SRPG Studio User Manual

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Anime Dialog

Set the motion and effects for the animation. The motion is that of the character image to be displayed at the time of the battle. Is the image of such as explosion and effect.

Keyword Description
Left Parts This product has been motion and effects are available by default, the former can be checked from "Runtime Motions", the latter can be confirmed from "Runtime Effects". If you want to create an original motion and effects, and then select the "Original Motions" and "Original Effects". In "Animation Information" You can change the information of animation in general.
LeftList Motion that is currently selected or a list of effects, will be displayed. "Runtime Motions" and "Runtime Effects", you can not perform editing operations such as sorting or deleted. You can play back by double-clicking.
Right Window (Top) Motion will do various operations or to attack or move, but because of the image must be also different to be displayed by it, some of the types of motion (motion type) are available. For example, you can set the image on the movement in the movement motion type, in the "Direct Attack" motion type, you can set the image related to direct attack. Select the "Play", the motion that is currently selected when you double-click is played. In the case of the effect, the list will be blank.
Right Window (Middle) Image that is displayed in the central portion is called a sprite, but you can change such as the coordinates of the sprite. Whether to adjust which sprite of coordinates, made through changes, such as "Key" and "Weapon". "Weapon" will be disabled in "Mage" and effects. "Weapon 2" means the arrow of the bow and arrow of "Archer", if the arrow has not been created disabled. "Option" is disabled if you have not been created "Optional Sprite".
Right Window (Bottom) Frame sprite information that is included in the "Motion Type" is displayed. Which sprite becomes the target, made through changes, such as "Key" and "Weapon".
Bottom Area List of frame that is included in the motion type is displayed. Seem to motion is moving at the time of the battle, because this frame is running from left to right. Image present in the frame is called a sprite, sprite that exists, especially in default is called the "Key Sprite". Image that is displayed in the list will be the image of "Key Sprite".
Center Area It will be displayed sprite that exist within the selected frame. Double-click on the sprite, if the property is selected in the right-click menu, you can exchange the arrangement of the sprite. If you move while holding down the mouse on the sprite, you can move the sprite. When you move the mouse while holding down the Ctrl key, you can rotate the sprite. Is such as the position of the sprite, it is possible to return with Ctrl + Z. You can multiple sprites in the selected state through the drag. When you press the arrow keys in this state, you can 1px move. If you hold down the Crtl key you can move 5px. If you hold down the Shift key can be moved 20px.
Align Horizontally When you select this item, "Key Sprite" is adjacent to the "Horizontal Boundary Line". It also moves accordingly also other sprites. "Horizontal Boundary Line" it is related to the height of when the sprite is displayed. It appears under at the time of the battle to be located below the "Horizontal Boundary Line", will appear in the top When you place above. In principle, please maintain the state adjacent to the boundary line.
Align Vertically When this item is selected, it will be displayed in the center of the vertical line "Key Sprite". It also moves accordingly also other sprites. And deviates from the vertical line, it will also shifted display of the sprite in combat. Therefore, please so as to maintain the state in which it is displayed in the center of the possible vertical line. In the motion type, such as moving or "Indirect Attack", a vertical line appears on the left and right rather than in the middle. In this case, it matches the coordinates of the sprite of coordinates are displayed at the time of the battle. If the vertical line is displayed on the left and right, sprite coordinates become absolute position, if displayed in the center are relative positions.
Focus on this Sprite When you select this item, combat will fit viewpoint to this sprite. For example, in "Motion Type" of throwing, then threw the weapon is common practice to adjust the point of view to the weapon.
Add New Sprite When you select this item, you can add a new sprite to frame. "Key Sprite" and weapons can not be deleted, "Optional Sprite" it is can be deleted.
Change Graphic When you select this item, you can display a dialog to change the image of the sprite.
Property When you select this item, you can display a dialog to change and sprite of coordinates.

Init Dialog

Set the initial value of the motion. Image file of "Fighter" is also required six rows at a minimum. Image file of "Archer" requires three lines at a minimum. Image file of "Mage" requires three lines at a minimum.

Keyword Description
Name The name to be set in motion.
Motion Graphic Select the image of motion. If you get a # at the beginning of the name, the motion is treated as "Archer". If at the beginning of the name $ arrive, the motion is treated as "Mage". Otherwise, it is treated as a "Fighter". These types are called templates.
Weapon Silhouette Select the type of weapon to have in motion. It is valid in the case of "Fighter". Always it bows in the case of "Archer", in the case of "Mage" weapon will not be displayed.
Auto Arrange Tiles Turning now to the check, it will be placed motion image automatically.

Details

Set the details of the motion and the motion type.

Keyword Description
Size It sets the size of the motion. This is associated with the "Motion Offset in Game" of "Animation Information".
Disable Motion Type When you press the button dialog will be displayed. This section describes the item. "Weapon", the weapon does not appear at the time of the battle. "Indirect Weapon", even if the attack at the time of the battle of the indirect attack hit, the weapon can not be erased. "Magic Activation" is the magic actuation effect does not appear at the time of the battle.
Enemy Offset When you press the button dialog will be displayed. This section describes the item. "Y Pos Rate (%)", if allowed to hit the attack to the enemy, and set the how much float. If "Ignore Offset" is enabled, it will not work at all in the event of an attack on the enemy.
Reverse Effect in Real Battle Data is displayed in the case of the effect. Turning now to the check, animation during the real battle will not be highlighted.
Display Effect in front of Battle UI Data is displayed in the case of the effect. If you check here, you can draw the effect on the combat UI.

Speed Settings

Set the "Frame Speed" for any number of animation frames.

Keyword Description
Speed to Set Numeric value that has been entered here, will be reflected in the animation check has been set.
Check All When you press this button, all of the animation will be the subject of speed setting.

Sprite Property

Set the data about the sprite.

Keyword Description
X It sets the x coordinate of the sprite.
Y It sets the y coordinate of the sprite.
Angle It sets the rotation rate of the sprite. 0 means that no rotation.
Zoom Set the magnification of the sprite. 100 means that it is the default size.
Opacity It sets the opacity of the sprite. A value of 0 will be completely transparent, it will not be visible.
Reverse Graphic If you check here, the sprite will be displayed inverted.
Sprite Order The data of the left of the list can be sorted with the mouse. As a result, the order in which the sprite is displayed will change.

General

You can set the general information with respect to the frame.

Keyword Description
Frame Speed Set the length of the interval to display the next frame.
Copy to Other Frames When you press this button, will be adapted to all of the frame is the value that is set to "Frame Speed".
Detect Hit on this frame Motion type "Direct Attack", "Indirect Attack", it will be displayed in the case of "Bow Attack". Turning now to the check, the damage effect will be displayed when the attack hits.
Bow Types If the motion is "Archer", further motion type is displayed in the case of "Bow Attack". If you check the "Normal", the bow will be displayed in the normal state. If you check the "Pull Back", the bow will be displayed in a state of being stretched. If you check the "Display Arrow", it will be displayed arrow.

Sound

You can set the sound effect with respect to the frame.

Keyword Description
Play Sound If you check here, to enable the setting.
Sound Set the sound effect you want to play when this frame is executed.

Screen Effect

You can set the screen effect with respect to the frame.

Keyword Description
Enable Visual Effects If you check here, to enable the setting.
Fade Out Turning now to the check, the color is changed. If you check the "Fade In", the color will return to the original.
Color You set the color you want to change.
Depth Set the density of the color. If you specify 255, the screen is completely filled with the color.
Speed Set the speed to change the color.
Scope Which range to choose whether to adapt the screen effect.

Loop Settings

Use this to loop the frame. "Wait" and cause the loop after the "Atk" has finished is common. If the motion is "Mage", if further motion type is "Magical Attack", you can loop in the magic actuation. "Move" motion, can not be loop set.

Keyword Description
Loop Start "Magical Attack" is the start of the loop other than.
Loop End "Magical Attack" is the loop termination other than.
None Turning now to the check, does not loop.
Magic Loop Start It is the start of the loop of "Magical Attack".
Loop End Loop the end of the "Magical Attack".

Background Animation

Set the background image when the frame is displayed.

Keyword Description
Copy to Other Frame It copies at once the current background image to the other frame.
Check resource name for "-a", etc. If you check here, it will be copied background.jpg, background-a.jpg, in order, such as the background-b.jpg.

Enemy Offset

When the attack hit the enemy, and set how much shifting the enemy. This message is displayed when "Enemy moves when attacking" is enabled.

Keyword Description
X Set the value to be added to the enemy of the x coordinate.
Y Set the value to be added to the enemy of the y-coordinate.
Damage Motion Number This is used to change the enemy of the motion to damage motion. Number can be set in the "Motion Type" dialog.
Reverse Graphic If you check here, the enemy is inverted.

Change All

You can view by right-clicking on the frame. This dialog can be changed all at once the information of the frame. The frame to the copy destination in advance leave multiple selection with Ctrl / Shift-click, right-click on the frame to be the copy source, and select the bulk changes.

Keyword Description
Key Sprite If the OK is pressed with a check here, it will be copied to the other frame information "Key Sprite". Image itself of the sprite is not copied.
Optional Sprite If the OK is pressed to here check, it will be copied to the other frame information "Optional Sprite". Image of the sprite will also be copied.
Weapon Sprite If the OK is pressed with a check here, it will be copied to the other frame information "Weapon Sprite".

Adjust Distance

You can view by right-clicking on the frame. "Fighter" of Motion and "Move" "Indirect Attack", and "Archer" can be used in the "Bow Attack" of motion. You can create a batch frame including a sprite which is arranged at a fixed order.

Keyword Description
Interval Set the interval for going to arranged in order of the sprite in the x-direction.
X Starting Position First you set the x coordinate of the sprite is placed.
Number of Times to Display Set the number of times to display the sprite.
Base Y (Weapon) It sets the y position of the weapon.

Animation Information

Set the animation-related information. If you do not want to real combat, various settings are not particularly necessary.

Keyword Description
Do not scroll in battle Turning now to the check, even if the unit is moved at the time of the battle, the screen does not scroll. In this case, it is desirable width of "Vertical Boundary Line" of the left and right is as small as possible.
Skip move motion Turning now to the check, skip the moving motion during the attack directly in combat, do immediately direct attack.
The initial position for motion is the first frame of "Move" If you check here, rather than the end of the screen is the initial position in the real battle will be the first frame of "Move" motion.
Use "Magic Weapon Attack" even for "Direct Attacks" If you check here will be the motion of "Magic Weapon Attack" even when the "Direct Attack". If it is not checked, will be "Magic Weapon Attack" only when "Indirect Attack".
Center cut-in effect Turning now to the check, the cut-in will be displayed in the center of the screen. If it is not checked, it will appear put together in motion.
X Offset It sets the x coordinate to correct the position of the cut-in.
Y Offset It sets the y coordinate to correct the position of the cut-in.
Motion Offset in Game Set the offset of the standing position of the motion at the time of real combat. If you set the 20 in S vs M, in the size of the S and M battle of the motion, it means that the standing position is due to 20px center. By position to approach, attack you can adjust whether the visually hit.
Boundary Settings Set serving as a reference value at the time of displaying the motion.
Sample Background Choose a background image to be set in the central area.
Sample Enemy Choose the enemy image to be displayed in the center area.
Sprite Color Choose the color of the sprite is not fitted the point of view.
Focus Sprite Color Choose the color of the sprite to adjust the point of view.
Battle Map Select the map you want to use in the "Battle Test".
Enemy moves when attacking Turning now to the check, it is displayed "Enemy Offset" tab in the properties of the frame, shifting the position of the enemy at the time of the attack. It will be displayed "Details" But "Enemy Offset" Anime.
Display Enemy during "Direct Attack" If you check here, you will see the enemy image if you have selected the motion type of "Direct Attack".
Affect other motion types when changing weapon Turning now to the check, weapon sprite of the other type of motion at the time of weapon sprite change will also be changed.
Display sprite property under the boundary It displays the sprite Properties dialog under the "Boundary Line". It makes it easier to work while watching the sprite.
Apply interpolation mode to sprite If you check here, it will take anti-aliasing at the time of expansion and rotation.
Author of the Animation File When you export the animation file, set the character to be included in the file.
Skill Animation Offset It will be displayed when you have selected "Skill Animation Offset" in "Game Options" of "Database". When the motion that are outside of the screen in the real battle has triggered a skill, skill animation will adjust to become invisible.

Boundary Settings

Serving as a reference of the display position of the motion to set the "Boundary Line". You can change the position by dragging and dropping the line.

Keyword Description
Default It returns the value of "Boundary Line" to the default value.

Motion Types

Add your own type of motion. Created motion type can be selected in the "Battle Motions" of "Weapon" and "Class" of "Database".

Keyword Description
Name It sets the name of the motion type.
Damage Motion Number If "Enemy moves when attacking" is enabled on the "Animation Information", it will be displayed at the time of the type of "Damage".
Wait Select this option if you want to make an operation to wait.
Move Select this option if you want to make the operation of moving toward the battle opponent.
Direct Attack Select this option if you want to make the operation of direct attack.
Indirect Attack Select this option if you want to make the operation of indirect attack, such as throwing weapons.
Avoid Select this option if you want to create a behavior to avoid.
Damage Select this option if you want to make an operation in the case of an attack.
Bow Attack Select this option if you want to make an operation to attack in the bow and arrow.
Magic Attack Select this option if you want to make an operation of attack magic.
Magic Weapon Attack Select this option if you want to make an operation of attack by weapons effects has been set.
( This page is translated by google translation. )