility x.agi Agility x.luk Luck x.mhp Max HP x.mmp Max MP x.hp Current HP x.mp Current MP x.tp Current TP x.level Level Variance

The degree of variability (0 to 100%). The value of the calculated damage will vary by the percentage value you specify here. For example, if damage was calculated to be 100 and variance is set to 20, the final damage will be between 80 and 120 (100 ±20).

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Specify whether to enable critical hits by selecting Yes or No. When you select Yes, critical hits will be determined based on the user's critical rate and the target's critical avoidance rate.

Effects

Effects other than damage. Double-clicking the field displays the Effects dialog box. See Setting Effects for more information.

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Weapons/Armor Settings

Data Role

This data is for the weapons and armor that actors equip. It allows you to raise/lower specific parameters or assign specific abilities to the actor that equips them.

Available Settings

Name

The name of the weapon or armor. If the name you enter is too long, the entire string may not fit onscreen.

Icon

The icon that displays along with the weapon/armor name during the game. Double-clicking it displays the Icon window where you can specify an image.

Description

Descriptive text that appears when the player selects the weapon/armor on the game screen.

Weapon Type/Armor Type

The type of the weapon or armor. Sets the actor and class characteristics for the weapon and armor, enabling you to define who can equip it. You can set/change the types of

weapons/armor that can be selected on the Terms tab.

Equip Type

Specifies where the weapon/armor is equipped (shield/head/body/accessory). Actors can equip one piece of armor in the slot matching the armor's equipment type.

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The weapon/armor's price when purchased at a shop. The player can sell it for half this price. Setting "0" prevents it from being sold.

Parameter Changes

The value(s) applied to the parameters of the equipping actor. Max HP and Max MP can be specified between -5000 and 5000, while the rest are between -500 and 500. Setting a negative value causes the affected parameters to go down.

Features

The features to apply to the equipping actor. Define them in the window that appears when you double-click each line in the Features box. See Setting Features for more information.

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Enemy Settings

Data Role

This data represents the enemies that that player will battle. In addition to parameters like those you set for actors, you also set action patterns for the enemies you define.

Available Settings

Name

The name of the enemy you are creating. If the name you enter is too long, the entire string may not fit onscreen.

Graphic

The image of the enemy to display in battle. Double-clicking it displays the Battle Graphic dialog box where you can specify an image file. When specifying a file, you can use the Hue slider to adjust the graphic's hue. Set None if you do not want to display a graphic.

Max HP/Max MP/ATK/DEF/MAT/MDF/AGI/LUK

Set the enemy's parameters at the start of battle. Max HP can be specified between 1 and 999999, Max MP between 0 and 9999, and the rest between 1 and 999.

Rewards

The EXP (1 to 9999999) and Gold (0 to 9999999) the party earns for winning a battle against the enemy.

References

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