SRPG Studio User Manual

How to use editor

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Players

This page is for setting player data. The player, you need at least one is present.

Keyword Description
Name The name of the player.
Description It is the description of the player. On the game are displayed in "Unit Menu" screen.
Lv Is the level of player.
HP It is HP of the player. 0 to be you died.
Class This class player belongs.
Optional Skills Is a skill players to possession.
Importance It is the importance of the player. If set to "Leader", it will be brought down is when the game is over.
Details Set the detailed information of the unit.
Str It is the power of the player. It will affect the damage to the opponent.
Mag Player of magic. It will affect the damage in magic.
Skl It is the work of the player. Will affect the probability of attack is to hit.
Spd It is the speed of the player. It will affect the probability to avoid the attack.
Lck Good luck of the player. It will affect the probability of receiving a critical attack.
Def It is the defensive force of the player. It will affect the damage when subjected to attack.
Res It is the magic anti-force of the player. It will affect the damage when attacked by magic.
Mov It is the moving force of the player. It will affect the number of steps that can move around the map.
Wlv Is the skill level of the player. It will affect the decision of when to equip the weapon.
Bld Player of the physique.
Items A list of items the player is in possession.
HP HP is the probability of growth at the time of level up.
Str Power is the probability of growth at the time of level up.
Mag It is the probability that magical power to grow at the time of level up.
Skl Technique is the probability of growth at the time of level up.
Spd Speed ​​at the time of level up is the probability of growth.
Lck Good luck is the probability of growth at the time of level up.
Def Defense force is the probability of growth at the time of level up.
Res Mabo force is the probability of growth at the time of level up.
Mov Moving force is the probability of growth at the time of level up.
Wlv Skill level at the time of level up is the probability of growth.
Bld It is the probability that physique to grow at the level up.
Class Groups Advances class group to be used at the time. 01 senior positions, 02 is the highest positions. If the game options of "Enable class change on the battle prep screen" is enabled, 01 default, 02 is the senior positions.
Unit Events Unit will be set and the message at the time of death.

Details

Set the detailed information of the unit.

Keyword Description
Motion Color Select a color for the motion of the unit. In the case of default, the default name of the motion image if it is friendly, if the enemy troops -a, will be referenced -b if the allies. However, you can refer to later -c If you select a non-default.
Battle Music It is music to be played when the unit to combat.
Char Illust Select the character illustrations of the unit.
Char Chip Position By default, the unit that belongs to the same class, but will be displayed in the same character chip, if you specify the character chip here, you can view the different character chip in every unit is also in the same class.
Cut-in Set the animation to be displayed when a particular motion. Since the cut-in is displayed many times in combat it is redundant, it is common to set only to "Finisher Move Attack" and "Critical Finish".
Cut-in (Skill) Set the animation when the skill has been activated at the time of a particular motion.
Appearance Condition It is used to display a particular degree of difficulty only unit. This item is, the player does not appear.
Enable Difficulty Boost If you check here, it will be affected by the set to the degree of difficulty parameters. This item is displayed in the alliance unit and the enemy unit.
Support Data Set the value for correcting the capacity of the unit in the vicinity.
Skills Learned Level sets the skills that you can learn if it exceeds a certain value.

Classes

This page is for setting class data. Players, belongs always to some class. Class, must have at least one.

Keyword Description
Name The name of the class.
Description The class of explanation. On the game are displayed in "Class Change" screen.
Low It sets the strength of the class. "High" it will be on the rating than "Low". If "Exp gain is adjusted for low and high classes" is enabled of the game options, you can get a lot of experience values ​​and "Low" is defeat the "High".
Equipable Weapons The class is a list of available equipment weapon.
Class Type Is a system that class belongs.
Optional Exp This experience value to be added to the time you kill a unit that belongs to the class. If the game options "Exp upon defeat is equal to optional exp of class defeated" is set, it is a substitution rather than addition. If you set to -1, you will not be able to get the experience value when it defeated the unit of this class.
Optional Skills Class is the skills to possession.
Race and Size Of the class of the race and the image is the size. The larger the image, will be displayed in advance on the map.
Details Set the class options.
Conditional Show It is used to change the display of the character chip. For example, if HP is decreasing, it looks like a painful look. The character chips displayed on the map are drawn by game.exe, but if you use "keyword" you can draw by script. This function is useful for drawing large objects like boss characters. Please also check the "custom-conditionalshowex.js" of official Plugin.
Battle Motions You can use your own type of motion that you set in "Animations" dialog.
Prototype Info "Tools" of "Options" in "Data", will be displayed when you check the "Enable enemy balance adjustments".
Initial Settings If you select the "Enable enemy balance adjustments", and set the data to the initial value.
Growth Settings If the enemy unit to pseudo level up, and set the data to the growth value.
Max Parameters This message is displayed when you set the check to "Enable class parameter limit" in "Game Options". When the level up to, ability beyond the numerical value will not grow.

Details

Set the options you want to add to the class.

Keyword Description
Can Use Staves You can use the items "Can Use Staves" has been set.
Can Use Class Keys You can use the key items that have been set as "Can Use Class Keys".
Show Convoy Command Command appears that "Convoy" when the unit is to act.
Can "Move Again" After the action the end, you can move by the amount of the remaining number of movement.
Disable State Icon Disable the display of the state icon.
Disable HP Gauge Disable the display of the HP gauge.
Disable Map Symbol Disable the display of the map symbol.
Fusion Comparison Plus During one of the judgment if it can fusion, and set the correction parameters. If there is no fusion to use the ability comparison, it does not appear.

Battle Motions

Set whether to operate in any kind of motion at the time of real combat. For example, "Finisher Move Attack" is to attack from their own, the attack is a critical trigger, is motion in the case of defeat their opponents with a single blow.

Keyword Description
Wait If you do not want some action, this motion will be used.
Move If you do adjacent the battle is close to the opponent in this motion.
Critical Move If the critical attack is triggered, it can approach the other party in this motion.
Finisher Move If you can Madokaya the opponent, and close to the opponent in this motion.
Move Attack This attack motion immediately after finishing the "Move".
Crt Move Attack This attack motion immediately after finishing the "Critical Move".
Finisher Move Attack This attack motion immediately after finishing the "Finisher Move".
Direct Attack 1 Is the motion at the time of attack.
Direct Attack 2 Is the motion at the time of the second attack.
Crt Direct Attack 1 Is the motion at the time of critical attack.
Crt Direct Attack 2 Is the motion at the time of the second critical attack.
Crt Direct Finisher Is the motion when the stab a stop in critical. If it is not set, it uses the "Crt Direct Attack 1" or 2.
Indirect Attack Is the motion at the time of an indirect attack.
Crt Indirect Attack Is the motion at the time of the critical indirect attack.
Avoid 1 Is the motion of when to avoid the attack.
Avoid 2 Is the motion of when to avoid attack for the second time.
Damage This motion when subjected to opponent's attack. If it is not set, the motion of the waiting will be used.
Damage Defeated Is the motion at the time of death in response to the opponent's attack.
Magic Weapon Attack Is the motion at the time of attack by weapons effects has been set.
Crt Magic Weapon Atk Is the motion at the time of critical attack by weapons effects has been set.
Bow Attack Is the motion at the time of attack by the bow and arrow.
Crt Bow Attack Bow and arrow is a motion at the time of critical attacks.
Magic Attack Magic is the motion at the time of attack by.
Crt Magic Attack Magic is the motion at the time of critical attacks.

Initial Settings

If you select "Enable enemy balance adjustments", the adjustment is done the individual data as the initial value.

Keyword Description
Top Area Top area (name, description, face image) If you set the data, the data if you want to change the class in the dialog of the enemy unit will be set automatically. For example, there classes monk, setting here image for monk as a face image, by simply selecting the class called monk, the face image is set to the unit automatically.
Parameter Area Data parameters area is treated as an initial value at level 1 in this class. If the enemy unit to pseudo level up, it increases the capacity on the basis of the data set here.

Growth Settings

If you select "Enable enemy balance adjustments", the adjustment is done the individual data as the growth rate. Since the enemy units and allied units can not set the data that the growth rate, and set what parameters are to rise to every level.

Keyword Description
List You can choose the level of the row you want to adjust. For example, if you want to set the growth value at the time of the level 2, and select the second line. Then, because the dialog is displayed, where is set to 1 HP, HP will increase 1 when the level becomes 2.
Header Is at the top of the list are displayed, such as HP and force, but it is also possible to select this part. This is useful if you want to increase the capacity at regular intervals. For example, if you set 2 to HP, it will rise once HP to 2 times.

Weapons

This page is for setting weapon data. Weapon is required to attack the unit. Weapons that can be equipped is one at a time.

Keyword Description
Name The name of the weapon.
Description It is the weapon of the description. This message is displayed when you select a weapon.
Price It is necessary for money to buy weapons.
Uses The number of times that you can use the weapon. If you set a 0 can be used any number of times.
Weight It is the weight of the weapon.
Mt It is the power of the weapon. It will affect the damage to the opponent.
Range Is the range that you can attack.
Hit Is the probability that the attack hits.
Crt Is the probability that a critical attack occurs.
Attack Count Succession is the number of times you can attack.
Weapon Level Unit is the skill level required to equipped with a weapon.
Effective Targets This weapon is a list of classes that has become a weakness.
Optional Skills Is a skill obtained when equipped with a weapon.
Users A list of data that can be equipped with a weapon.
Weapon Option Set the details of the weapon.
Optional State Set the state to give to the other party at the time of the attack.
Important Item If you check here, you will not be able to throw away or sell the item.
Disable Trade It will not be removing the item.
One Way If you check here, you will not receive a counterattack from the other party when you launch an attack. However, when under attack, also will not be able to here is fight back.
Magical Weapon If you check here, not a reference to the force at the time of the attack, you will see the magic. If you have selected a weapon of "Mage", changes to the notation "Physical Weapon". In this case, instead of referring to magic at the time of the attack, it refers to the force.
Weapon Effects Set the animation and sound effects when the attack hit. If the default is set, reference is made to the data of "Resource Location".
Battle Motions You can use your own set in the "Animations" dialog "Motion Type". It is possible to change the motion in the arms unit, in the case of default will be referenced "Battle Motions" of class.

Weapon Option

Set the feature as a weapon.

Keyword Description
None If you check here, there is no weapon option.
Damage Absorption Turning now to the check, only it gave damage worth HP will recover.
Ignore Def If you check here, it ignores the "Def" and "Res" of the other party.
Reduce HP to 1 Turning now to the check, damage will be to the value required in order to 1 HP of the opponent. Even if you have this setting, but you may critical is triggered, the effect is the same.
Halve attack Turning now to the check, attack power of the other party will be half the normal.
Break attack by half If you check here, and to negate the effect of "Halve attack".
Seal attack Turning now to the check, it will be the other party can not attack.
Break seal attacks If you check here, and to negate the effect of "Seal Attack".

Items

This page is for setting item data. The items, recovery, there are various types, such as resuscitation.

Keyword Description
Name The name of the item.
Description It is a description of the item. It will be displayed when you select an item.
Price Is the money needed to purchase the item.
Uses The number of times that you can use the item. If you set a 0 can be used any number of times.
Weight It is the weight of the item.
Item Type The type of item.
Exp Gain Is the experience value obtained when using the item.
Scope Set the range that you can use the item.
Optional Skills It is a skill that is obtained when you are in possession of the item.
Users A list of units that can use the item.
Guard State Select the state you want to disable.
Animation Set the animation that is displayed when you use the item.
Filter It sets the type of target that you can use the item.
Category Set the weapon type of item.
Important Item If you check here, you will not be able to throw away or sell the item.
Disable Trade If the unit is in possession of this item, you will not be removing the item.
Item Effects To configure the detailed settings for the selected item in the "Type". Dialog box that appears, you can change by the item.
HP Recovery Recover the HP of the unit.
Full Recovery Recover the HP of the units of the same army that exists in the map.
Damage Damage the unit. If you have the range to a single, it gives the damage to yourself.
Stat Boosting The parameters of the unit to increase or decrease.
Class Change The unit will then Advances.
Learn Skill To learn the skills to the unit.
Unlock You can open the doors and treasure chests. So as to be opened both the door and the treasure box, if you were further the range to a single, door it will be treated as range 1.
Again It to the unit that are waiting can be action again.
Teleportation Move the unit to a specific position.
Rescue Move the unit in the vicinity of the user of the item.
Resurrection It revived the dead unit.
Repair Change the durability of the item.
Steal It steals an item from the enemy unit. Specifications such as the speed determination, conforms to the "Steal" skills.
Inflict State Set the state to the unit.
Cure State To release the state that has been set in the unit.
Switch Switch the global switch on and off. By detecting the on of the global switch at "Map Common Events", it can be used for something went production by using the item.
Fusion Set the fusion data in order to catch the unit.
Transform It sets the data for "Transform". If you have multiple check, you can select the morphological changes.
Custom Item to you to have a unique effect. Set the distinguishable character string in the script to "Keyword".
Unusable This item will not be able to use.
Effective Targets It sets you can use this item to anyone.

Skills

This page is for setting skill data. Skill is responsible to strengthen the unit.

Keyword Description
Name The name of the skill.
Description It is a skill of description. On the game in the "Unit Menu" screen, it will be displayed when you select a skill.
Activation Rate The probability that the skill will fire
Display upon Activation If you check here, name or animation skills will be displayed when the skill is invoked. That can be displayed skills, are two of "Battle Defense Type" and "Battle Attack Type".
Animation Skill sets the anime at the time of fires. You must have set the "Display skill activation as animation rather than text" in config game options.
Preemptive Attack Be attacked from the other party, you can make an attack from here.
Continuous Attack You can continuously carry out the attack.
Critical Counterattack Critical attack comes out when to fight back after being attacked from the other party. If the skills of "Preemptive Attack" will fire does not trigger the skill of "Critical Counterattack".
Damage Absorption HP will recover only damage amount given at the time of the attack.
Sure Attack Regardless of the hit rate, attack will hit without fail.
State Attack You can give the state to the other party. If the weapon at the time of the attack "Optional State" is set, the more weapons will be confirmed by priority.
Damage Guard And the damage caused to 0.
Immortal If you want to death under attack, it will survive in the HP1.
Pursuit The attack round will increase once. If there is a check in the "Allow Pursuit" option of "Difficulties", this skill is not required.
Allow Criticals It will be critical attack comes out. If there is a check in the "Critical" option of "Difficulties", this skill is not required.
Invalidate Not received such critical attack.
Infinite Weapons It does not reduce the "Uses" of the weapon at the time of the attack.
Restriction Reduced by half the attack from the other party at the time of the battle.
Counterattack We fight back when attacked from the other party. If there is a check in the "Allow Counterattack" option of "Difficulties", this skill is not required.
Automatic Recovery Every turn HP will recover.
Experience Up Experience value that can be acquired at the time of the battle will increase.
Discount Price will be cheaper when you buy an item at the store.
Support It raises the attack correction and hit the correction of the unit within a certain range.
Parameter Bonus Give such as correction HP and the power of the unit.
Steal It took the items from the enemy unit. If "Calculate by Speed" is enabled, the command will be displayed when the speed of the unit is greater than the speed of the object. If "Calculate by Weight" is enabled, you steal in the case where the power of the unit is greater than the weight of the target item. "Disable Trade" item does not steal.
Again You to the action already unit can again act.
Unlock The key will be to open the door and the treasure box even if there is no.
Fusion You can unit and fusion. This skill should not be set to the weapon.
Transform Unit can be "Transform" by command.
Use Leftover Mov After the action the end, you can move by the amount of the remaining number of movement. Whether it can actually re-move, depends on the "Move Again" of the configuration. The enemy does not move again.
Act Again You can re-act in a certain probability after the wait. If "Turns until next activation" is 0, there is a possibility that repeated re-action occurs. If you specify one, if not after one turn, re behavior does not occur.
Custom To have a unique effect on the skill. Set the distinguishable character string in the script to "Keyword".
Effective Targets Sets you can activate this skill to anyone.
Hide on the Menu When the check here, skill does not appear in the "Unit Menu" screen.

States

This page is for setting state data. State to control the behavior of the unit, or to strengthen the capacity.

Keyword Description
Name Is the name of the state.
Description It is a state of the description. By default it does not appear in the game.
Duration in turns The state is the number of turns that remain valid. 3 If you set, the state will disappear after 3 to turn elapsed. If set to 0, the state will not disappear.
Automatic Recovery Set the value to every turn recovery. If you set a negative, you can damage.
Restrict Set the item to prohibit a particular operation of the unit.
Treat as Status Condition If you check here, the state will be treated as a bad state. Bad state, you can, such as disabled in the skills of the unit.
Map Animation Set the animation that is displayed on the map.
Real Animation Set the animation that is displayed in real combat.
Status Condition Options "Prohibit Action" to the unit, and set the options, such as "Berserk".
Hide on the Menu If you check here, the state does not appear in the "Unit Menu" screen and map.
Optional Skills It is a skill that is obtained when the state has been granted.
Deduction each turn It is effective if you have set the parameters bonus. For example, if you set the force to 10, when the decrease in value is 2, correction and passes one turn will be 8 instead of 10.
Auto Removal Condition Set the conditions under which the state will disappear automatically. Check the "Enter Battle", in the case of 2 "Number Of Times", the state will disappear when you battle twice.
Parameter Bonus Set the correction value if you are receiving a state. If you "Deduction each turn" is not set, it will be reflected remains of the number you set.
Prohibit Action Certain turn, move, you will not be able to act. Avoidance of attacks are possible. Due to the fact that is spoken "Talk Events" occurs. You can not fight back. If you "Optional State" has been established at the time of the battle to stop the attack.
Berserk Certain turn, will not be able to operate, it will be aimed at the army of fellow. "Trade" is banned, "Convoy" is possible. Conversation event occurs due to be spoken to. Behavior pattern is the action type.
Auto AI Certain turn, will not be able to operate, you aim the army of the enemy. "Action Pattern" is "Approach".

Terrain

This page is for setting "Terrain". When you right-click on the runtime of the map tree, you can select the item that "Restore Default". If you select this, you can "Terrain" to the initial state. When you right-click on the original map tree, you can select the item that "Initialize". If you change the size after the addition of the original map chip, you notice that the size change through this item occurs in the soft side.

Keyword Description
Select Terrain It will be displayed terrain map chip that is currently selected. By clicking, you can change the terrain.
Avoid Evasion of terrain that is selected will be displayed.
Def Defense force of terrain that is selected will be displayed.
Res Magic-proof force of terrain that is selected will be displayed.
Passable Direction To the terrain that is selected, it defines how can enter from any direction. By default, you can enter from all directions.
Edit Terrain For the current map chip files, and create or delete the terrain.
Edit Terrain Groups It can be shared between map chip file and edit the "Terrain Group".

Edit Terrain

Set the "Terrain". You can set the data to the terrain units, such as forests and river.

Keyword Description
Name It sets the name of the terrain.
Game Name It sets the name of the terrain on the game. This message is displayed when the game option "Display game name on terrain" is enabled.
Avoid Set the avoidance value to be added to the time you wait in this terrain.
Def Set the "Def" to be added to the time you wait in this terrain.
Res Set the "Res" to be added to the time you wait in this terrain.
Optional Skills It is a skill that is obtained when waiting on this terrain.
Automatic Recovery Set the value to recover when you wait in this terrain.
Battle Background Set the background image of when I went to battle in this terrain.
Terrain Group The terrain belongs to set the "Terrain Group".
All Types can Pass When you press this button, all of "Move Types" You can penetrate to the terrain.
No types can pass When you press this button, all of "Move Types" can not penetrate to the terrain.
Mov Consumed Set the moving force that is consumed when moving this terrain. But it is usually 1, forest if you want to be hard to move, set a higher value. You can edit by double-clicking the location of the numeric value.
Passable Conditions So that it can penetrate to certain conditions. Originally, it is valid only if you can enter the terrain.
Copy name to game name The name of the terrain and bulk copy to "Game Name". This message is displayed when "Display game name on terrain" is enabled.

Config

And the sub-data, and set the operation at the time of the game.

Keyword Description
Game Options Set the options for the game of action.
Enable to move to map edges Turning now to the check, you will not be able to place and y coordinates of the x coordinate is 0 is entering the place of 0.
Enable use of items on the battle prep screen If you check here, you will see the item called "Use Item" in "Manage" of "Battle Prep".
Enable class change on the battle prep screen If you check here, you will see the item called Advances in "Manage" of "Battle Prep". In this case, you can at any time Advances. When you use the Advances of Advances item or event command, hereafter you can Advances in senior positions based.
Display weapon type on the convoy screen If you check here, you will see the "Weapon Type" in "Convoy".
Display logo image when map is completed If you check here, the image that MapClear will be displayed at the time of map clear.
Display weight on the item info window Turning now to the check, you will see the weight of the item to item information window.
Keys are needed to open chests Turning now to the check, you must have the key items in the treasure box in order to generate the "Place Event" treasure chests.
The game depends on runtime file Turning now to the check, the game will not be able to start if there is no run-time files. If the resource to be used in the game is a unique all only, you can remove the check.
Enable real battle Turning now to the check, to enable real battle by default. If the check is not, will not be able to set a real battle from the configuration, you will no longer see the motion in Advances screen. If you do not want to completely display the motion image, remove the check.
Weapon durability is unlimited Turning now to the check, look like a weapon of endurance does not appear, you can use any number of times weapons.
Enable Item increase/decrease for Guests Turning now to the check, "Increase Item" and "Trade" to the guest unit, you can and shops.
Send to convoy when inventory is full Turning now to the check, even in possession of the item is full at the time of purchase items will be to send the item to "Convoy". Even if the check is not in, it will be sent to the always "Convoy" in the shop at the "Battle Prep". In addition, the unit has been allowed "Convoy" command, you can always be sent to "Convoy".
Exp gain is adjusted for low and high classes Turning now to the check, you can suppress the higher-level positions too to learn the experience value for you if you battle with the lower positions. You will see a button to switch the "Low" and "High" to "Class" of "Database".
Exp upon defeat is equal to optional exp of class defeated Turning now to the check, experience value obtained when the defeated enemy, becomes the value of the additional experience of the class to which the enemy belongs.
Enable class parameter limit If you check here, you can make the upper limit set of parameters on a class-by-class basis. However, it can not exceed the upper limit value set in the configuration.
Enable parameter bonus with skill activation Turning now to the check, not the original capacity value of the unit in the activation conditions of skill, make a decision that takes into account the class bonus and "Parameter Bonus".
Game Over when leader dies Turning now to the check, it will be game over when the unit "Importance" is the leader was at death.
Display message when weapon breaks Turning now to the check, a message is displayed when the weapon is "Uses" lost equal to zero.
Remove item drop if weapon breaks Turning now to the check, in the case of possession of the same "Item Drops" and damaged weapons, the trophy will be lost. If you want to get a drop trophy to reliably and new, remove the check.
Display effective targets on the menu window Turning now to the check, you will see the "Effective Targets" in the items and skills of the window.
Display skill activation as animation rather than text If you check here, you can set the "Real Animation" and "Map Animation" in "Skill" of "Database". Rather than the character display the skills activated, it used to animation display.
Display progress when skipping Enemy Phase Turning now to the check, it can be displayed in the progress% during the enemy turn skip. When dealing with large amounts of enemy unit takes a long time at the time of skip, because no longer can operate the window, it is recommended to use this option.
Allies always fight on the map Turning now to the check, it becomes simple battle regardless of the value battle of the configuration of "Ally".
Parameters with growth rate of 0 can be increased. Turning now to the check, even if the parameters of the growth rate of 0, can be increased by doping.
Display Wlv in game If you check here, the parameters of the in-game item called "Wlv" will be displayed.
Display Bld in game If you check here, the parameters of the in-game item called "Bld" will be displayed.
Enemy AI attacks even if Atk is 0 Turning now to the check, the enemy even if damage is 0 will make the attack.
Enemy AI attacks even if Hit is 0 Turning now to the check, the enemy hit rate even in the case of 0 will make the attack.
Units can be defeated by turn damage Turning now to the check, you can destroy the unit in damage such as poison state.
Display the background image on the whole screen Turning now to the check, even in the size of the map is "Resolution" below to view the background image to the entire screen.
Heal player units upon entering the battle prep screen Turning now to the check, and then recover HP and state when it is executed "Battle Prep". If you want to change and HP in the vent, if you want to take over HP at the time of map feedback, remove the check.
Display bookmark tab when selecting unit If you check here, you will see the bookmark tab in the "Unit Appearance" of the event command.
Treat Mov as 0 if Action Pattern is Wait If you check here, unit of "Action Pattern" is "Wait" are processed moving force as a 0 when you confirm the action range.
Display the memories screen as a Unit Icon List If you check here, the display format of "Recollection Event" in "Extras" screen will be changed to the unit base. You must have set the "Unit" to "Recollection Event".
Display game name on terrain If you check here, you will see the "Game Name" in "Edit Terrain". In this case, it will be recognized in the game at the time as the name of the terrain effect "Game Name".
Display thumbnails on Load/Save screen If you check here, you can see a map of the thumbnail of the loading screen and save screen.

Config 2

Set the calculations and the upper limit value.

Keyword Description
Window Title Game of the window title.
Game Title The name of the game. It will be entered in default at the time of release.
Pursuit Value "Pursuit" is determined by the difference between the agility of the opponent and here, but you set the difference. For example, high agility is one or more than the other party in the case of 1, you can "Pursuit".
Minimum Exp It sets the minimum of experience values ​​obtained at the time of the battle.
Leader Exp Set the bonus experience value at the time of the leader defeated.
Sub Leader Exp Set the bonus experience value at the time of sub-leader defeated.
Critical Coefficient(%) It sets the growth rate of power at the time of critical trigger. Numerical value obtained by dividing the input value at 100 will be reflected.
Effective Coefficient (%) It sets the growth rate of power at the time of suicide. Numerical value obtained by dividing the input value at 100 will be reflected.
Low→High (%) Set the experience value coefficient in the case of junior class has been fighting with the senior class.
High→Low (%) Senior class sets the experience value coefficient in the case where the battle with the junior class.
Gold Set the upper limit value of gold. Here you can not get a larger than gold set value.
Bonus Set the upper limit value of the bonus. Here you can not get a larger than bonus set value.
Max Skill Count It sets the maximum number that can be possession of a skill. Here you can not get greater skills than the set value. It should be noted that the unit in the "Optional Skills" such as and items, can be more number of checks.
Max Item Count It sets the maximum number that can be possession of the item. Here you can not get the larger items than the set value.
Convoy Item "Convoy" Sets the maximum number that can be possession of the item. Here greater than the value set by the "Convoy" You can not get the item.
Max Enemy Count It sets the number of reinforcements units that can appear at the same time the map. Of events command "Unit Appearance" and "Move Unit" In does not take into account.
Lv Set the upper limit of the level.
HP Set the upper limit value of "HP". "Player" and "Enemy" parameter upper limit of the dialog is always referenced those of configuration. The upper limit of the class the unit belongs is not referenced.
Str Set the upper limit value of "Str".
Mag Set the upper limit value of "Mag".
Skl Set the upper limit value of "Skl".
Spd Set the upper limit value of "Spd".
Lck Set the upper limit value of "Lck".
Def Set the upper limit value of "Def".
Res Set the upper limit value of "Res".
Mov Set the upper limit value of "Mov".
Wlv Set the upper limit value of "Wlv".
Bld Set the upper limit value of "Bld".
Resolution Set the size of the game window.
Support Range Set whether the support function is effective up to what mass away earlier.
Bonus Exp Rate To get the 1exp at "Bonus Exp" screen, and set how much to consume the bonus.
Demo Map Set the map that contains the event that you want to run before the title screen is displayed. Map of the opening event set here will be run as a demo. For switching to the title screen after the end of the event, you do not have to use the "Change Scene" of the event command.
Play Sound on Demo Map If the check is not, sound effect in the demo map does not play. When the map test, does not consider this value.
Voice Settings Set the voice of the folder and extension.
Voice Folder Set the folder that contains the voice.
Voice Extension Set the voice extension.

NPC Settings

It sets the data that can be referenced only conversation.

Keyword Description

Races

Set the race. Race, unlike the class type, you can select more than one at the time of setting of the class.

Keyword Description

Class Groups

Set the class group. One of the group, you can have one or more classes. Class players can change it is related to the classes that exist in the group. However, if you use the "Class Change" of the event command, Cruz group are not taken into account.

Keyword Description
Operation The item will be created by pressing the Add button. Dialog that can be set that in more detail by clicking on the class will be displayed. Delete, click the right click or the upper right corner of the ×.

Class Types

It sets the type of class.

Keyword Description
Name The name of the class type.
Description The class type of explanation. By default it does not appear in the game.
Move Type This class type unit will be set if you can move the kind of terrain.
Sound when Moving Set the sound effect when this class type of unit is moved.
Enable Terrain Bonus If you check here, the current position of the unit of "Terrain" "Avoid", "Def", is ignored "Res".

Weapon Types

It sets the type of weapons and items. Item type Please also note that has been named a weapon type.

Keyword Description
Name The name of the weapon type type.
Description Is the weapon type of explanation. By default it does not appear in the game.
Broken Weapon If you have not set a weapon, and the weapon is lost at the time of "Uses" is zero of the item. If you are setting up a weapon, the weapon will be displayed instead. Set of "Disable Trade" and "Important Item" of weapons during the corruption inherit the settings of the original weapon.
Display Original Name when Broken If you check here, even if the weapon is damaged displays the name of the original weapon. If you do not want to check displays the name of the weapon set in "Broken Weapon", you will not know whether the original weapon is.
Decrease on successful hit  Turning now to the check, it does not reduce weapons in case an attack is avoided.
Display on Convoy Screen Turning now to the check, you will see the weapon type of icon at the time of the "Convoy".
Number of items that can be held You can set or can be permitted armor of the effect up to many pieces. Beyond the permitted number, "Parameter Bonus" and "Optional Skills" will not be reflected.
Page1 Set the compatibility of the weapon.

Compatibility

For the current weapon, and set its information a good weapon of compatibility.

Keyword Description
Weapon Type For the current weapon, choose a good weapon of compatibility.
Pow Plus Set the attack force to increase.
Def Plus It sets the defense force to increase.
Hit Plus Set the hit rate to increase.
Avo Plus Set the evasion rate to increase.
Crt Plus Set the critical rate to increase.
Crt Avo Plus Set the critical evasion rate to increase.

Initial Information

Set the initial information. Information to be set here, will be referred to at the time of test play. In the case of the map test, it will be referenced "Test Information" of "Map Information".

Keyword Description
Initial Gold Set the gold to possession from the beginning.
Initial Bonus Set the bonus to possession from the beginning.
Initial Map Set the first map.
Initial Members Set the unit that appeared at the start of the game. If you do not want to see the "Battle Prep" is the first map, a member of the configuration is required.
Go to Base If you check here, you will see the base before you start the map.
Initial Items Set the items you want to possession from the start of the game.

Difficulties

Set the data about the degree of difficulty. If the degree of difficulty is created more than one, you can select the degree of difficulty at the start of the game.

Keyword Description
Name The name of the degree of difficulty.
Description It is the description of the degree of difficulty. On the game will be displayed when you select the degree of difficulty.
Basic Exp Set the experience value obtained when the defeated enemy. On the basis of this value, in consideration of the level difference between the opponent, the final experience value is determined.
Display Conditions Set the conditions under which the degree of difficulty will be displayed at the start of the game.
Default Enabled Fusion Set the fusion to be enabled by default for all of the unit.
Parameter Correction Set the parameters to increase or decrease when you select this degree of difficulty.
Allow Pursuit Turning now to the check, in any unit to allow the imposition of "Pursuit". In this case, you do not need to put the skills of "Pursuit" to the unit.
Allow Criticals Turning now to the check, in any unit to allow the imposition of "Critical". In this case, you do not need to put the skills of "Critical" to the unit.
Allow Injury If you check here, it will be injured treatment without death if the unit becomes unavailable combat. For this reason it can also be used in the following map.
Doubles Exp If you check here, acquisition experience value is doubled. In this case, you do not have to put the skills of "Experience Up" to the unit.
Initialize Random Number Turning now to the check, random number when you load the save file of the game will be initialized. As a result, the load until the attack hits, it will be able, such as the load until the growth good.
Allow Counterattack Turning now to the check, in any unit to allow the imposition of "Counterattack". In this case, you do not need to put the skills of "Counterattack" to the unit.

New Game Plus

Set the item to take over at the start of the next play. The takeover requires "Clear Points". This value is set by "Control Env Files" of the event command.

Keyword Description
Shop Layout The base of the screen and the message and set the "Shop Layout".
Point Processing Set the handling of the rest of the points when you have finished taking over the item.
Carry Over The remaining points will be carried over to the next play.
Set to 0 Point will be set to 0.
Restore Point is treated as not to have been consumed.
Items to Bring Set the item to arrange to shop.

Variables

Set the variable. The switch can not be stored only on or off, but you can store any value to the variable.

Keyword Description
Default Value Set the initial value of the variable. Value of up to a maximum value is desired from the minimum value.
Maximum Value It sets the maximum value of the variable. It is desirable to not less than the minimum value.
Minimum Value Set the minimum value of the variable. It is desirable not to exceed the maximum value.
Group Name Change the notation such as 1 and 2 on the tab to its own character.
Id variables can be used in unit and item event dialog. If you check here, you can select a variable in such unit selection and Gold selection. "Id Variable", it is common to be initialized in the "Change Variables" of the event command.

Script

Write the JavaScript code. Use when the operation other than the default system is required.

Keyword Description
Initial Code Add the code to the script. Normally, if you want to add the code will place the file in the Plugin folder, the same effect can be obtained even if the write code here. Code is executed before the ScriptCall_Initialize of the script function is called.
Global Parameters You define your own parameters that are not related to a specific data, such as a unit. Global parameters will be recorded in the save file. Access from MetaSession.global of the script.
Env Parameters You define your own parameters that you want to use in the mainly "Extras" screen. Environmental parameters will be recorded in the environment file (environment.evs). For this reason, to delete all of the save file, environment parameters can exist. Access from ExternalData.env of the script.

Fusion Settings

Unit is called a fusion that you move or act in assimilation with other units. Fusion is satisfied, "Required Capacity", "Source Condition", you need to hold all of the "Destination Condition".

Keyword Description
Catch Set the command string of when to catch the unit.
Release Set the command string of when to release the unit.
Trade Set the command string of when to trade the unit.
Filter Set the type of unit to be the target of fusion.
Action after Release It sets what to do with the released unit. In the case of "Wait" it will be in a standby state. In the case of "Erased" will erase state.
Type It sets the type of fusion. In the case of "Normal" will "Ally" is the catch target "Player", it will be subject to the "Enemy" In the case of "Fusion Attack". To get the experience value in the defeat of the enemy by "Fusion Attack" must be "Action after Release" is "Erased". This is to prevent the earn infinitely experience value by again catch after the release.
Allow Unit Trade Set whether you can replace the catch units.
Allow Item Trade Set whether you can exchange the unit and items catch.
Stat Changes during Fusion Set the capacity correction when you have fusion.
Required Capacity Set the capability comparison information of the unit, which is a fusion to the unit.
Source Condition Set the fusion to the side conditions.
Destination Condition Set the fusion is the side conditions.
Stat Changes in Battle during Fusion Set the capacity correction at the time of fusion attack.
Skills and Transformation Set the skills and "Transform" to incorporate at the time of fusion.

Transformation

Set the data related to "Transform". When you run the "Transform", you can temporarily operate as a separate class of the unit.

Keyword Description
Class Set the change to class.
Description This text is displayed in "Transform" screen of the game.
Play when Transformed Set the animation when you run the "Transform".
Play when Canceled Set the animation when releasing the "Transform".
Cancel Information If you check the "Auto Turn", it is automatically canceled after a specified turn. If you check the "Command", it can be released through the specified command name.
Required Stats Set the conditions of the parameters needed to "Transform".
Required Data It sets the condition of the data needed to "Transform".
Item Conversion Use this setting when you want to convert possession item after "Transform". "Before" it will be converted to "After". When you do an item exchange for the "After", to become not return to the "Before", "After" it is desired to be an exchange prohibited.

Original Data

In the Options dialog, you will see if you have a check in the "Display original data in config tab". Create a data other than the data, such as a unit or a class that exists by default. For example, if you want to create a such feats using the MP, you can set animation, and MP consumption and range at the time of feats use. The original data can be used only from the script. root.getBaseData (). I can get a list getOriginalDataList (0), you can get the OriginalContent object in list.getData (0) OriginalData object, in data.getOriginalContent ().

Keyword Description

Fonts

It sets the font to be used in the game.

Keyword Description
Name Is the name of the font.
Size Set the font size.
Font Select the font you want to use.
Use Private Font Turning now to the check, instead of the font data that can be set has been installed on Windows, it becomes a private font. The private font is a unique font that is provided by the user.

Move Again

Which unit to set whether to allow the re-move relative to the command.

Keyword Description
Operation Set the check to the unit command to allow "Use Leftover Mov". For example, you can re-move after the attack to check the "Atk".

Command Strings

It sets the command string used in custom and "Talk Events" of "Place Event".

Keyword Description
( This page is translated by google translation. )