SRPG Studio User Manual

How to use editor

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Root Screen

This is the initial screen of the editor. When you double-click on the list on the left side of the map, the map will open. When you right-click on the map, you can check the map data in the selection. When you drop the project file, you open the file.

Keyword Description
Open Map Switch to the screen where you can edit the map.
Database Set the data, such as a player and items.
Animations Set the data, such as motion and effects.
Recollection Events Set the data of "Recollection Event" that can be viewed on the "Extras" screen.
Story Settings Browsable figure in "Extras" screen, and set the data, such as media.
Base Settings Set the information about the break point between the map.
Test Play You start the game from the title screen.
New Project It clears the contents of the current project.
Open Project Open the project file.
Save Project Save the project in the current folder.
Save As Save the project to a specific folder.
Release Project Create a folder for publishing the project.
Release Patch Create a folder that contains the patch of the project.
Runtime File Settings To determine the resources to be included in the runtime file.
Recent Files Open a recent project file that you use.
Empty Recent Files It clears the recent history of the project file that you use.
Load Sample Game Load the sample game.
Load Base Sample Load the base sample.
Open game.ini Open the game.ini as a text file. You can change the key assignment.
Exit Close the editor.

Graphics

Make sure the image data and its own image data you import that are provided by default.

Keyword Description
Add If you have selected "Original" in the tree, you can add resources by pressing this button.
Delete If you have selected "Original" in the tree, you can delete the resource by pressing this button. If you have selected a file, only that file is deleted. If you have selected a folder, the contents of the folder will be deleted.
Save to File Save the resource that is currently selected as the file. This is valid even if you select the "Runtime" in the tree.
Rename Save the name of the original resource that is currently selected. The file name to be associated with the resource is changed, rather than after you close the name change dialog, after you select OK in the confirmation dialog.
Open Folder Open the folder associated with the tree that is currently selected.

Media

Make sure the media data and its own import media data that are provided by default.

Keyword Description
Play It plays the media data you have selected.
Stop Stop the media data you have selected.
Add If you have selected "Original" in the tree, you can add resources by pressing this button.
Delete If you have selected "Original" in the tree, you can delete the resource by pressing this button. If you have selected a file, only that file is deleted. If you have selected a folder, the contents of the folder will be deleted.
Open Folder Open the folder associated with the tree that is currently selected.

Add Resources

Select the you want to add resources.

Keyword Description
Resource Area Resources that exist in the folder will be listed. For example, if you select the "face" in the image data, it is enumerated the contents of exists in the project folder "Graphics / face". When you press the OK button to select the file, the file can be used in the editor. If you want to select multiple files, or click the file while holding down the Ctrl key drag. If you want to select all the files, press "Ctrl + A".
Hide Imported Resources Turning now to the check, you will not see resources that are already imported.

Import File

The animation file with the extension of .sani in this dialog D & D Then, you can import the sani file.

Keyword Description
Operation The file is displayed contents of the D & D Then animation file, the contents of the animation dialog will be updated by pressing the OK button.

Release Project

From the current project data, to create the game folder.

Keyword Description
Ok If you choose OK, the game folder is created on the specified path. The game folder contains data.dts, runtime.rts, game.exe like. If you want to actually publish the game, to compress this game folder is common.
Archives It sets whether to package the original material (integrated into the data.dts). For example, if you did not check in the UI to check in Graphics, Graphics material is not visible to the user are stored in the data.dts, UI material contents can be seen by opening the folder. If you check the Script, Plugin folder and the Material folder it will also be packaged.
Encrypt resources and game data If you check here, data.dts is encrypted. The presence or absence of encryption, is related to the start-up speed of game.exe. If you do not want to encrypt, start-up speed is faster than when it is encrypted. This may impact the larger the manner of data.dts.

Release Patch

From the current project data, to create a patch folder. The patch folder contains only data.dts.

Keyword Description
Ok If you choose OK, the patch folder is created on the specified path. If overwrite the new data.dts files that have been created for the old data.dts, the patch will be adapted. Patch is useful when you change the data after you release the project.

Animations

Make sure the location where the animation data is used. If you set the "Player Phase Animation", logo does not appear when turn change.

Keyword Description

Media

Make sure the location where the media data is used.

Keyword Description

Graphics

Make sure the location where the image data is used.

Keyword Description

UI

Make sure the location where the UI data is used.

Keyword Description

TextUI

Decide where you want the text UI data is used. Text UI includes the UI image to be drawn fonts and color information required to display the text, and below the text.

Keyword Description
Fonts It sets the font used to draw the text.
Graphics It sets the image to be drawn under the text.
Color Sets the color used to draw the text.

Screens

Make sure the location where the screen data is used.

Keyword Description
Background Set the background image of the screen.
Music Set the music of the screen.
Top Frame It sets the UI of the frame to be displayed on the top of the screen.
Bottom Frame It sets the UI of the frame to be displayed on the bottom of the screen.

Strings

You can change the text that is used in the game. However, it does not include all of the text in this tab. The rest of the text is defined in the "Script / constants / constants-stringtable.js".

Keyword Description

Editor

Set the option data. The option data is saved, is when it is executed "Save Project" and "Map Test". Only the application is closed, please note that not be saved.

Keyword Description
Confirm application exit If you check here, when you exit the application in a state in which the data has been changed, a confirmation message is displayed.
Display map data on top screen If you check here, you will see the items that can be unit and available to join in the map.
Display event commands as graphics If you check here, the event command is displayed in the image.
Project File Path If you check the "Desktop", the project will be saved on the desktop. If you check the "Specific Folder", it will be stored in any folder.

Map

Set the data relating to the operation of the map screen.

Keyword Description
Show grid Turning now to the check, the grid on the map will be displayed.
Enable map chip animations If you check here, map chips such as sea and animation. In this case, CPU utilization increased slightly.
Display information on the status bar Turning now to the check, it will be displayed, such as the cursor position in the status bar.
Display unit placement mode Turning now to the check, placement mode is displayed, it makes it easier to switch between them, such as "Enemy" and "Ally". In addition, from the right-click menu on the map, such as "Enemy Mode" will be deleted.
Number of columns to display for map chip file On the left side of the map screen displays the contents of the map chip file, where you set the number of columns to display.

Data

Set the data relating to the operation of the "Database".

Keyword Description
Display id next to data name Turning now to the check, you will see ID is next to the data name. However, some of the data such as the map tree are excluded.
Display players and classes as text If you check here, it will no longer see the characters chip in the list of "Class" and "Players" of "Database". As a result, small height of one of the items, will increase the number of items that can be displayed.
Enable enemy balance adjustments If you check here, it seems to be able to set the "Prototype Info" in "Database". In addition, in setting the level of the enemy unit, you can pseudo level up.
Enable class bonus when test members level up Turning now to the check, at the time of the pseudo-level-up of the test members, takes into account the value set in the "Growth Bonus" of "Class" of "Database".
Enable to confirm cancel If you check here, a confirmation message is displayed when you cancel and change the data.
Create new data under selected data If you check here, if you create a new data in the data creation button, it will be created data is immediately below the currently selected data.
Set initial values to 0 when creating data Turning now to the check, is initialized to, such as the power of the unit at the time of data creation is 0.
Name for new data is blank Turning now to the check, the default name is not set at the time of data creation.

Test Play

To determine the data relating to the operation of the test play. In the case of the released game, the value set here is ignored.

Keyword Description
Show test menu Turning now to the check, a menu appears at the top of the game window.
Delete old saves If you check here, each time you run the "Map Test" and "Test Play", save the file will be deleted. Because susceptible to change the contents of the data in the test stage, in order to is not to misbehave to load the previous data, has become to be deleted by default. In addition to this, there is also the effect of the contents of the environmental data file is reset.
Skip opening event Turning now to the check, the opening event will be skipped execution.
Do not display image when unit is defeated by a right click Turning now to the check, it does not show an effect if you defeat the unit in the right-click of the mouse.

Capture

Set the data related to a screen capture.

Keyword Description
Screenshot Path Set the destination of the screen capture image. If you check the "Project Folder", the image will be created in the current project folder. In the case of "Specific Folder", the image is created in the folder that has been entered.
Animation File Path Set the destination of the animation file. If you check the "Desktop", the image is created on the desktop. In the case of "Specific Folder", the image is created in the folder that has been entered.

Script

Set the data about the script.

Keyword Description
Script Editor Set the full path of the text editor to be used for coding of the script. If the script error has occurred in the game, text editor to open the error file.
Command Line It sets the command line you want to pass to a text editor. Part of (PATH) is replaced in the file path to the error object, is part of the (LINE) will be replaced by the line number.

Size

It sets the size for a particular window.

Keyword Description
Data Name Max Size In "Database", to set the maximum number of characters that can be entered as the name.
Data Description Max Size In "Database", to set the maximum number of characters that can be entered as described.
Message Width Of events command in such "Show Message", to set the maximum value of the width of the text area.
Recollection Height In the description of the "Recollection Event", to set the maximum value of the height of the text area.
Story Settings Width In "Story Settings", to set the maximum value of the width of the text area.
Story Settings Height In "Story Settings", to set the maximum value of the height of the text area.

Expert

It sets the data for advanced users.

Keyword Description
Enable facial expressions Turning now to the check, the event command "Show Message", etc., you can select the facial expression of the face image.
Display unit in "Narration Message" If you check here, the event command at "Narration Message", you can set the unit.
Enable "Map Tree" in tool menu If you check here, it adds the item called "Map Tree" to "Tools" menu.
Add "Size" tab to Options dialog box If you check here, it adds the size item in the Options dialog.
Sort Resources If you check here, it will be displayed in alphabetical order item of "Resources".
Display original data in config tab If you check here, you will see the "Original Data" in "Config".
Initial values of class and weapons are original When the class and weapons was to create a new, original resource is selected by default.

game.ini

Set the data related to game.ini.

Keyword Description
Performance Select the game of performance. In the case of 60FPS it will be smooth display, but will increase the CPU utilization.
Game Display Choose how to display the game. When you select the "Fullscreen", the game will be displayed on the entire display.
Rendering Choose a method of drawing image. In the case of "Hard (Rapidly)" it can be drawn at a high speed and low CPU utilization. In the case of "Soft (Capture)", you can take a screen shot.
Fullscreen If the F4 key is pressed game will be full screen, but you select the implementation method. "Hard (Mouse)" You can use the mouse, but by the PC environment you may be full-screen is not displayed correctly.
Game Pad Select the device that detects the input of the game pad.
Inactive Music If the game window is hidden behind the other window, and then select whether to continue to play the BGM.
Notify Error Choose the process when you try to deal with non-existent resources. If you select "Notify Error", a message box is displayed.
Script Error Choose the process when an error has occurred in the script. If you select "Reload", it will resume on the basis of the data that is automatically stored in the interior of the game.exe.

Map Trees

In order to select the map chip in the map editor, you need to map tree has been created. For example, the runtime of the map tree has "Outdoor", but it is composed of a total of two maps chip by the addition of "3Sea".

Keyword Description
Name It sets the name of the map tree.
Single If you check here, it means that you configure the map tree in only one map chip file.
Multi If you check here, it means that you configure the map tree with multiple maps chip file. Map of animation system chip can not be used unless you check here.

Map Color

Sets the color of the map.

Keyword Description
Evening If you "Map Information" in "Map Color" is "Evening" is selected, here on the basis of the set color information map of the color will change.
Night If you "Map Information" in "Map Color" is "Night" is selected, here on the basis of the set color information map of the color will change.

Characters

To manage the person data to appear in the game. If the data is present even one, you will see the items in the "Extras" screen.

Keyword Description
Name Set the name of the person.
Formal Name Set the full name of the person.
Graphic Select the face image or character illustration of a person.
Page1 It sets the description of the terms of the person. By right-clicking on the tab, you can add and delete pages.
Display Conditions Set the conditions for displaying the contents of this page. Global switch was turned on at the time of the game is stored in the environment file, it will be referred to at the time of the condition of the check.
Graphics Offset Set the offset of the display position of the illustrations.

Glossary

To manage terminology data that appears in the game. If the data is present even one, you will see the items in the "Extras" screen.

Keyword Description
Name It sets the name of the term.
Formal Name Set the full name of the term.
Graphic Select the image of the term.
Page1 It sets the description of the connection with the term. By right-clicking on the tab, you can add and delete pages.

Gallery

To manage the image data that appears in the game. If the data is present even one, you will see the items in the "Extras" screen. Conditions on which an image is displayed is determined by whether the image has been displayed at least once in the game.

Keyword Description
Name It sets the name of the image.
Description It sets the description of the image.
Thumbnail Set the thumbnail of the image.
Page1 Select the image you want to display. By right-clicking on the tab, you can add and delete pages.

Sound Room

To manage the media data that appears in the game. Conditions under which the name of the media is to be displayed, the media in the game will be determined by whether it has been played even once.

Keyword Description
Name It sets the name of the media.
Description Set the media description.
Media Select the media that you want recorded.

Game Settings

To manage the options on the view of the world setting game.

Keyword Description
Display page number on the "Characters" screen in the game Turning now to the check, number is displayed when there is "Characters" is more than one page, you can switch between the left and right keys. If you do not check, you will see the page in the most backward among the plurality of pages.
Display page number on the "Glossary" screen in the game Turning now to the check, number is displayed when there is "Glossary" is more than one page, you can switch between the left and right keys. If you do not check, you will see the page in the most backward among the plurality of pages.
Display page number on the "Gallery" screen in the game Turning now to the check, the number is displayed when the gallery information there is more than one page, you can switch between the left and right keys. If you do not check, you will see the page in the most backward among the plurality of pages.
Enlarge Graphics on the "Gallery" screen in the game Turning now to the check, a gallery image will be displayed on the full screen.
Always enable to view "Gallery" in the game Turning now to the check, you can always view the gallery image. Such as an image for the tutorial, always check if you want to target what browsing is desired.
All data is viewable in test play Turning now to the check, you can view all of the world data "Recollection Event" in the test play.
Adjust graphics position of "Characters" and "Glossary" If you check here, you can adjust the position of the image to be displayed in the "Characters".

Shops

To manage the shop data to be displayed in the base.

Keyword Description

Bonuses

To manage the bonus data to be displayed in the base.

Keyword Description

Quests

To manage the quest data to be displayed in the base.

Keyword Description
Map During the quest selection, set the map you want to capture.
Event when Available To display if you can capture the quest to set the "Place Event".
Event when Unavailable To display if you can not capture the quest to set the "Place Event".
Hide Map when Unavailable Turning now to the check, if the quest does not meet the capture conditions, you can hide position the map and the quest name.
Rewards Set the item to be displayed when the quest selection.
Victory Conditions Set the conditions that can capture the quest.
Display Conditions Set the conditions to display the quest.

Details

Set the detailed information of the base.

Keyword Description
Events Set the event in the base. "Place Event" it will be used during the quest.
Display "Shops" screen as a view format in the game Turning now to the check, rather than the type in which the shop command line up multiple, lists command is one. However, if the data is there is only one, will be non-list command.
Display "Bonuses" screen as a view format in the game If you check here, rather than the type of bonus command lined multiple, lists command is one. However, if the data is there is only one, will be non-list command.
Display graphic on "Conversation" screen in the game If you check here, it will be the central display the window in the "Conversation" screen.
Display number of enemies on the "Quest" screen in the game Turning now to the check, you will see the "Enemies" in the quest screen.
Display average level of enemies on the "Quest" screen in the game Turning now to the check, you will see the "Average Level" in the quest screen.
Area Settings It sets the background and music sites.
Completed Information Set the initial information at the time of the cleared test.
Save File Title It sets the title of the cleared at the time of the save file. Cleared save files can be created in the "Call Save Screen" of the event command.
Test Members Set the test member at the time of the cleared test.

Message Layout

Of events command "Show Message", "Narration Message", to manage the coordinates and the resources of "Simple Message". It coordinates, rather than the absolute position on the screen is the reference relative position of the message window. Recalls at a time of the test, runs the Save Project.

Keyword Description
Details Set the information of "Large Face" and "Message Test".
Message Test Run the set in "Details" "Recollection Event". By looking at the events of the message window, you can see whether the layout is correctly reflected.

Details

Of events command "Show Message", "Narration Message", to manage the coordinates and the resources of "Simple Message". It coordinates, rather than the absolute position on the screen is the reference relative position of the message window. Recalls at a time of the test, runs the Save Project.

Keyword Description
Large Face By checking the "Use Large Face", it can be set to any size (for example, 144 × 144). At the beginning of the file name and set the!.
Message Test by Recollection Event If you want to test as soon as the message layout, press "Enable Test Button". As a result, you can test with the specified "Recollection Event".
Black Out when Silent Turning now to the check, at the time of the conversation, and dimmed the unit that does not speak the words.
Display Message Window at the Bottom Turning now to the check, even if the display position of the message window to "Top" and "Centering", will appear in the "Bottom". Useful in games that use "Character Illust".

Shop Layout

Set the screen configuration and the shopkeeper speaks conversation contents of the shop.

Keyword Description
Internal Name (Editor) It sets the name that identifies in the editor.
Command Name (Game) It sets the name that is displayed on the game.

Command Layout

At the command, such as map command to determine whether to display which items.

Keyword Description
Always Display Data If you check here, the command is always displayed. However, if the data does not exist, the associated command will not be displayed. For example, in a state in which the shop items have not been set, shop command does not appear.
Display when Switch is On If you check here, the command will be displayed at the time of the effective of the switch.
Display during Test Play Only If you check here, the command will be displayed during the test play only.
Hide If you check here, the command does not appear.
Hide All It hides all of the command.

Resource Layout

It is used to treat the character chip and icon in the larger size than usual. For example, the icon 32 × 32 Then, you can use the aligned icon file in the 32 × 32. For display on the game does not assume any size, it is also required modification of the script If you want to change.

Keyword Description

Map Layout

It is used to treat the map chip in larger size than usual. For example, in the case of 48 × 48, you can use the map tip file that has been aligned in the 48 × 48. In this case, providing a large image even for ui / mapcursor and ui / panel, you need to be registered with the "Resource Location". If the map chip file is wide in the lateral, adjust from "Number of columns to display for map chip file" of the menu of options.

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