Professional Documents
Culture Documents
(1) Name
Name of the hero, up to 12 characters long.
(2) Title
The hero's title, up to 12 characters long.
This has no effect over the abilities of the hero, nor any of it's images.
(3) Class
Sets the Class of the hero. This controls stat growth and skills gained. These are determined by the settings in the Class
tab.
The data which is modified is [Basic Statistics] [Experience Curve] [Skills] [Strengths/Weaknesses] [Battle Commands].
After selecting a Class you can recalculate the hero's data in the hero tab.
(4) Sprite
Click the [Set] button to change the hero's walking graphic.
When the [Transparnt] checkbox is checked, the hero becomes Transparent.
(9) Face
Click the [Set] button to open the Select Face Graphics window, and select the desired face.
(10) Options
-> Two Weapons
Allows the hero to equip a weapon in the shield slot. This makes him unable to equip a shield. Useful for heroes who excel in
attack power.
-> Lock Equipment
The hero cannot have their equipment changed. Useful for NPCs which join the hero and have a specific set of equipment for
the entire time they're with you.
-> AI Control
The hero cannot be controlled by the player in battle.. The computer acts for them.
-> Mighty Guard
Heroes with this option will take even less damage when defending than usual.
To delete a skill, click it and press delete, or right click and select Delete from the shortcut menu.
Common Settings
(1) Name
Name of the skill, up to 20 characters in length.
(2) Type
Sets the skill's type. The choices are "Normal", "Teleport", "Escape", "Switch", or "Skill Subset" which are determined in the
battle commands editor of the Battle Layout tab.
The settings available for a skill change depending on its type.
(3) MP Consumed
The amount of MP used when this skill is invoked. The range is 0 to 999.
If the character does not have the amount of MP selected, the skill cannot be used.
It is also possible to make a skill consume a percentage of the user's MP. This value will obviously fluctuate depending on
total MP, so a higher level character will probably lose more MP than a lower level one.
-Example-
Hero MP = 100. MP Consumed = 20%. MP used = 20.
Hero levels up.
Hero MP = 110. MP Consumed = 20%. MP used = 22.
(4) Description
A short description of the skill, which is shown when it is highlighted in the skill selection screen in battle.
"Normal" Settings
(5) Target
The character(s) or enemy/enemies the skill will affect.
(9) Variance
Determines how much the damage/recovery fluctuates. Ranges from 0 to 10.
For every 1 point in variance, ± 5% is added to the damage fluctuation, to a total of ± 50%.
(11) Decrease (When target is [Single Enemy] or [All Enemies]) / Increase (When target is [Single Ally] [Self] or [All Allies])
Determines which statistic to increase/decrease when the skill is used. For each box that is checked, the appropriate stat
will be affected.
The [Absorb] setting is only applicable to skills which decrease enemy HP/MP. The points decreased are added to those of
the user.
When [Ignore Defense] is checked, the monster's defense stat will not be applied to damage calculation.
Statistic increases/decreases are only applicable in the current battle. When it ends, the statistic will revert to its normal
value.
(14) Attribute (When target is [Single Enemy] or [All Enemies] / Resistance (When target is [Single Ally] [Self] or [All Allies])
Assigns the checked attributes to the skill.
If the enemy is weak against an attribute assigned to the skill, it will do more damage.
(15) Reduce Resist (When target is [Single Enemy] or [All Enemies] / Increase Resist (When target is [Single Ally] [Self] or
[All Allies])
When this box is checked, the target's resistance to the selected attribute(s) increases/decreases.
Attribute resist increase and decrease is limited to one letter from the hero's original resistance level. For instance, if the
hero's Fire resist is "C", then it will fall in the range "B", "C", "D" when using skills that increase or decrease fire resistance,
even after using the skill multiple times.
Resistance increases/decreases are only applicable in the current battle. When it ends, resistances will revert to normal.
(16) Animation
This is the character animation that will be shown when using the skill. When the [Set] button is clicked, the Character
Battle Animation window is displayed. As shown below.
a) Character List:
This is a list of all the heroes defined in the database.
The hero selected will use the battle charset animations defined in the hero tab.
b) Pose:
This is the animation of the selected hero that will be shown when the skill is used.
If the animation has a battle animation set instead of a battle charset animation that will be shown instead.
c) Movement:
Sets how the hero moves before using the skill. The settings are as follows:
-> None : Hero doesn't move at all.
-> Step Forward : Hero steps forward once before using skill.
-> Jump Forward : Hero jumps forward once before using skill.
-> Move to Target : Runs up to enemy before using skill.
d) Afterimage:
Allows you to set an afterimage which follows the character while moving.
The two options are "Add" and "None".
e) Preview:
Shows a preview of what the animation will look like when the skill is used in battle.
f) Monster Group Shown:
All monster parties defined in the database are listed here in a pulldown menu.
Click the menu arrow to select a different group.
This is for preview purposes only, and has no effect on the game.
g) Change BG:
Sets the background shown in the preview.
Teleport/Escape
(2) Type
Determines the item's type. There are 11 types you can choose from the pull down list, each detailed below.
-> Common Item : This item type has no settings. It is mainly in events to check if you have a certain item (A key, a
letter from the King etc.)
-> Weapon : This item type is treated as a weapon, and can be equipped in the [Weapon] slot of any hero who
can use it.
-> Shield : This item type is treated as a shield, and can be equipped in the [Shield] slot of any hero who can
use it.
-> Armor : This item type is treated as armor, and can be equipped in the [Armor] slot of any hero who can use
it.
-> Helmet : This item type is treated as headgear, and can be equipped in the [Helmet] slot of any hero who
can use it.
-> Accessory : This item type is treated as an accessory, and can be equipped in the [Accessory] slot of any hero
who can use it.
-> Medicine : This item type is for items that cure conditions/restore HP and MP.
-> Skill Book : This item type teaches the hero it's used on a new skill.
-> Seed : This item type increases the maximum statistic values of the hero it's used on.
-> Skill Scroll : This item type invokes a specific skill when used.
-> Switch : This item type turns the specified switch ON when used.
(3) Price
How much the item will cost if bought from a shop. Range is from 0 to 999999.
If the price of the item is set to 0, it cannot be sold in shops.
Items will be sold in shops for 50% of their price.
(4) Description
This is the message shown when selecting the item in battle. This can show what it is, what it does etc. It can be up to 50
characters long.
Weapon Type
(7) Animation
Determines the character animations shown when using the weapon.
This window is displayed when you click [Set] under the animation box. The settings are detailed below.
a) Hero Selection:
This box will list all heroes who can use the selected weapon. This allows you to set a different animation for each hero
when they use it.
b) Animation Type:
When the character attacks with the weapon, the selected animation will be played. Use the radio buttons to choose
between "Weapon" and "Battle".
"Weapon" selects one of the weapon charsets that are synchronised with the hero battle charsets. With "Battle" you can
have a much more flexible animation for the attack.
Select the animation to use from the pull down list.
c) Movement Before Attack:
Choose an option from the pull down list to dictate how the hero moves before attacking.
-> None : The hero attacks from the spot he is standing in.
-> Step Forward : The hero steps forward and then attacks.
-> Jump Forward : The hero jumps forward and then attacks.
-> Move to Target : The hero runs up to the enemy and then attacks.
d) Afterimage:
When using a movement type other than "None" you can add an afterimage to the character.
Use the radio buttons to choose between "Add" and "None".
It is not possible to add an afterimage if using an extended battle animation.
e) Number of Attacks:
Determines the number of times to attack with the weapon. Select 1-3 attacks from the pull down list. (Note: This can be
combined with "Enable Combo" and "Attack Twice" to get even more attacks in one turn.)
f) Ranged Weapon:
Check this box when making a ranged weapon, such as a boomerang or throwing knife.
When this box is checked, the other options in the box become available.
g) Weapon Animation:
Determines what weapon animation to use for the projectile.
You can use any of the defined weapon animations. Choose one from the pull down list.
h) Trajectory:
There are two types of trajectory. "Fly Straight to Target" (Knife) or "Return to User After Striking" (Boomerang).
Choose one from the pull down list.
i) Targetting:
Determines the way the projectile travels.
Select one of the following from the pull down list. "Single Target", "Fly Down the Center of the Screen", "Strike Each
Enemy Simultaneously" and "Strike Each Enemy in Turn".
j) Animation Speed:
Determines the speed at which the weapon flies.
Select one of the following from the pull down list.
k) Preview:
Allows you to see what the animation will look like in battle.
You can change the battle background and enemy party shown as desired.
l) Monster Group Shown:
Select the enemy group to show in the preview from the pull down list.
m) Change Battle Background
Changes the battle background shown.
(8) Usable by
Determines which heroes/classes can use the weapon. A hero/class can only equip the weapon if there is a check box next
to their name.
* If the box for a hero isn't checked, but that hero's class can use the weapon, then they can equip it.
(10) Options
Allows you to trigger certain special effects when the weapon is equipped. An option will be applied if its box is checked.
-> Always Attack First:
The ATB gauge of the hero with this weapon equipped will start at max.
-> Attack Twice:
The hero will execute two attacks instead of one when a fight command is selected. (Note: This can be combined with
"Enable Combo" and "Number of Attacks" to get even more attacks in one turn.)
-> Attack All Enemies:
When the weapon is used, all enemies in the group will take damage.
-> Ignore Enemy Evasion:
When this option is checked, the weapon will always hit the enemy, regardless of agility.
-> Cursed:
When a cursed weapon is equipped, it cannot be removed by normal means.
(11) MP Consumed
This allows you to make an attack made with this weapon cost a certain amount of MP.
If the hero does not have this amount of MP, he may not attack. The statistic changes made by the weapon are always
applied however.
(15) Conditions
Allows you to inflict/remove status effects when attacking with the weapon. If the box for the status effect is checked, an
attempt will be made to inflict it when you attack.
Choose between [Inflict] or [Remove] with the radio buttons.
(16) Effectiveness
Determines the percentage probability that the conditions will be inflicted/removed. Ranges from 0%-100%.
Shield/Armor/Helmet/Accessory Types
(18) Usable by
Determines which heroes/classes can use the equipment. A hero/class can only use a piece of equipment if there is a
check box next to its name.
(20) Options
Allows you to trigger certain special effects when the weapon is equipped. An option will be applied if its box is checked.
-> Prevent Critical Hits:
If this is selected, enemies will not be able to inflict critical hits on the hero with the item equipped.
-> Increased Evasion:
Increases the hero's chances of dodging an enemy attack.
-> Half MP Consumption:
Reduces the MP cost of all skills by half.
-> No Terrain Damage:
Damage inflicted by terrain is ignored.
-> Cursed:
When a cursed item is equipped, it cannot be removed by normal means.
(21) Resistance
If the box for an attribute is checked, the hero's resistance to that attribute will be increased 1 stage while the item is
equipped.
As a general rule, when the attribute validity goes down, attacks with that attribute will do less damage.
Resistance increases are limited to 1 stage only. Equipping multiple resistance raising items will never yield any additional
benefit.
(22) Conditions
Either makes the hero resistant to attempts by an enemy to inflict a condition, or applies a condition to the hero.
Conditions applied to the hero will continue to be applied for as long as the hero keeps the item equipped. The condition
will not be affected by items/skills that would remove it.
(23) Resistance
Determines how much resistance the item of equipment gives the hero to the condition(s). Range is 0%-100%. At 100%,
the hero can never be inflicted with the condition(s) as long as they have the item equipped.
(24) Invoke Skill When Used
Allows the equipment to be used as an item, and invokes a skill when used in this way.
Select the skill to use from the pull down list.
Medicine Type
(26) Target
Choose the range for the item, either "Single Ally" or "All Allies".
(27) Usable by
Determines which heroes/classes can use the item. A hero/class can only use an item if there is a check box next to its
name.
(29) HP Recovery
The amount of HP, if any, the item will restore. Range is 0%-100%, an absolute value from 0-9999, or a combination of
both.
(30) MP Recovery
The amount of MP, if any, the item will restore. Range is 0%-100%, an absolute value from 0-999, or a combination of
both.
(31) Options
Specifies how and where the item can be used.
-> Only Usable on the Field Map:
The item is usable while walking on the map only. It is useless in battle.
-> Only Usable on Dead Characters:
The item is usable only on characters with the "Death" condition. (0HP remaining).
Skill Book Type
[Skill Learned] determines the new skill the hero will receive. Choose one from the pull down list.
[Number of Uses] and [Usable By] are set up in the same way as medicine items.
Seed Type
[Base Statistic Change] Input the values to raise Max HP, Max MP, Attack, Defense, Intelligence and Agility by. Range is
-50 to 50.
[Number of Uses] and [Usable By] are set up in the same way as medicine items.
[Invoke Skill] Choose the skill to use from the pull down list.
[Message Shown When Used] Choose from either "Item Name" (The name of the item will be displayed) or "Name of
Associated Skill" (The name of the skill will be displayed).
[Number of Uses] and [Usable By] are set up in the same way as medicine items.
Switch Type
[Turn ON Switch] Specifies the switch to turn on when the skill is used. Click the [...] button to bring up the Switch Selection
window.
[Activation Allowed] determines whether the item can be used on the field (Maps) or in battle.
[Number of Uses] is setup in the same way as medicine items.
(4) Spoils
Determines the experience, money, and items received when this enemy is defeated. This is only applicable when the
entire monster party is annihilated. (If the party or enemies escape, nothing is gained)
[Experience] Ranges from 0 to 9999999. [Money] Ranges from 0 to 999999.
[Item] The item (if any) received when this enemy is defeated. The chance of getting the item is determined by [Probability]
and ranges from 0%-100%.
(6) Option
When [Attacks often Miss] is checked, the enemy's hit rate becomes 70%, instead of the normal 90%. This is only
applicable to normal attacks.
(9) Behavior
Allows the enemy's attack pattern to be customised. This makes it possible to make monsters that run away when a certain
condition is met, or to attack only with magic. It is also possible to determine the priority of each action.
If there is no setting for behavior, the enemy will do nothing.
If you double click the resize window for a field, it will be resized to fit the text currently in it. Also, if you double click an
existing behavior command, it can be edited. Double click on a blank space in the window to bring up the behavior window.
Clicking on an item in the list will select it. To delete it, press the delete key while it is highlighted.
Right clicking on an item brings up the shortcut menu. It contains the "Edit", "Cut", "Copy", "Paste" and "Delete"
commands.
(4) Change BG
Allows you to change the background the group is shown on. Clicking this button displays the background list.
This background is for test purposes only, and will be applied to all test battles. It has no effect on the game.
(6) Add
The currently selected enemy in the right hand list is added to the group. It will be added to the formation view.
The maximum number of enemies in a group is 8.
(7) Remove
Removes the currently highlighted monster from the group. It will disappear from the formation view.
(9) Auto-Align
Arranges the enemies into two vertical lines according to number.
(10) Habitat
Determines the terrain types this group can be encountered on.
For example, if your enemy group will only be encountered in "Sea" tiles, do not check any box other than "Sea".
(1) Name
Name of the attribute.
Can be up to 8
characters long.
(1) Name
Name of the condition, up to 8 characters long.
(3) Color
The color that the condition will be displayed in. Select one from the pull down list. The colors that can be used change
depending on the text colors used in the system set.
(4) Priority
The priority of the condition. Ranges from 1-100.
When afflicted with multiple conditions, the one with the highest priority will take precedence.
When multiple conditions are afflicted simultaneously, conditions with a low priority (About 10 or so) will recover
automatically, as the higher priorities take over.
(6) Susceptibility
The probability of the condition being afflicted. Input a % probability from 0%-100% for each letter.
It is recommended that you stay with the trend that A is the most susceptible and E the least. This means that if a
hero/monster has a setting of A, they will be highly likely to be inflicted with the condition, while at E they will be
immune/almost immune to it. If the susceptibility settings are not set differently from each other, the settings will not be
evident in the game.
(7) Recovery
There are two possible ways to recover from a condition that can be set here.
[Recovery Time] Allows you to set the maximum number of turns this condition can last,, from 0 to 999 and the %
probability that it will be healed each turn, from 0%-100%.
[Recovery from Physical Damage] Allows you to set the % probability that the condition will be healed when the
hero/monster is physically damaged, from 0%-100%. Also, skills with a higher attack influence will be more likely to heal
conditions this way.
(11) HP
The amount of HP lost by the character in battle or on the map.
[Damage/Recovery per Turn in Battle] allows you to decrease/increase the hero's HP every turn, either by a % (0%-100%)
or an absolute value. (0-999). The two can be combined.
[Field Map] allows you to decrease/increase the hero's HP by the specified amount, ranging from 0-999, every time they
take the number of steps specified in the box, ranging from 0-100.. This is only applicable if the condition is set to "Persists
after Battle".
(12) MP
Contents are identical to the HP field.
(14) Animation
Allows you to select the animation used for the character when afflicted with this condition.
Select the animation number of the animation/extended animation you wish to use.
The default for this is the "Bad Status" animation.
* Note
The only parts of the first "Death" condition that can be modified are the susceptibility and the extent of effect.
This condition is set aside for when the HP of a hero or monster is 0.
If a hero has this condition, they cannot recover unless processed by an event, an ally uses a revive skill on them or a
revive item is used on them (Usable on unconscious heroes must be checked). If the entire party falls under this condition,
the game is over.
(1) Name
Name of the animation, up to 20 characters long.
This name will never be used in the game.
(3) Target
Select an enemy from the list. It will be shown when playing the animation. This is for test purposes only and has no effect
on the game.
(4) Scope
Defines the range the animation is carried out on.
Select between "Local" (Single target) and "Global" (All enemies).
(6) Frame
The number of frames which make up the animation. Ranges from 1-500. Click the [...] button to bring up the Number of
Frames window.
(14) Autocomplete
This function automatically carries effects though selected frames..
Click the button to bring up the Autocomplete window.
(16) Play
Plays back the animation in the frame view as it will appear in battle.
* Note
The 1st battle animation will be set as the enemy's normal attacking animation. Therefore, it is necessary to set the 1st
animation to one suited to an attack, such as "Punch A".
(2) Damage
When the hero steps on a tile set to this terrain type, the party will lose HP equal to the number in this box.
The damage range is -10 to 10. 0 is the normal value, but using a higher number can simulate terrain which takes a lot of
physical effort to pass through, such as poison swamps. Additionally, if the number is negative, the party will be healed
instead.
When the box for a battle type is checked, you must enter a % probability for this type to occur, up to a total of 100%.
Initiative 10%
Back 10%
Surround 5%
Pincer 5%
In the example above, the percentage for normal battles to occur is 70%.
It is entirely possible to have 100% probability for special battle types. There is no minimum percentage for normal attacks.
The side with pre-emptive attack will begin battle with a full ATB gauge.
[Page 5] tab
Here the terms used for HP, attack power, menu commands, stats, saving, load, etc. are set.
In the [Statistics and Equipment] section, you can change the names of abilities and equipment types, as well as their
abbreviations. These can be up to 10 characters long normally, and up to 2 characters for abbreviations.
The [Commands] section covers battle and menu commands, as well as the Save/Load/Quit messages on the title screen.
In the [Save and Quit Screen Messages] section, the messages and commands on the saving/loading screen are set.
If you've converted an RPG Maker 2000 project to RPG Maker 2003 format, even though the Vocabulary is different, there
should be no areas where strings are set up incorrectly, and there will be no problem in producing the game.
Common events are created in the [Common Events] tab of the database.
Click an item from the left hand list to display information about it on the right.
The left hand list displays the ID number then the name of the event.
The procedure for creating a new common event is detailed below.
(1) Name
The name of the event, up to 20 characters long.
(2) Trigger
The condition that triggers the event. The 3 trigger are listed below.
-> Call:
The event will run when called from another event.
-> Auto-Start:
The event starts automatically when the game is started. Other events are halted.
-> Parallel Process:
The event starts automatically when the game is started and runs parallel to other events. This is useful for making an in-
game clock.
* Note
In this program, you can call common events in battle. The commands that can be used are limited, however.
This window determines the amount of experience needed to reach each level.
The window on the left side is the experience value required for each level. There are two tabs in the window, which
indicate the standard experience value of each level in the manner below.
[Total Experience] : This displays the total experience required to reach each level, counting up from level 1.
[Experience per Level] : This displays just the experience required to reach the next level, and not what the player has
already accumulated.
Setting is defined by the combination of three numerical sliders. When the respective slider is moved, the numerical list in
the graph and the left side changes. Adjust your curve accordingly.
* When the total experience value exceeds 9999999, that section of the graph will have a dotted line instead, indicating that
the level can no longer rise with the settings like that.
[Database] -> [Hero] -> [Base Statistics]
The statistic value for each level is determined by the statistic value curve.
This window allows you to set Max HP, Max MP, Attack, Defense, Intelligence and Agility.
On the graph, the horizontal axis shows level, and the vertical shows the statistic value. The value can either be set
manually, or two possible automatic settings can be used.
The three settings are detailed below, using Max HP as an example. The other statistics can be modified in the same way.
Manual
The statistic value in each level is set independently.
* The values can also be changed by dragging the bar for the appropriate level up and down.
Automatic
1. When the [Specify Endpoints] button is clicked, the curve formation window is displayed.
2. Input the HP value for level 1 and level 99. (Ranges 1 to 9999)
3. [Accelerate Growth] slider can be used to make the Curve shallow or steep depending on your preferences. There are
several increments between early, equal and late.
4. Click OK. The window is closed and a statistic curve is created automatically based on your settings.
(2) QuickCurve
Automatically produces a random statistic curve of one of four types. "Outstanding", "Above Average", "Average" and
"Below Average".
About
the
program
This
[Color] The color to apply to the flash. There are four changable settings, Red (R), Green (G), Blue (B) and Magnitude (V).
Each setting has 32 stages, 0-31. Change a setting by dragging the slider or inputting the number directly. The resultant
color is indicated in the [Sample] window.
[Shake Scope] Choose one of the 3 shake scopes using the radio buttons.
Area Settings
(1) Name
The name of the area, up to 24 characters. It is advised to name the area something relevant to the town/district etc. it is in.
(2) Boundaries
The range on the map that the area will cover. To edit the range of the area follow the procedure below.
2. The [Define Area Boundaries] window will be displayed. Drag a box around the part of the map you want this area to
cover. If you drag another box in a different place, the old area box will be removed. You can change the map view
magnification to 1/1, 1/2 or 1/4 using the buttons below it.
3. When you have finished defining the range of your area, click OK. The [Define Area Boundaries] window will be closed.
-> Edit : Opens the Define Encounter window, allowing you to modify the encountered group.
-> Cut : Removes the group from the list and copies it to the clipboard.
-> Copy : Copies the group to the clipboard.
-> Paste : Add the contents of the clipboard to the list.
-> Delete : Removes the group from the list.
This function can automatically replicate cels between frames in the animation smoothly.
Area
An area is part of a map set aside that can have specific settings applied to it. This is called "Area Data".
The enemy groups that appear in the area can be set independently of the map setting. The enemy group setting for a map
reaches across the entire map, but enemy groups set to an area will appear only in that area. In other words, you can set
up "Habitat areas" on a map whereby an enemy will only be found in a certain place on that map.
You can create an area to make an additional location for teleport skills on the same map. This means that you can have
several locations on one map that can be jumped to using a teleport skill.
* References
[Database] -> Skills
[Event] -> [Command Summary] -> [Command Reference] -> Teleport Target Management
Creating an Area
To create an area, follow the procedure below.
1. Right click the map you want to create an area for, and click the [Create Area] command.
2. The [Area Properties] window will be displayed. Here you can set the boundaries of the area and determine the monster
groups that will appear inside it. For more information on this, see the Area Settings topic.
3. When you have finished setting up your area, click OK. The area will be created one level down from the map.
When an area is clicked, its accompanying map and boundaries will be shown in the map view. This is only an indication of
the area, all events and map editing must still be done on the map itself.
Map Summary
Maps are the basis of any game. Your hero walks around on them, the events you interact with are on them, and you get
into battles on them.
Using the map editor you can make all the locations your game needs, from dungeons to towns. The collective term for the
maps is the "Map Tree".
Map Structure
The map will appear as a single picture in the game, but in reality is somewhat like a jigsaw puzzle, made of various tiles,
like grass, mountains, sea etc. The smallest unit in a map is a tile.
A map has two layers of tiles, and different tiles depending on which layer you're editing. Lower layer (Sea, grass etc.) and
upper layer (Treasure chests, buildings etc.) There is also a third layer, which all the events, such as the hero and vehicles,
are placed on.
Map Sizes
The smallest possible size for a map is 20x15 tiles (The size of the game screen), while the largest is 500x500. Maps can
be any size in this range.
If disk size permits, many maps can be made.
In the actual game, as previously stated, the screen will show 20x15 tiles at any one time. Maps larger than this will center
the camera on the hero, and scroll with him as he walks.
It is also possible to make the horizontal or vertical axes of a map loop round when the edge is reached, giving the
impression of a round, or spherical world.
Obviously, you'll want your hero to be able to go to and from the various areas in the game, for example between the world
map, a castle and a town. For this you need to use teleport events to connect the maps together.
[Standard]
Data format: PNG, BMP, XYZ (Raw material)
Colours: 256 (8-bit)
(Note)
When dithering pictures in a True Color (16.7 million colors/24 bit) environment, the colors shown after dithering may differ
depending on the system environment, graphics card, etc. Using software that can adjust palettes with 15-bit precision can
mitigate this problem.
(5)
Battle Charsets
Folder: BattleCharSet
Image size: 144x384
Each animation frame is 48x48 pixels. The order of the
animation frames is left, middle, right.
Each file has 8 rows of 3 frames.
(7) Tilesets
Folder: Chipset
Image size: 480x256
Each tile is 16x16 pixels. One tileset file has 16 rows of 30 chips.
The behaviour of a tile depends on its placement in the tileset. For details of positioning and use refer to Standard tileset
details.
(8) Facesets
Folder: Faceset
Image size: 192x192
Each faceset is 42x42 pixels. One faceset file has 4 rows of 4 faces, making a total of 16 per set.
(12) Panoramas
Folder: Panorama
Image size: 80 to 640x80 to 640
A panorama is composed of a single image.
(13) Pictures
Folder: Picture
Image size: 1 to 640x1 to 640
A picture file is composed of a single image.
Sounds/animated resources
(17) Movies
Folder: Movie
Format: AVI (*.avi), MPEG (*.mpg)
(18) Music
Folder: Music
Format: MIDI (*.mid), WAV (*.wav), MP3 (*.mp3)
When MIDI controller event 111 is inserted into a MIDI on track 1, it can be made to loop to that point when the song ends.
For instance, a victory fanfare where you don't want the intro to play again. If you don't want the song to repeat at all, insert
controller event 111 at the end of the song.
In this window, you can import, export or delete various resources from the project.
For resource formats, please refer to the Image Specifications topic.
The management window functions are as follows.
(3) Import
Imports an external file to the currently selected folder to use in the project.
(4) Export
Exports the currently selected file to a specified location.
(5) Delete
Erases the selected file.
Editor
Game
Battle Algorithms
The attacking character is designated as A, and the defending character (the one being attacked) is designated as B.
Success or failure of certain things are determined by a random number.
When using an attack with attributes assigned to it, damage fluctuation and effectiveness are separately calculated.
Hit ratio (%) = 100 - (100 - hit ratio % of A's equipped weapon) * (1 + (agility of B / agility of A - 1) / 2)
When "Ignore Monster Evasion" is checked, the hit rate becomes the basic hit rate of the weapon.
Hit ratio can change according to afflicted conditions.
When B is afflicted with a condition that prevents action in battle, hit rate is automatically taken to be 100%.
Skill Damage
Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of
skill)
For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
When [Ignore Defense] is checked, the damage algorithm is as below.
(Defense power of B / 40 * Attack influence of skill) + (Intelligence of B / 80 * Intelligence influence of skill)
When B defends, the damage taken is reduced to 1/4.
Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If
the value is 100 or more, the character will revive with 100% of their HP.)
For a skill with multiple effects, each is checked separate to see if it fails or not.
When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.
Escape success (%) = (1.5 * (Average agility of party / average agility of monster group) * 100
For example, if the average agility of the party and monster group is the same, escape success ratio is 50%.
Every time an escape fails, 10% is added to the escape success ratio.
If a pre-emptive attack is made, escape success ratio will be 100%.
Battle events are created in the [Monster Group] tab of the database.
Click on the enemy group you wish to create an event for to select it.
The settings are as follows.
(2) Trigger
The condition required to process the page. The event will only run if its condition is met, otherwise nothing will happen.
When the same trigger is applied to multiple pages, the page with the smallest number will be processed, unlike map
events.
When the [...] button is clicked, the [Define Battle Event Triggers] window will be displayed. Choose one or more of the
following triggers.
-> Switch : Processing of the event will start when the specified switch is ON.
-> Variable : Processing of the event will start when the value of the specified variable is greater than or
equal to the specified number.
-> Turns Elapsed : Processing of the event will start when the specified number of turns have elapsed. Input is
in the form A x + B. For example, if A=3 and B=1, the event will be processed every 3 turns starting with turn 1. (1st, 4th, 7th
etc.) If both A and B are set to 0, the event will be processed at the very beginning of the battle before command input.
-> Monster : Processing of the event will start when the specified monster has taken the specified
number of turns. Input is in the same form as "Turns Elapsed".
-> Hero : Processing of the event will start when the specified hero has taken the specified number of
turns. Input is in the same form as "Turns Elapsed".
-> Party Exhaustion is Between : Processing of the event will start when the party's "exhaustion" is between the specified
percentages. The formula for exhaustion is:
100 - 100 x ((Current HP/Max HP) x 2 - (Current MP/Max MP) / 3)
-> Monster : Processing of the event will start when the specified monster's HP is between the specified
percentages.
-> Hero : Processing of the event will start when the specified hero's HP is between the specified
percentages.
-> Hero : Processing of the event will start when the specified hero uses the specified battle
command.
[Priority]: If 2 or more actions have the same preconditions, the one with the higher priority will be used.
[Action Turns Switch ON/Aciton Turns Switch Off ]: After the action executes, you may have it turn a switch on or off.
[Action]: This is the action that will be performed. Select one from the list box. The available actions are described below.
-> Skill: The enemy uses a Skill. Select one from the pull down list.
-> Transform: The monster transforms into another monster. Select one from the pull down list.
Allows you to listen to the BGM files in the editor before you choose one to play. You can also just use it to listen to music
while you're working.
Clicking the [Play] button begins playback of the BGM. To stop it, click [Stop].
This window can be opened by clicking the button at the bottom left of any database window. (It has a musical note on it).
(1) File List
Lists all the BGMs that can be played. Select one by clicking on it.
When you double click a BGM, it is played back.
(3) Volume
Choose the volume to play the BGM at, from 0%-100%.
(4) Tempo
Choose the speed of playback, from 50% to 150%. At 100% it will play at normal speed, at 50% it will play at half speed,
and 150% will play at 1.5 times the normal speed.
(5) Balance
Determines the left and right balance of the playback through the speakers. If the slider is centered, the BGM will play
through the left and right speakers at the same volume.
(6) Play
Plays back the selected BGM.
(7) Stop
Stops the BGM that's currently playing.
Message
Message Display Options
Face Graphics
Show Choices
Input Number
Switch Operations
Variable Operations
Timer Operations
Change Money
Item Management
Change Party
Change Experience Points
Change Character Level
Change Character Base Statistics
Change Skills
Change Equipped Items
Change Character HP
Change Character MP
Change Character Condition
Complete Healing
Simulated Enemy Attack
Change Hero Name
Change Hero Title
Change Sprite Association
Change Face Association
Change Vehicle Graphic
Change System BGM
Change System Sound Effects
Change System Graphics
Set Screen Transitions
Enemy Encounter
Open Shop Window
Show Inn Message
Enter Hero Name
Teleport
Memorize Position
Call to Memorized Position
Enter or Exit Vehicle
Set Vehicle Start Position
Change Event Location
Trade Two Event Locations
Store Terrain ID
Store Event ID
Hide Screen
Show Screen
Tint Screen
Flash Screen
Shake Screen
Pan Screen
Weather Effects
Show Picture
Move Picture
Erase Picture
Show Battle Animation
Hero Sprite Transparency
Flash Sprite
Move Event
Proceed with Movement
Halt all Movement
Wait
Play BGM
Fade BGM
Memorize BGM
Play Memorized BGM
Play Sound Effect
Play Movie
Key Input Processing
Change Map Tileset
Change Parallax Background
Change Encounter Rate
Tile Substitution
Teleport Target Management
Allow/Disallow Teleport
Set Escape Target
Allow/Disallow Escape
Open Save Menu
Allow/Disallow Saving
Open Main Menu
Allow/Disallow Main Menu
Conditional Branch
Label
Jump to Label
Loop
Break out of Loop
End Event Processing
Erase Event
Call Event
Insert Comment
Game Over
Return to Title Screen
Supplementary Windows
Command Reference
Allows you to create general purpose events that can be used or called from any point in the game.
For details, refer to the Common Event Settings topic.
Common events can also be called from battle, but some commands will not work (Commands that are map event specific
have no effect in battle)
...Especially when you've imported common events from RPG Maker 2000.
The commands in the menu bar are also arranged in an icon-based toolbar below the menu. This allows you to select a
command just by clicking on the appropriate icon, rather than selecting it in the menu, making it easier.
Create a gamedisk.
Save changes.
Lower layer/upper layer/event layer editing mode. *The currently selected mode's button will be pushed in.
1/1 zoom (Far left), 1/2 zoom (Second from left), 1/4 zoom (Third from left), 1/8 zoom (Far right). *The currently selected
zoom's button will be pushed in.
1. Choose "Event Layer Editing Mode" from the "Map", "Editing Mode" menu.
2. Double click the square you would like to place the event on.
3. The [Event Editor] is displayed, allowing you to modify the contents of the event.
4. When the compilation of the event is complete, it will appear on the map as a tile. This will also serve as the start position
of the event.
Database Settings
Hero
Class
Skill
Item
Monster
Monster Group
Attribute
Condition
Animation
Animation 2
Terrain
Tileset
String
System
System 2
Common Event
Supplementary Windows
[Database] Controls the various settings that are used in the game. The various tabs are listed below.
Hero : The characters controlled by the player. Graphics, initial equipment, experience curve etc. can be
set.
Class : The classes (jobs) that the characters can have. Experience curve, special skills that can be
learned etc. can be set.
Skill : The special skills that can be used in the game can be set here.
Item : The various items that will be collected during the game are set here. There are 11 types of item,
such as "common items", "equipment" (Weapons and shields), "medicine" (Recovery items) and "skill books" (Items that
teach skills).
Monster : The monsters that will be encountered in the game are set here. Graphics, behavior
patterns and statistics such as attack power can be altered.
Monster Group : Monsters can be arranged into groups on this tab. The formation of the group and battle events can
be set.
Attribute : The attributes that can be set on skills and equipment. Depending on the "level of resistance" a
hero or monster has to an attribute, damage can be increased or reduced.
Condition : The status changes that happen to heroes are defined on this tab. The resistance levels etc. can be
set.
Animation : This is where the various animations used in battle are set.
Animation 2 : This tab is for the animations used for the heroes in battle.
Battle Layout : Settings relating to battle such as the battle type and commands available to each hero can be
changed here.
Terrain : This is where battle backgrounds and their properties are assigned, such as grass and sea.
Damage when passing over, vehicle passability etc. can also be customised.
Tileset : This tab is for defining the tilesets used for the maps. Graphics, tile terrains and passability can be
set here.
String : Here you can define the terminology used in various places and events throughout the game, such
as the title menu commands.
System : Here you can set up the main game system settings, such as background music, sounds and title
screen graphics.
System 2 : This tab was newly added for this program. It allows you to set other things influencing game
operation, such as the commands shown on the menu screen.
Common Event : General-purpose events that can be called from any map are defined here.
Adding Data
All tabs exluding [String], [System] and [System 2] have fixed data functions.
By selecting an ID from the menu on the left, the information window on the right changes to show the details about the
selected item.
To select an item, you can either click its name or use F4 and F5 to cycle through the list.
You can have a maximum of 5000 items in each tab. To change the number, follow the procedure below.
1. Click the [Array Size] button to bring up the [Array Size] window.
If you right click a piece of data in the list, a shortcut menu will appear, with commands for copying, pasting etc. The
function of each command is as follows.
• If the array size is decreased, all data in the removed items will be permanently lost. If the array size is increased, the
new pieces of data will be set up like any other undefined slot.
• It is not possible to delete the first item in the conditions tab. This is a special condition set aside by the program for when
the hero's HP reaches 0.
"Invalid Battle Animation" A part of the database where a battle animation is needed has either been removed or corrupted.
Double check that there is an animation set for heroes, classes, weapon animations etc.
"OS Call Failed" This happens when you have a large number of programs open and Windows can't handle another one. To
remedy this, close any unneeded programs.
Troubleshooting for this program can be found at http://www.enterbrain.co.jp/digifami/. New errors and solutions are added
periodically (Sorry, but we cannot answer questions in email.)
Event Summary
Note on Event Settings
Event Commands Window
Switch Selection Window
Variable Selection Window
Event Pages
Map Event
Common Event
Battle Event
Event Commands
[Event] -> [Event Commands Window]
When all preconditions and trigger conditions for an event are met, it will start processing its contents. The contents of an
event are defined with "Event Commands".
Event commands all alter part of the game in some way while playing. Changing hero statistics, moving an event, showing
a picture on the screen etc. can all be done with event commands.
There are 92 event commands that can be used in map events and common events, and 36 in battle events. (Get Advo to
check this bit)
The method for adding event commands is common to all types.
List Breakdown
All commands that the event is to process are listed in the event commands window.
Commands are processed one at a time, from top to bottom.
The meaning of each symbol in the list is as follows.
[<> (Command Name) (Command Settings) ] :
The name of the command to be processed and any optional settings associated with it.
[:]:
If a command goes onto multiple lines, it is prefixed with this. It also prefixes the end case for a conditional branch.
[<> (On its own) ] :
Signifies the end of the event page. This cannot be deleted.
The procedure for adding a new command to the list is detailed below.
It is possible to select multiple commands by holding shift before clicking them. This limits the actions available, however.
Page
In map events, you can make multiple content sections with different effects. Each content section is called an "Event
Page".
You can create a total of 100 pages in one event, and set different contents and starting conditions for each. In other
words, you can have 100 different functions in one event.
During the game, the event will run the page with the highest possible number that meets its conditions.
Using switch and variable conditions, you can make an event that changes after a certain task is completed. You can also
make people who say different things at certain times, or an event that appears halfway through the game.
Divergence
"Divergence" is when the flow of an event is divided into several options, or "forks" depending on a certain condition being
met or not.
Using the "Conditional Branch" command, it is possible to divide the flow of processing so that only the case where a
condition is met will be run.
It is also possible to create a branch where the condition is not met, or create conditional branches inside branches. You
can also set multiple conditions to one case. Using divergence in this way allows you to finely tune the running of an event
to your specifications.
Searching is used to find the place where a specific Variable, Switch, or Event is used.
(3) Search
When this button is clicked, it searches (1) For the item and (2) The setting of the searching range.
(4) Results
When an item is selected, its location is displayed.
The result of searching is dependant on (1) searching item (2) the setting of the searching range.
Event
In an RPG (Role Playing Game) the player takes control of a hero or heroes in a fantasy world. As the game is played, the
story advances.
With this program, "events" are used to give the player things to interact with in-game.
Using events, the story advancement and overall operation of the game can be carried out according to the user's
requirements. Dividing complex tasks into several events makes it easier to understand the code involved and allows
errors to be identified and fixed quickly. There are 3 different types of event, "Map Event", "Battle Event" and "Common
Event". The options available will differ depending on the event type, since each is used for different purposes.
Map Event: This event type manipulates the heroes and events that are encountered throughout the game. These can be
used to create NPCs (Non Player Characters), shops, or manipulate the map settings. The user is required to choose a
graphic for events of this type, as they will appear on the map.
These events can be run based on certain conditions that regulate when an event appears, and what activates it.
Start Condition: Sets up a condition that must be met before the event will being processing its commands.
Event Contents: The list of commands that the event will run when processed. There are 101 different event commands in
total.
Arrangement
The cel arrangement is detailed below.
1. (7) Choose the frame to edit.
2. (9) Choose the pattern to use from the pattern palette.
3. The current animation for the frame will be shown in the frame view.
Selection
The cel is surrounded by a rectangular frame according to the pattern size.
The number of the cel is indicated in the top left hand corner. Higher cel numbers appear towards the front.
The frame has different colors depending on certain things. The colors and their meanings are as follows.
White : Currently selected cel.
Red : Unselected cel.
Blue : Cel from the previous frame.
To select a cel, click inside its frame. (You cannot select blue cels.) If you click ctrl while selecting a cel, the one
immediately behind it will be selected.
Movement
To move a cel, click and hold the mouse button inside its frame and drag it to its new position. When the Y axis line is
centered, the middle of the frame view is (0, 0).
If you hold shift while moving a cel, all cels in the frame will be moved.
Operation
If you right click a cel, a shortcut menu will be displayed. Also, you can open the Cel Properties window by double clicking
a cel.
Cel Properties : Allows you to change the cel number, color, magnification and transparency of the cel.
Cut : Copies the cel to the clipboard and removes it from the frame view.
Copy : Copies the cel to the clipboard.
Paste : Pastes the cel held in the clipboard into the current frame.
Delete : Removes the cel from the frame view.
Increment Image ID : Decreases the number of the cel by 1.
Decrement Image ID : Increases the number of the cel by 1.
Settings
Game
Game Operation
The game can be controlled using 3 types of arrow key, decision key and cancel key.
Each key executes a certain operation when pressed. The operation and corresponding keys are listed below.
The keys have different functions depending on whether the player is in the menu, controlling the hero on a map etc. The
functions are detailed below.
(Operation Key)
(Moving Hero)
(Selecting commands)
Cursor Keys
The hero is moved up, down, left or right.
Cursor is moved up, down, left or right.
Decision Key
Turns an event towards the hero when interacted with.
Selects the item highlighted by the cursor.
Cancel Key
Calls up the menu.
Cancels the most recent menu command. (*1)
There are other keys that can be used in the game. They are as follows.
[0] [1] [2] [3] [4] [5] [6] [7] [8] [9] [/] [*] [-] [+] [.]
In-game Commands
You can customise the menu commands in the system 2 tab of the database.
The names of these commands will differ depending on how they are set in the string tab of the database. The example
above used the default names.
(A) Party commands that can be chosen when the battle type is set to Alternative or Gauge types.
Fight : Begins the ATB counts and allows you to choose battle commands.
Autobattle : The computer controls all characters for you, choosing their commands until either the battle ends or all
party members die.
Run Away : Attempt to escape.
(B) Character commands (These will be selected after choosing fight in Alternative or Gauge types) Each character's in-battle
commands can be customised in the battle layout tab of the database.
The names of the commands are completely up to the maker. The examples used here are the default names for the
command archetypes.
*1
In some cases, it is not possible to cancel a chosen command.
Test Play
Starts test play. For details refer to the Test Play topic.
Show Title
Toggles between showing title in test play and not showing title in test play.
When the button is pushed in, the title screen will be shown in test play.
Map Properties
Map Compilation Tools
Area Settings
(2) Frequency
The movement frequency of the event, from 1-8. The higher the number, the less of an interval there will be between steps.
[Note]
When using Move Event, the character's animation settings defined in the Event Editor are used, so some commands will
not have any effect if you've chosen "Fixed Direction" or "Non-Continuous"
When multiple move event commands are carried out on the same event in succession, only the most recent one will be
processed. In order to run each of them to their completion, be sure to add a [Proceed with Movement] command directly
afterward each command.
Speed, transparency, animation, direction and graphic changes will persist after the command has been processed.
[Command Summary]
<> Begin Jump Makes the event "jump" into the air.
<> End Jump Moves the event down from a jump.
<> Lock Facing Locks the event in the direction it's facing. (*2)
<> End Face Lock Allows you to change the event's facing again.
<> Phasing Mode ON Allows the event to pass through impassable tiles.
<> Phasing Mode OFF Renders the event subject to impassable tiles.
<> Stop Animation Animation of the event stops.
<> Resume Animation Animation of the event starts again.
<> Increase Transparency Increases the transparency of the event. (*3)
<> Decrease Transparency Decreases the transparency of the event.
<> Switch ON Turns a switch ON. Select it in the window and click OK.
<> Switch OFF Turns a switch OFF. Select it in the window and click OK.
<> Change Graphic Changes the graphic of the event. Select the graphic file and graphic to use, and click OK.
(*4)
<> Play Sound Effect Plays a sound effect. Select the sound, volume, tempo and balance, and click OK.
*1 All events have a built in "Move Speed Down". The hero moves at normal speed, and there are 6 stages; 1/8 normal, 1/4
normal, half normal, normal, twice normal, and four times normal.
*2 When the event graphic is changed, the facing lock will be retained.
*3 There are 7 stages of transparency. It is not possible to make the event completely transparent using these commands.
*4 The hero, vehicle and event graphics will remain after the change.
Using information supplied by the user, a new map is created. The procedure for creating a map is detailed below.
1. When the project folder or a map in the map tree is right clicked, the map shortcut menu is displayed. Click "New Map".
2. The [Map Properties] window is displayed. Here you can modify the map dimensions, tileset used etc. For more
information, see the Map Properties
3. When you have chosen the settings you want, click OK.
4. The new map is created, displayed, and selected in the map tree. It will appear one level in from its parent map.
(1) Name
Name of the map, up to 24 characters.
This name will be shown when using a teleport skill. It is probably a good idea to give the map a name that reflect the
location, such as "World Map", "Dungeon 1F" etc.
(2) Tileset
Choose the tileset to make the map with from the pull down list.
(3) Dimensions
The map size in tiles. The first box is for horizontal size, and the second one is for vertical size. It can be anything from
20x15 to 500x500.
Note
The origin coordinate of a map is always 0, 0 (The bottom left tile).
If you edit a map size to be smaller than it was originally, extra map data will be deleted. For example, if you resize a
100x100 map to 50x50, any tiles after coordinates (49, 49) will be lost.
(4) Wrapping
Select from the pull down list the type of wrap you want the map to have.
The probability of encountering each group is the same. For example, if there are 5 groups in the list, the probability of
encountering each will be 20% (1/5). To increase the chance of encountering a specific group, just add it to the list multiple
times. Additionally, if the enemy group is set to an area, and you are not in this area when a battle occurs, that group will
not be included in the encounter algorithm.
Right clicking the list will bring up a shortcut menu. The commands are listed below. You can also execute the commands
by pressing the shortcut key next to the command.
-> Edit : Opens the Define Encounter window, allowing you to modify the encountered group.
-> Cut : Removes the group from the list and copies it to the clipboard.
-> Copy : Copies the group to the clipboard.
-> Paste : Add the contents of the clipboard to the list.
-> Delete : Removes the group from the list.
[Encounter Rate] The minimum number of steps needed to initiate an encounter. For example, if the value was 20, the
probability of a battle would increase every step, until you reached 20 steps, when a battle would occur. If this value is set
to 0, you will never get into a battle.
1. Click the [Use Parallax Background] button. This enables the Parallax Background window.
2. Click the [Set] button to open the [Select Parallax Background] window.
3. The parallax backgrounds you can use are listed on the left. A preview of the picture is shown in the box on the right. Click
OK to confirm the selected background.
If no options are set, the image will be stationary. It will appear to be moving when the hero walks.
If [Horizontal Scroll] or [Vertical Scroll] are checked, the panorama will move in the opposite direction as the hero, at half
the hero's walking speed.
If [Autoscroll] is checked, the map will scroll even if the hero is stationary. Choose the [Speed] from -8 to 8. If the value is
negative, the scroll will be in the opposite direction.
(7) BGM
Determines the background music which plays while walking around the map. The options are detailed below.
-> Same as Parent Map : Plays the BGM used in the parent map. (Only applicable if a parent map exists).
-> Entrust to Event : Uses the BGM specified in an event. If there is no event with a Play BGM command in it, no BGM
will play.
-> Specify : Plays a specific BGM. Click the [...] button to bring up the BGM Selection window.
-> Same as Parent Map : Uses the battle background from the parent map. (Only applicable if a parent map exists).
-> Use Terrain Settings : Uses the background for each tile's assigned terrain.
-> Specify : Use a specific battle background. Click the [...] button to bring up the Select Battle Background
window.
(9) Teleport
Determines whether or not you can use teleport skills on the map.
-> As in Parent Map : Uses the teleport settings from the parent map. (Only applicable if a parent map exists).
-> Allow : The player can use teleport skills on this map.
-> Forbid : The player cannot use teleport skills on this map.
(10) Escape
Determines whether or not you can use escape skills on the map.
-> As in Parent Map : Uses the escape settings from the parent map. (Only applicable if a parent map exists).
-> Allow : The player can use escape skills on this map.
-> Forbid : The player cannot use escape skills on this map.
(11) Save
Determines whether or not you can save on the map.
-> As in Parent Map : Uses the save settings from the parent map. (Only applicable if a parent map exists).
-> Allow : The player can save on this map.
-> Forbid : The player cannot save on this map.
Using the Random Dungeon Generator, it is possible to make random dungeon maps that change every time you enter them.
This not only reduces the time taken to create a dungeon map, but is also good for making dungeons that you have to enter
many times.
To use this function, the "Use Random Dungeon Generator" box must be checked. Then the dungeon settings will become
available.
The different options for this function are detailed below.
-> Single Winding Passage : Creates a dungeon composed of several thin passages. A small square room will be
created around and events on the map, such as treasure chests and the entrance.
-> Rooms Linked with Passages: Creates a dungeon composed of several rooms, linked with thing passages.
-> Maze-like Passage Structure : Creates a dungeon "maze" full of passages, forks and dead ends.
-> Open Room with Obstacles : Creates an open room with "Obstacles" lying around.
Passage Granularity determines the width of the passages generated, either 1x1 or 2x2. This option is only available when
using the "Single Winding Passage", "Rooms Linked with Passages" and "Maze-like Passage Structure" types.
When "Rooms Linked with Passages" is selected, you can input the standard room dimensions.
If you want to surround the outside border of the map with the same tile, check "Surround Map with Wall Tiles". The tile
selected for the ceiling will be placed all round the outside of the map.
(13) Ceiling
Determines the tile used for the dungeon's ceiling. Double click the box to select the tile used.
If an "Automatic Formation" tile is used for the ceiling, the tile connections will still be drawn automatically.
(14) Wall
Determines the tiles used for the dungeon's upper/lower walls. Double click either box to select the tile used.
If the check box for "ON" in the upper wall is not checked, the dungeon wall will only be 1 tile high. When it is checked, the
wall will be 2 tiles high.
(15) Floor
Determines the tiles used for the dungeon floor. There can be up to three types (A, B, C) with the frequency ratio 4:2:1.
Double click one of the boxes to select the tile used.
Damage floors and tiles set to impassable can be selected. Using an impassable tile may cause the hero to get stuck.
As with the ceiling, if an automatic formation tile is used for the floor, the tile connections will be drawn automatically.
(16) Obstacle
Determines the obstacles for the map. The obstacle size can be set to one of 4 choices, 1x1, 2x1, 1x2 and 2x2. (Need
Advo to look over the next bit). There can be up to three obstacles. Double click one of the boxes to select the tile(s) used.
The frequency ratio of all three obstacles is the same.
Note
When using the Random Dungeon Generator on a large map, like 500x500, the dungeon formation may become slow on
less powerful CPUs.
Auto-Start/Parallel Process events will endlessly repeat their contents. In addition, an event set to Auto-Start will halt all
other events until it is stopped.
Because of this, ending an auto-start/parallel process event requires a "shutoff" condition. A concrete method for this is
activating the event by turning a switch ON in another event, and turning it OFF when you want the event to stop.
Unless a method such as this is used, auto-starts will freeze gameplay. If test play ever freezes for any reason, pressing
ALT+F4 will close the game window.
Converts your game into a finished product, collecting all the game data into an executable. With a game disk, people who
do not have this program can play your game.
The procedure for creating a gamedisk is detailed below.
1. Click the [Create a Gamedisk] command. The gamedisk window will be displayed.
2. If you want to include the RTP with your game, check [Include Runtime Package in Gamedisk].
* To play the game on a PC without RPG Maker 2003 installed, it is necessary to include the RTP.
3. Click [Begin]. The executable for the game will be created in the folder specified. When the specified folder is the floppy
drive. following the creation of the gamedisk you will be prompted on the number of floppies needed in total and to insert disk
1. Continue inserting disks until the process is complete.
The creation of the gamedisk will retain the original folder structure.
1. Double click the setup.exe file that came with the gamedisk (Its icon will differ depending on your system)
2. Select the folder to install the game to. There are also two additional options that can be selected. They are as follows.
Event Search
BGM Selector
Import and Export Resources
Test Play
Create Gamedisk
(2) Toolbar
The commands in the menu bar can be executed just by clicking the matching toolbar icon.
Save Map
Saves all map changes.
Editing Mode
Changes the editing mode. Choose between lower layer, upper layer and event layer modes in the sub-menu
Map Zoom
Changes the zoom ratio of the map view. Choose between 1/1, 1/2, 1/4 and 1/8 in the sub-menu.
Map Summary
Tiles
New Map
Map Tree Hierarchy
Save Map
Map Compilation
Area
Operation Windows
This part of the editor is where the game maps are made, using the map compilation tools. The map itself will be shown in
the map view.
For information on the map compilation tools, refer to the Map Compilation Tools topic.
The procedure for drawing a map using the pen tool are as follows.
1. Click the map in the tree list. It will be highlighted and appear in the map view. If you are editing a new map, it will be filled
with the water tile.
2. Depending on whether you are in lower or upper layer editing mode, the tiles you can place are different.
4. To select a tile to place on the map, click it. The currently selected tile will be surrounded by a border.
5. Click in the spot on the map where you want to place your tile. It will be drawn there.
Contents
Calls up the online help file (This document).
Version Information
Displays version information for the program.
The tools used for compiling a map are as follows. The button for the currently selected tool will be pushed in.
If you right click in the area selected using "Select map elements", the shortcut menu will be displayed. The commands are
as follows.
-> Cut (Ctrl+X) : Places the selected area on the clipboard, and replaces the area on the map with a flood fill of the
currently selected tile.
-> Copy (Ctrl+C) : Places the selected area on the clipboard.
-> Paste (Ctrl+V) : Places the map area on the clipboard in the center of the map view, with a selection area around it
so that it can be moved.
-> Clear (Del) : Flood fills the selected area with the currently selected tile.
-> Select All (Ctrl+A) : Draws a selection line around the entire map.
Note
If you have used "Select All", the selection area can only be cancelled by selecting one of the other map compilation tools.
The procedure for copying part of a map to place it somewhere else is detailed below.
1. Select the "Select map elements" tool and drag around the area you wish to copy/move.
2. Right click inside the selected area, and either click Cut or Copy, or press the appropriate shortcut key. The selected area
is placed on the clipboard.
3. Move to the part of the map you want to place the copied area in.
4. Right click and select Paste of press Ctrl+V. The area that was copied is placed in the middle of the map view.
5. Move the mouse pointer inside the dotted line. It will change to a four-pointed arrow.
6. Left click and drag the area inside the dotted line to the desired position.
7. Click outside the dotted line. The copied area will be drawn to the map, and the dotted line will disappear.
You can move the area within the dotted line by dragging it with the mouse.
Project Summary
Project Creation
Project Operation
(1) ID
A unique number to identify the event. It is automatically assigned upon creation.
When using the [Store Event ID] command, this is the number that is stored in the variable.
In Variable Operations, when using [Sprite] and the operand, this is the reference used for Map ID.
(2) Name
The name of the event. It will automatically be assigned the name Event[ID number] but you can also give it a custom
name up to 20 characters long.
When manipulating specific events using event commands, this is the name that will be shown. It is recommended to give
your events a meaningful name to make it easier to differenciate between them.
New Page:
When a new page is created, it will be assigned an ID one number higher than the previous one.
Copy Page:
Copies the currently selected page to the clipboard.
Paste Page:
Pastes the page in the clipboard immediately after the currently selected one. If there are any pages after it, their ID numbers
will increase by 1.
Delete Page:
Removes the currently selected page. If there are any pages after it, their ID numbers will decrease by 1.
1. Click the [Set] button. This brings up the "Select Event Graphic" window.
2. Select the graphic file to use from the list on the left. The character sets/tiles in the file will be shown on the right.
3. Click the graphic you want to use. It will be surrounded by a border. After selecting the picture, choose the initial facing and
frame for it.
4. Click OK. The graphic is assigned to the event.
If you want to make the event's graphic transparent again, select a transparent tile from the tileset.
-> Stationary : The event does not move from its initial position.
-> Random : The event moves around the map in random directions.
-> Vertical : The event moves up and down the map from its initial position. If it hits another event or impassable
tile, it switches direction.
-> Horizontal : The event moves left and right from its initial position. If it hits another event or impassable tile, it
switches direction.
-> Toward Hero : The event moves towards the hero's position.
-> Away from Hero : The event moves away from the hero's position.
-> Custom Pattern : The event moves in a predefined pattern. Click the [Define Pattern] button to bring up the [Custom
Movement Pattern] window. For more information on the movement options, see the Move Event topic.
When using any movement type other than [Stationary] you can also set the [Speed] of the event, from 1 to 8. The higher
the number, the less of a delay the event will take between actions.
For event layers that involve the hero standing on the same tile as the event, he will not face the event.
Open Project
Opens an existing project.
You can open an RPG Maker 2000 project and convert it to RPG Maker 2003.
Close Project
Closes the currently opened project.
If the map data is not saved, you will be prompted asking if you want to save it. If "Yes" is clicked, the map data is saved
and the project will be closed. If "No" is clicked, the command will be cancelled.
Create Gamedisk
Converts the game into an executable file.
Exit
Closes RPG Maker 2003.
If the map data is not saved, you will be prompted asking if you want to save it. If "Yes" is clicked, the map data is saved
and the project will be closed. If "No" is clicked, the command will be cancelled.
In event editing mode, right clicking on a map square will bring up the map event shortcut menu. The commands are as
follows.
1. Click on the map you want to teleport to from the tree list on the left.
2. Click on the tile you would like the party to be teleported to, and then select the direction they'll be facing in after the
teleport. Then click OK.
When the party or vehicle starting position is altered, the old one is deleted and the command is re-executed.
Using [Place Teleport Event] is a shortcut way to create a teleport event, making the job easier for the user. These are
normal events, though, and can be edited the same as any other. The event will automatically be set up with three
commands, [Hide Screen] [Teleport] and [Show Screen].
[Directory Name]:
Name of the folder that the project will be kept in. Can be up to 40 characters long.
[Game Name]:
The game's name. Can be up to 40 characters long.
[Project Path]:
The path to store the project in. Click the [...] button to select a name folder.
3. Click OK. The new project will be created with 1 blank map which will be selected in the map view.
• It is not possible to have two identical directory names in the same folder.
1. Choose Open Project from the Project menu. The [Open Project] window will be displayed.
2. Click the project you want to open and click Open, or double click it. (*2)
It is also possible to rename or delete a project in this window. The procedure is as follows. (*3)
Renaming a project
1. In the [Open Project] window, click the [Rename] button. The [Rename Project] window will be displayed.
2. Make whatever changes to [Directory Name] and [Game Name] you like, and click OK to confirm the changes.
Deleting a project
1. Select the project you want to delete from the list and click [Delete].
2. You will be asked if you really want to delete the project. Click "Yes" to go ahead with the deletion, and "No" to cancel. (*4)
*1
A project cannot be opened if there is already one open in the editor.
*2
Only projects in the current folder can be opened. To change the reference folder, click the [...] button and navigate to the
folder that contains the project you want to open.
*3
If there is already a project open, it must be closed to reselect the [Open Project] window.
*4
Once a project is deleted, it cannot be opened again.
Inventory Symbols:
$A: Sword
$B: Shield
$C: Star of Solomon(David)
Planetary Symbols:
$D: Sun
$E: Moon
$F: Mercury
$G: Venus
$H: Earth
$I: Mars
$J: Jupiter
$K: Saturn
$L: Uranus
$M: Neptune
$N: Pluto
Astrological Signs:
$O: Aries
$P: Taurus
$Q: Gemini
$R: Cancer
$S: Leo
$T: Virgo
$U: Libya
$V: Scorpio
$W: Sagittarius
$X: Capricorn
$Y: Aquarius
$Z: Pisces
Assorted Symbols:
$a: face (smile)
$b: Face (normal)
$c: face (frown)
$d: sweat 1
$e: sweat 2
$f: spade clear
$g: heart clear
$h: diamond clear
$i: club clear
$j: spade filled
$k: heart filled
$l: diamond filled
$m: club filled
$n: skull
$o: cross
$p: sun
$q: moon
$r: Dot (small yen)
Arrows:
$s: Up
$t: Right
$u: Down
$v: Left
$w: Up-Right
$x: Down-Right
$y: Down-Left
$z: Up-Left
All the heroes, maps, enemies, events etc. must be stored in a "project".
When a project is created, it will be stored in folders on the hard disk, keeping various data in their own folder. The project
management menu allows you to rename or delete projects.
There is no limit to the number of projects that can be created, but only one can be edited at a time.
Standard System Graphic Information
These are the colors that will be used when using the \c[number] function in message boxes.
When [Map] [Revert to Last Save] is selected from the menu, the map tree and events are modified to the state they were
in when the user last saved.
The map data from the save is read, and the map tree recompiled.
A : Determines what the tile looks like when there is a shoreline on all four sides.
B : Determines what the tile looks like when there is a shoreline on the left and right.
C: Determines what the tile looks like when there is a shoreline on the top and bottom.
D: Determines what the tile looks like with the shoreline in the four corners.
I~III: The 3 animation frames for A~D.
B
This section is for the sea/deep sea tiles. There are 12 tiles in this section. (3x4)
A : Shallow Water.
B : Shallow Water with the Deep Water boundary in the four corners.
C : Deep Water with the Shallow Water boundary in the four corners.
D : Deep Water.
I~III: The 3 animation frames for A~D.
C (1~3)
The animation section of the tileset. 3 animations with 4 vertical frames each can be made.
D (1~12)
These sections is for the automatically arranged terrain tiles on the lower layer. Each section is 12 tiles. (3x4)
A (1 tile) : Standard pattern used when placing single instances of the tile.
B (1 tile) : Parent pattern. (Ground tile).
C (1 tile) : Tile pattern with the parent pattern in the four corners.
I (9 tiles) : Automatic arrange pattern. The center tile surrounded by all 8 corner/edge tiles.
E
This section is for the lower layer tiles, up to 144 in total. If you are using a parallax background on a map, this section
must have at least one tile filled with the transparent color only.
F
This section is for the upper layer tiles, up to 144 in total. The background color in this section should be made the
transparent color (As well as any other parts of the chipset with transparent parts).
If desired, you could just make this entire section transparent.
Note
The boundary lines are placed based on the parent pattern. It is recommended to match the parent pattern on a tile with the
type of land you want it to be on. For example, if you have a "Snow Mountain" tile, its parent pattern should be the "Snow
Field" so that when you place a snow mountain tile adjacent to a snow field one, no boundary line is drawn.
Map data is not automatically saved. To save it click Save Map in the map menu.
When Revert to Last Save is clicked, the previously saved map data is read and the maps are recompiled.
Experience Curve
Basic Statistics
Monster Behavior
Test Battle
Frame View
Animation Effect Timing
Mass Copy/Clear
Autocomplete
Mass Modify
Tileset Specifications
(3) Name
The name of the switch. Can be up to 20 characters long.
Before making your game into an executable gamedisk, you will want to make sure that everything works and there are no
bugs. This program has a function to do that called "Test Play".
Before initiating test play, the map data must be saved. If it has not been saved, a dialog box will be displayed when you
click test play asking you to save it. Click "Yes" and test play will start.
After a short wait, a new window will appear.
If Game->Full Screen Mode is selected, the test play area will take up the entire screen. Additionally, if Show Title is
selected from the Game menu also, the game's title screen will be shown.
It is not possible to edit the game in test play. Only switch and variable values can be modified.
· The window on the right shows the list of switch/variable blocks. "S" signifies switch, and "V" signifies variable. The value
in the brackets is the block's range. The operation method is outlined below.
Left/right arrow keys : Cycles through the list of switch and variable blocks.
Up/down arrow keys : Changes the currently selected block.
Decision key : Confirms the block selection and moves the cursor into the window on the right.
Cancel key : Closes the debug window.
(Changing values)
Tiles
A tile is the smallest element of a map.
You can place multiple layers on one map square. (There are 3 layers)
A map is composed of several tiles, which are defined in the map data.
Tile Types
There are two types of tiles, upper layer and lower layer.
There are four types of tile in the lower layer. The position of each is indicated in the below screenshot.
The upper layer also has up to 144 tiles, which working in the same way as standard tiles. The background color in the upper
layer is usually the transparent color, and will not be shown on the map.
Note
"Automatic Arrangement" is a function that joins up adjacent tiles. Each automatic arrangement tile is actually composed of
12 separate tiles, which determine the pattern. The example below shows how three snow tiles are connected together.
Tileset Settings
The tiles aren't just pictures on the screen, they all behave differently, depending on the settings chosen in the "Tileset" tab.
Passability: Controls whether or not the hero can pass through the tile. It is also possible to make tiles passable only in
certain directions.
Terrain: The terrain assigned to the tile. Determines the battle background shown when fighting an enemy group on that tile.
You can also control whether vehicles (Skiff, Ship, Airship) can pass through the tile. Terrain settings are defined in the
Terrain tab of the database.
Tile settings are set in the Tileset tab.
[Database] -> [Tileset] -> [Tileset Specifications]
Terrain
Determines the terrain type set to a tile. Only applicable to lower layer editing mode. For more information on terrain
settings, see the "Terrain" topic.
The terrain type set to a tile is indicated by the ID number of the terrain being shown on top of the tile. The terrains and
their associated IDs are listed on the right.
The [Set Uniform Terrain] button can set all tiles in a set to the same terrain. Click this button, select the terrain you want
from the pull down list and click OK.
Passability
Allows you to specify which tiles can/cannot be passed over by the hero.
The passability of a tile is indicated by the symbol on it. Click it to change the passability type.
The passability types are as follows.
: Passable
: Impassable
: Appears over hero
(Tile obscures hero's graphic.)
: Wall Tile
(Hero can pass through vertically, but not horizontally)
Directional Pass
Allows you to specify which directions a passable tile can be passed through.
The passability of a direction is indicated by the symbol on it. Click it to change the passability type.
The passability types are as follows.
: Hero can pass through the tile in the direction of the arrow.
: Cannot pass through.
For example, if only the top and bottom arrows for a tile are selected, the hero may only pass through that tile vertically, to
the one directly above/below it.
Counter Flag
Only applicable to upper layer tiles. Allows the hero to interact with the tile between himself and an Action Key event as if
the tile were the event (Example: A Shop Counter.)
The counter flag is indicated by the symbol on the tile. Click it to change the flag.
The flag symbols are as follows.
: Counter Attribute.
: No Counter Attribute.
Note
When the passability settings of a lower/upper layer tile differ, passability will be determined by the setting of the upper layer
tile. For example, if a lower layer tile is set to passable, and an impassable upper layer tile is placed on it, the hero will not be
able to pass through it. Likewise, if an impassable lower layer tile has a passable upper layer tile placed on it, the hero will be
able to pass through.
Database
Calls up the database window. Various game settings, such as the statistics of the heroes, are defined here.
Resource Manager
Calls up the resource management window. Here, you can import the various, graphics, sounds and movies for your game.
Listen to Music
Calls up the BGM Selector. You can listen to a midi/wav to see if it will fit a certain place in the game, or just listen to music
while you work.
Event Search
Calls up the event search window. Here, you can search for a specific event name, variable or switch, and see all the
places it is used in the game.
Variable Selection
This is a list of the variables used in the game. Variables allow detailed condition management by storing values which
cannot be easily determined, or even random numbers.
The range for a variable value is -9999999 to 9999999, and is always an integer. Decimal values are truncated.
At the beginning of the game, all variables are set to 0.
You can have a maximum of 5000 variables in a project. Each of these is identified by a unique ID number, and optionally
a name.
This window is shown when the [...] button in a window is clicked and the name box is in relation to a variable. The features
of the variable selection window are as follows.
(3) Name
Name of the selected variable. It can be up to 20 characters long.
If you drag and drop a map in the map tree onto another map, it will become the child of that map. Its position in the tree
will be modified accordingly.
1. Position the mouse pointer over the map you want to move, and click and hold the mouse button to drag it..
2. Move the pointer so that the target parent map is highlighted, while still dragging the map to be moved.
3. When you let go of the mouse button, the map will be moved to its new location underneath the parent map.
Right clicking a map brings up the map shortcut menu, which allows you to do things like edit, copy and delete maps. The
description of each command is as follows.
-> Map Properties : The [Map Properties] window is displayed, allowing the user to change the options for the map. For
more details see the Map Properties topic.
-> New Map : The [Map Properties] window is displayed, allowing the user to create a new map. For more details
see the New Map topic.
-> Create Area : Opens the Area Settings window, where you can section a map into areas and specify which
enemies can be encountered on each.
-> Generate Dungeon : When using the [Random Dungeon Generator], this command will generate a new map, retaining
the same settings.
-> Copy Map : The selected map is copied onto the clipboard.
-> Paste Map : The map held on the clipboard is copied as a child of the selected one.
-> Delete Map : The selected map and all child maps associated with it are deleted.
-> Shift Map : Shifts the entire map the specified number of tiles in the specified direction.
When [Shift Map] is selected, the Shift Map window will be opened. Choose the direction to shift the map in (Up, down, left,
right) and the number of tiles to move. Tiles which move past the boundary of the direction they're moving in will be looped
round to the opposite side.
When a map has a [+] next to it, it means that it has one or more child maps. When you click the [+], it changes to a [-] and
all child maps associated are listed. Click again and it will revert to the [+], hiding the child maps again.
(2) Options
Special settings for the class.
Common Settings
(2) Name
Name of the animation. This encompasses weapons, poses and entended animations and can be up to 20 characters long.
Weapons
(3) Page
Each page can have animations for up to 8 weapons.
There are 4 pages, allowing for a total of 32 weapon animations per character.
Poses
(8) Page
Each page can have animations for up to 8 poses.
There are 4 pages, allowing for a total of 32 poses per character.
-> Idle Stance : The pose used when the hero is not doing anything in battle.
-> Right Hand : The pose used for attacking with the right hand.
-> Left Hand : The pose used for attacking with the left hand.
-> Skill Use : The pose used when using a skill.
-> Dead : The pose used when the hero is dead.
-> Damage : The pose used when the hero is damaged.
-> Bad Status : The pose used for when the hero is inflicted with a condition.
-> Defending : The pose used when the hero defends.
Animation Type
Extended animations for the first 12 poses must be matched up, since you cannot change them. For example, the "damage"
animation must be set to pose #6 since it is fixed.
(12) Pose
The extended animation to go with the selected pose is set. Click a pose to select it.
-> Front Row : Damage inflicted on enemies is high, but enemy attacks are stronger and hit more often.
-> Back Row : Damage inflicted on enemies is low, but enemy attacks are weaker and hit less often.
* Row has no effect on skills.
You can create multiple commands with the same archetype for different purposes.
Click the [Set] button to bring up the Battle Commands window. Click the command ID you wish to edit to select it. Battle
command names can be up to 10 characters long. Select the archetype for the command from the pull down list. The
archetypes are as follows.
Attack :The hero attacks with their currently equipped weapon. It is highly advisable to have at least one of these for
each character.
Item : Allows the player to use an item in their inventory.
Defend : The hero moves into a defensive position and damage taken is halved.
Escape : The party attempts to run away.
Skill : Allows the player to use a skill they have learned.
Skill Subset : Allows the player to use a skill they have learned that is in the specified subset. After creating a subset
command, it will be added to the skills tab as a new classification, so you can add skills to it.
Link to Event : The function of this command will be handled by a battle event.
To set up a steal command, make a "steal" command in the battle command editor, then make a battle event with the trigger
"character uses the [steal] command", then make the code for it.
Each character can have up to 7 battle commands. The 7th is the fixed command "Change Row". The commands in battle
will appear in the order they are chosen. It is, however, highly recommended that you make the first command an "Attack"
type, the reason being that without an unlimited damaging command, if both party and monsters run out of MP for skills,
neither will be able to act.
Manual : The heroes can be moved around at will. Click on the name of the hero you wish to move and then click
and drag that hero in the preview window to their new position.
Automatic : The heroes will be arranged according to the grid settings on the terrain they are fighting on. It is not
possible to move them in the preview window.
(2) Frame
Allows you to set a frame to be shown around the screen throughout the game.
Check the [Use Frame] box then [Set] to select a frame.
[Function]
Call and processes a common event.
After the common event has been processed, the event that called it will continue from its next command.
[Options]
Select the name of the event to call from the pull down list.
* The event commands that can be used in a battle event are limited.
Please note that this can sometimes cause errors during battle.
Enable Combo
[Function]
Allows an attack/skill to be used more than once in a single turn.
[Options]
[Number of Repetitions] Number of times to execute command. This can either be selected using the sliders or input
directly.
Force Flee
[Function]
Forces the party/enemies to escape from battle.
[Options]
[Target] Choose who will escape from battle with the radio buttons. The options are detailed below.
If [Ignore if Target is Surrounded] is checked, the target will not be able to escape if it is caught in a surround/pincers
attack.
Change Class
[Function]
Change the class of the selected hero.
[Options]
[Character] The hero whose class will be changed. Select one from the pull down list.
[Class] The new class to assign to the character. Select one from the pull down list.
[Level] Determines how to handle the character's level after the class change.
[Learned Skills]
[Base Statistics]
When [Show Level-up Message if Level Differs After Class Change] is checked, a message will be shown if the character's
level changes.
Change Battle Commands
[Function]
Changes the battle commands declared in the Battle Layout tab.
[Options]
[Hero] The hero whose battle commands are to be modified. Select one from the pull down list.
[Command] Select the command(s) to add/remove. The items in the pull down list are (All) and every battle command
defined in the battle commands editor. Choose between [Remove] and [Add] to change the operation. When the hero in
question already has 6 battle commands, [Add] will not be selectable.
Message
[Function]
Allows you to show a message in a box on the screen.
[Options]
[Message] The message to display. Up to 4 lines of text can be shown in one box.
Each line can display 38 characters with a faceset being used, and 50 without. These boundaries are indicated by the
vertical grey lines. (Due to English-Japanese character set issues, the lines can be a bit inaccurate sometimes.)
You can also put "Control characters" in a message that have various effects. There are 12 of them, as listed below.
\\ Shows "\".
\c[n] Changes the text color to the color that matches n, n being a number from 0 to 19.
\s[n] Changes the text speed to n, where n is a number from 1 to 20, 1 being the fastest.
\n[n] Displays the name of the hero in the database with ID n, n being any numerical value. (\n[0] will show the name of
the first member in the current party)
\v[n] Displays the value held in variable n, n being any numerical value.
\$ Shows the amount of money held.
\! The remainder of the message after this code is only shown when the player presses a key.
\. Adds a 1/4 second delay to the part of the message which follows this code.
\| Adds a 1 second delay to the part of the message which follows this code.
\> / \< Displays the part of the message between \> and \< instantly.
\^ Closes the message window without key input.
\_ Shows half a space.
The $ character can also be used for the special message symbols built into the software. For a list of these, see the
Special Symbols Summary topic.
[Note]
The input for one message box is limited to 4 lines of 64 characters. If a lot of control codes are used, the number of letters
which can be displayed in the box is reduced.
When you reach the character limit on a line, additional characters entered will be ignored. It is necessary to press enter to
go to the next line.
Control characters such as color change are processed even while the message is being shown.
The colours which can be shown using "\c" are determined by the system set used.
The control character must be directly after the \, otherwise it won't work.
The \v control character can now be nested inside \n, to show a hero name based on a variable, in the format \n[\v[x]].
[Function]
Modify the way messages are shown.
[Option]
[Window Type] Determines the appearance of the message window. The two types are listed below.
[Window Position] Determines where the window is shown. Choose from the following three options.
-> Top
-> Middle
-> Bottom
[Options]
[Note]
The settings chosen for the message display will still apply when the event ends.
To revert to the previous settings, another message display options command is required with the old settings chosen.
Face Graphics
[Function]
Shows a face graphic in a message.
[Option]
Click the [Set] button to open the Select Face Graphic window. Select a face graphic from the list on the left, a face from
the preview on the right and click OK.
[Display Position]: Determines whether the face will be on the left or right side of the message.
[Note]
The new face graphic only affects the current Event. Once it ends, the face reverts to its default blank setting.
The face graphic is applied to the message window immediately after setting it.
For Events involving more than 1 speaker, it is necessary to use the Face Graphics command before each speaker's line
of text.
Show Choices
[Function]
Shows a number of choices in a message window.
Executes sections of code based on the choice made.
[Options]
[Choice 1] ~ [Choice 4] Each choice can be up to 32 characters in length.
When the choices are set, a number of handler events will be created equal to the number of choices.
(Example 1) [Choice 1] and [Choice 2] are set. [Choice 3] and [Choice 4] are ignored, and two choice handlers are created.
(Example 2) [Choice 3] only is set. [Choice 4] is ignored. [Choice 1] and [Choice 2] are set as choices with no caption. Three
choice handlers are created.
[Cancellation Behavior] Set the choice cancellation method. The options are as follows.
-> Ignore:
No cancel method, user must select a choice.
-> Select Choice (1~4):
Choice is cancelled if the specified choice is selected.
-> Execute Handler:
A handler for an additional "cancel" case is added.
When this event command is used, the respective choice handlers (including cancel) will be created. After the choice is
made in-game, the block of code for that choice will be executed and the event will continue from the end case of the
choice command.
[Note]
When a message is shown directly before the choices are listed, if there are three choices or less they will be shown in the
same box. If there are four choices the message will show on its own prior to the choices being displayed.
Input Number
[Function]
Allows the player to input a numerical value in a message box.
Assigns the value input to a variable.
[Options]
[Function]
Turns a switch ON or OFF.
[Options]
[Switch to Change] The switch that is to be changed can be selected with one of the following three methods.
-> Single Switch : One switch is altered. Click the [...] button to bring up the Switch Selection window.
-> Switch Range : Modifies a range of switches. Input the beginning ID and end ID of the range.
-> Variable Reference : The switch whose ID matches the value of the specified variable is changed. For example, if
variable 0002 is chosen, and the value of that variable is 5, the switch with ID 0005 will be modified. Click the [...] button to
bring up the Variable Selection window.
[Operation] Choose the operation to carry out on the switch. The operations available are as follows.
Variable Operations
[Function]
Modifies the value of a variable/variables.
[Options]
The Variable Operations window has three options, [Variable to Change] [Operation] and [Operand].
[Variable to Change] has three different ways of choosing a variable, detailed below.
-> Single Variable : Only one variable is changed. The variable in question can be selected by clicking the [...] button,
which opens the Variable Selection window.
-> Variable Range : A block of variables is changed. The user is required to select the ID number of the first and last
variables in the range.
-> Variable Referece : Changes the variable whose ID is equal to the value of the selected variable. For example, if a
variable with value "5" is selected, the change will be carried out on variable 0005. The variable in question can be selected
by clicking the [...] button, which opens the Variable Selection window.
[Operand] Sets the value used for the variable change. The options are detailed below.
-> Number:
The value is input manually.
-> Value of Variable:
The value is set to the value held in the selected variable.
For example, if the variable selected had the value "2", 2 would be the value applied to the variable change. To select the
variable used, click the [...] button, which brings up the Variable Selection window.
-> Value stored in Index:
The value is set to the value of the variable whose ID matches the selected variable. For example, if variable 0005 was
selected, and the value in variable 0005 was 2, the value in variable 0002 would be used. To select the variable used, click
the [...] button, which brings up the Variable Selection window.
-> Random Number between (X) and (Y):
Generates a random number between the value in the first box (X) and the value in the second (Y) to use as the variable
operand. For example, if 0 is entered in the first box, and 100 in the second, a random number between 0 and 100 will be
generated and assigned to the selected variable.
-> Item:
The value of the variable is set to the number of an item which is held by the player, or the number of the item the player has
equipped. The item is selected in the first box, and held/equipped is selected in the second.
-> Hero:
The value of the variable is set to the selected hero's level, experience, the value of a statistic, or the ID number of a piece of
their equipment. The hero's name is selected in the first box, and the statistic is selected in the second.
-> Monster (Battle event only):
The value of the variable is set to one of the enemy's statistics. The monster name is selected in the first box, and the statistic
is selected in the second.
-> Sprite (Map event/common events only)
The value of the variable is set to the map ID of the map an event is on, its X/Y coordinate or scene coordinates. The event in
question (a) is set in the first list, and the position data to use (b) is set in the second.
(a) Sprite
--> Hero : The hero sprite.
--> Skiff : Small boat vehicle.
--> Ship : Large boat vehicle.
--> Airship : Airship vehicle.
--> This Event : The event that is currently being executed.
--> [Event name] : One of the events on the map.
-> Other
There are 10 additional operands. They are detailed below.
--> Money:
The amount of money currently held by the party.
--> Timer 1 Seconds:
The number of seconds remaining on timer 1.
--> Timer 2 Seconds:
The number of seconds remaining on timer 2.
--> Size of Party:
The number of people currently in the party.
--> Number of Saves:
Number of times player has saved the game.
--> Number of Battles:
Number of battles player has fought.
--> Number of Victories:
Number of battles player has won.
--> Number of Defeats:
Number of battles player has lost.
--> Number of Escapes:
Number of battles player has run away from.
--> MIDI Ticks:
Returns the time position (in milliseconds) of the currently playing MIDI, or 0 if no MIDI is playing.
Timer Operations
[Function]
Operates a timer.
Allows you to have an event occur after the timer has reacher 0.
You can have 2 timers running simultaneously.
[Options]
[Amount of Time] The value for the timer to start from. You can set the value using either of the methods below.
[Options] There are two other timer options. These are only available when using the "Start" operation.
[Note]
When accessing the menu, the timers will stop.
Change Money
[Function]
Adds or removes money from the party's stockpile.
[Options]
[Amount] Choose one of the two methods below using the radio buttons.
Item Management
[Function]
Adds or removes an item from the player's inventory.
Only one type of item can be added/removed with each command.
[Options]
[Select Item] There are two ways to select the item to add/remove, as shown below.
Change Party
[Function]
Changes the heroes who make up the current party.
Each change party command can either add one member or remove one.
[Options]
-> Specific Character : The operation is carried out on the hero selected from the pull down list.
-> Character with ID Stored in : The operation is carried out on the hero whose ID matches the value held in the chosen
variable. For example, if variable 0002 is chosen, and the value in that variable is 5, the 5th hero in the database will be
added/removed. Click the [...] button to bring up the Variable Selection window.
[Note]
It is possible to make a party with no members in it.
[Function]
Increases or decreases a hero's experience.
[Options]
[Amount] The amount of experience can be chosen using one of the methods below.
When [Show Level-up Message if Level Increases] is checked, a message will be shown if the hero's level is higher than it
was before after the experience is added.
Change Level
[Function]
Increases or decreases the level of the selected hero/heroes.
[Options]
[Target] The hero/heroes to modify the level of. The options for target are detailed below.
-> Fixed Number : Modifies the level by the number input in the box.
-> Number Stored in : Modifies the level by the value in the selected variable. For example, if variable 0002 is chosen, and
the value in that variable is 5, 5 levels will be added or removed from the target.
[Show Level-up Message if Level Increases] will show a message if the level after the command is higher than it was
before it.
[Function]
Increase or decrease the stats of a hero.
It is only possible to increase or decrease one stat with each command.
[Options]
-> Entire Party: Statistic modification is applied to everyone in the current party.
-> Specific Character: Only the specified hero's stats are changed.
-> Character with ID stored in: Changes the stats of the hero whose ID is equal to the value stored in the specified variable.
For example, when a variable with value 5 is selected, the stat change will be carried out on the fifth hero in the hero tab of
the database. When the [...] button is clicked, you can select the variable to reference in the select variable window.
[Statistic] Determines which statistic will be changed, selected from the pull down list.
[Amount of Points] The number of points to add to/subtract from the stat. The choices are shown below.
[Note]
For Fixed Amount, HP ranges from 1 to 9999, while all other stats are 1 to 999.
Change Skills
[Function]
Adds or removes a skill from the skill list of the hero/heroes.
[Options]
-> Add : Adds the selected skill to the skill list of the target.
-> Remove : Removes the selected skill from the skill list of the target.
[Function]
Change the equipment of a hero/heroes.
[Options]
-> Entire Party: Equipment modification is applied to everyone in the current party.
-> Specific Character: Only the specified hero's equipment is changed.
-> Character with ID stored in: Changes the equipment of the hero whose ID is equal to the value stored in the specified
variable. For example, when a variable with value 5 is selected, the equipment change will be carried out on the fifth hero in
the hero tab of the database. When the [...] button is clicked, you can select the variable to reference in the select variable
window.
-> Equip Item: Removes the currently equipped item and equips the new one.
-> Unequip Item: Removes the currently equipped item.
-> Specific Item: Equip the item selected in the pull-down menu.
-> Item with ID stored in: Equips the item with ID equal to the value stored in the specified variable. For example, when a
variable with value 5 is selected, the fifth item in the items tab will be equipped. When the [...] button is clicked, you can select
the variable to reference in the select variable window.
[Note]
If you equip an item that isn't in your inventory, it will automatically be added.
Change Character HP
[Function]
Increases or decreases the HP of a hero.
Allows you to create an event that heals or damages the party.
[Options]
[Target] The character to change the HP of. The selection settings are detailed below.
-> Amount stored in : Uses a variable for the change value. For example, when a variable with value 5 is
selected, 5 will either be added to/subtracted from the hero's HP, depending on the setting. When the [...] button is clicked,
you can select the variable to reference in the select variable window.
[Option] If [HP Reduction can Kill Target] is checked (only applicable to HP decreases) the hero will be killed if his HP
reaches 0 through this command. Otherwise, its HP will never go below 1.
Change Character MP
[Function]
Increase or decrease the MP of a hero.
[Options]
[Target] The character to change the MP of. The selection settings are detailed below.
[Function]
Changes the current condition of the hero.
[Options]
[Condition] Choose the condition to add/remove from the pull down list.
Complete Healing
[Function]
Cancels all negative conditions and fully replenishes HP and MP of the specified target.
[Options]
[Function]
Inflicts damage on the selected hero/heroes, as if an enemy had attacked them.
This is not to be confused with the [Change Character HP] command. This command simulates an enemy attacking, using
various statistics, as opposed to directly altering the HP.
[Options]
[Attack Power] The base attack power of the simulated attack. Because the value is not halved using this command, like it
is during battle, the value entered should be half of the monster's actual attack power.
[Defense Effect] The amount of influence that the hero's defense stat has on the damage taken, from 0%-100%. At 100%,
damage taken will be decreased by 1/4.
[Intelligence Effect] The amount of influence that the hero's intelligence stat has on the damage taken, from 0%-100%. At
100%, damage taken will be decreased by 1/8.
[Variance] The range of fluctuation for the damage value, from 0-10. For each unit, ±5% is added to the fluctuation rate.
[Store Amount of Damage Dealt] Stores the damage value in a variable after executing the command. To change the
variable it is stored in, click the [...] button to bring up the Variable Selection window. A good use for this is displaying the
damage value in a message.
[Function]
Changes the name of one hero.
[Options]
1. Use the pull down list to select the hero whose name is to be altered.
2. Type the new name for the hero in the text box.
[Function]
Changes a hero's title.
[Options]
1. Select the hero whose title is to be altered with the pull down list.
[Function]
Changes the walking sprite of the selected hero.
[Options]
The procedure for changing the sprite is as follows.
1. Select the Hero whose sprite is to be modified from the pull down list
When the checkbox [Transparent] is selected, the character becomes slightly transparent.
[Function]
Changes a hero's face image.
[Options]
The procedure for changing the face graphic is as follows.
1. The pull down list allows you to select which hero you want to edit. Once selected, his/her current faceset is displayed.
2. Press the button to open the Select Face Graphic window. Choose the new graphic and click OK.
[Function]
Changes the graphic used for a vehicle.
[Options]
The setting procedure is detailed below.
1. [Vehicle] determines which vehicle's graphic to modify. Its current graphic is shown in the [New Associated Sprite] box.
3. Select the character set file to use for the vehicle from the list on the left.
4. When [OK] is clicked, the selected graphic in the file will be shown in the [New Associated Sprite] box.
[Function]
Modifies the settings for System BGM.
[Options]
1. Select the [Event] to change the system BGM for from the pull down menu. The currently selected BGM will be displayed
in the box on the right.
2. Click the [...] button to open the BGM window.
3. Click the new BGM to use in the list and click OK. It will appear in the right hand box.
* You can also play a BGM in the window by clicking [Play]. To stop playback, click [Stop].
[Fade-in Time] : Allows the BGM to be faded in at an interval of up to 10 seconds. If "None" is selected, the BGM will begin
playing immediately.
[Volume] : Choose the volume to play the BGM at, from 0%-100%.
[Tempo] : Choose the speed of playback, from 50% to 150%. At 100% it will play at normal speed, at 50% it
will play at half speed, and 150% will play at 1.5 times the normal speed.
[Balance] : Determines the left and right balance of the playback through the speakers. If the slider is centered, the
BGM will play through the left and right speakers at the same volume.
[Function]
Modifies the settings for System sound effects.
[Options]
1. Select the [Event] to change the system sound effect for from the pull down menu. The currently selected sound will be
displayed in the box on the right.
* You can also play a sound in the window by clicking [Play]. To stop playback, click [Stop].
[Volume] : Choose the volume to play the sound at, from 0%-100%.
[Tempo] : Choose the speed of playback, from 50% to 150%. At 100% it will play at normal speed, at 50% it
will play at half speed, and 150% will play at 1.5 times the normal speed.
[Balance] : Determines the left and right balance of the playback through the speakers. If the slider is centered, the
sound will play through the left and right speakers at the same volume.
[Function]
Changes the graphic file used for the system.
[Options]
Select the graphic file you wish to use from the list on the left. A preview of the currently selected file will be shown on the
right.
[Graphic Pattern] determines the way the background is set. The options are as follows.
-> Stretch to Fit : The pattern of the menu background will be stretched to fit the box.
-> Tiled Display : The pattern of the background will not be resized, and will be tiled as-is.
[Text Font] Choose between MS Gothic and MS Mincho.
[Function]
Changes the screen transition used when showing and erasing the screen during a teleport, showing and erasing the
screen at the start of battle and showing and erasing the screen at the end of battle.
[Options]
1. The type of screen change is selected in the first box. Each type has a show/erase option.
2. The associated transition is selected in the second box. The options will be different depending on whether show or erase
is selected for the transition type.
Enemy Encounter
[Function]
Initiates a battle.
[Options]
[Special Battle Conditions] Use the radio buttons to select the battle type; "No Special Conditions", "Initiative", "Back
Attack", "Surround Attack" or "Pincers Attack". If the character placement in the Battle Layout tab is set to manual,
Surround and Pincer attacks cannot be selected.
[Monster Group] The monster party to fight. There are 2 ways of selecting the group, detailed below.
-> Specific Monster Group : Choose a group from the pull down list.
-> Monster Group with ID Stored in : Fights the group whose ID matches the value held in the specified variable. For
example, if variable 0002 is selected, and the value in that variable is 5, then the 5th monster party in the database will be
fought.
[Escape Handler] Determines what happens when the party escapes from the battle.
-> Disallow Escape : The party cannot escape from the battle.
-> End Event Processing : Ends processing of the event that started the battle.
-> Execute Custom Handler : Adds a new "Escape" case to the command.
[Defeat Handler] Determines what happens when the party is defeated in the battle.
[Function]
Allows the player to buy and sell items held in inventory.
[Options]
-> Buy and Sell : Player can buy from the shop and sell items they hold.
-> Buy Only : Player may only buy items from the shop.
-> Sell Only : Player may only sell items they are holding.
[Shop Message Set] Allows the user to set the message shown when the shop is opened.
[Goods for Sale] Shows the items which will be sold in the shop. Only applicable to "Buy and Sell" and "Buy Only" types.
All items defined in the database will be displayed in the right hand box.
When the [Add] button is clicked, the item is taken from the right hand box and put into the one on the left.
When the [Remove] button is clicked, the item is deleted from the left hand box and returned to the full list on the right.
Additionally, if the ctrl key is held while selecting an item, you can add/remove multiple items simultaneously.
[Option] If [Define Custom Handlers for "Transaction Made" and "Transaction not Made"] is checked, two handlers will be
added to the command.
[Function]
Calls an inn where the party can rest.
An inn will remove all conditions and fully heal the HP and MP of the party.
[Options]
[Inn Message Set] The message that is shown when the inn is called.
[Price] The cost of the inn, from 0 to 999999.
[Option] If [Use Custom Inn Handler] is checked, new cases will be added for staying at the inn and not staying at the inn,
so you can define your own inn events.
[Note]
If the price is set to 0, the inn will be processed instantly with no message being shown.
[Function]
Shows the enter hero name window.
In the game, this allows the player to change the name of a hero.
[Options]
[Hero] Select which hero to change the name of from the pull down list.
[Initial Character Set] The first character set that will be shown in the window. The choices are "Hiragana" and "Katakana".
When [Show Default Name in Entry Area] is checked, the hero's original name will be shown in the window.
[Note]
The controls for inputting a name are as follows.
Arrow keys : Movement of cursor.
Decision Key : Adds current letter to name.
Cancel Key : Deletes the end letter of the name.
(Note: Due to Japanese/English character set issues, Enter Hero Name does not work.)
[Function]
[Note]
Teleporting a hero onto a tile that isn't set to passable will result in the hero being unable to move. When using the random
dungeon generator, the teleport position will be taken into account when making the map, and the hero will never be
teleported onto an impassable tile.
When the map changes using this command, the erase and show screen transitions from the system tab of the database
will be used. However, when the Hide Screen command is used prior to this one, the system settings will be ignored and
the transition used for hide screen will take priority.
Memorize Position
[Function]
The hero location is stored into variables.
You can use the same variables to return to the same place using the Recall to Memorized Position command.
[Options]
[Storage Locations] The command requires 3 Variables. One to hold the Map ID, one to hold the X coordinate and one to
hold the Y coordinate. Use the [...] button to bring up the Variable Selection window.
Recall to Memorized Position
[Function]
Changes the hero's position based on variable values.
You can use this in conjunction with "Memorize Position" to teleport the hero back to a previously visited place.
[Options]
[Recall Location] Select the variables which hold the Map ID, X Coordinate and Y Coordinate you wish to teleport to.
Clicking the [...] button will bring up the variable selection window.
[Function]
Places the hero inside a vehicle, or causes the hero to exit a vehicle when he is already riding one.
This command simulates pressing the action key.
[Options]
There are no options for this command.
The command can only be executed if the conditions below are met. If they not met, the command will do nothing.
[Function]
[Options]
[Vehicle] Choose from Skiff (Small boat), Ship or Airship.
[Location] Sets the location for the vehicle. The methods are detailed below.
2. Select the map to place the vehicle on from the tree list on the left.
3. In the map view on the right, select the tile to place the vehicle on.
4. Select the direction for the vehicle to face [Retain Current Facing] [Up] [Down] [Left] or [Right] and click [OK].
[Function]
Places an event in a different position.
[Options]
The location coordinates are determined by variables. Select the variables that hold the X and Y coordinate values. Click the
[...] button to bring up the Variable Selection window.
[Note]
The events which can be moved are limited to the map the event that executes this command is on.
[Function]
[Option]
[First Event] [Second Event] The events to swap. Select one from the pull down list.
[Note]
To be the target of a position change, the event must be on the same map as the event with this command in it.
Store Terrain ID
[Function]
Stores the Terrain ID of the selected location into a variable.
[Options]
[Location of Target Tile] There are two ways to choose a target tile, as shown below.
1 Click the [...] button, and the map window will be displayed.
2 Select the location to get the ID from. Press the OK button to return to the previous window.
Insert the Variables that house the X and Y coordinates of the Terrain whose ID you wish to set to Variable. Click the
[...]button to bring up the Variable Selection window.
[Store Terrain ID in Variable] The Variable that the Terrain ID will be stored in is selected here. Click the [.. ] to bring up the
variable selection window.
[Note]
This command is limited to the map that the Event it is in is on. You cannot use this command to get Terrain IDs from
another map.
Store Event ID
[Function]
Stores the ID of the selected event into a variable.
[Options]
[Location of Target Event] There are two ways to choose a target event, as shown below.
1 Click the [...] button, and the map window will be displayed.
2 Select the event to get the ID from. Press the OK button to return to the previous window.
[Store Event ID in Variable] The Variable that the event ID will be stored in is selected here. Click the [.. ] to bring up the
variable selection window.
[Note]
This command is limited to the map that the Event it is in is on. You cannot use this command to get event IDs from
another map.
Hide Screen
[Function]
Shows the screen again after it has been cleared with [Hide Screen].
[Options]
[Transition Method] Sets the method used to hide the screen. The options are detailed in the [System] topic.
[Note]
After executing this command, use [Show Screen] to display the screen again. If [Show Screen] is used without using this
first, it does nothing.
Show Screen
[Function]
Shows the screen again after it has been cleared with [Hide Screen].
[Options]
[Transition Method] Sets the method used to show the screen. The options are detailed in the [System] topic.
Tint Screen
[Function]
Changes the RGB tone of the screen.
[Options]
[Color] Drag one of the sliders, or input the number directly, to change the ratio of Red (R), Blue (B) and Green (G), and
Saturation (Sat). The range is from 0% to 200%.
The default for all sliders is 100%. The color on the 0%-90% side is darker than usual, while the 110%-200% side is lighter.
For example, when only the red slider is high, the screen tone will have more of a red tint to it than anything else. The
[Sample] bar shows a preview of the tone the screen will have.
[Transition Time] Time taken until the tint change is fully done. Uses units of 0.1 seconds.
[Option] When [Wait During Transition] is checked, no other event commands will be processed until the tint change is
complete.
[Note]
The screen tint is also applied in battles.
The tint does not affect the menu, message windows, faces, pictures or movies.
Flash Screen
[Function]
Changes the screen tint to another color and then back to the default based on the time set. Using this command, it is
possible to make the screen flash instantaneously.
[Options]
[Color] Drag one of the sliders, or input the number directly, to change the ratio of Red (R), Blue (B), Green (G) and
Strength. The range is from 0 to 31 (32 stages). The color that will be shown in the flash is indicated in the [Sample] box.
There are two different ways to initiate a flash, selected with the radio buttons.
-> [Flash Once] [(X) tenths of a second] Initiates a single flash, for (X) tenths of a second, (X) being the number in the box.
The range is 0 to 1000.
-> When [Begin Flashing] is selected, the flash will repeat until the [Cease Flashing] command is used. This makes it possible
to have the screen flashing continuously while the event carries on.
-> [Cease Flashing] Stops the screen flash started with [Begin Flashing]
If [Flash Once] is selected and [Halt Other Processes while Flashing] is checked, no other event commands will be
processed until the flash stops.
[Note]
[Strength] modifies the intensity of the flash. At a lower number, the flash will become difficult to see, so the recommended
default is 31.
Shake Screen
[Function]
Shakes the screen from left to right. This command can be used to simulate an earthquake.
[Options]
[Strength] There are 9 different strengths for the shake, ranging from weak to medium to strong. Obviously nearer the
"Strong" level the shake will be more intense. The value is selected by dragging the slider.
[Speed] There are 9 different speeds for the shake, ranging from slow to medium to fast. Obviously nearer the "Fast" level
the shake will be faster. The value is selected by dragging the slider.
There are two ways to shake the screen, selected with the radio buttons.
-> [Shake Once for (X) tenths of a second] Shakes the screen once for (X) tenths of a second, (X) being the number in the
box.
-> When [Begin Shaking] is selected, the shake will repeat until the [Cease Shaking] command is used. This makes it
possible to have the screen shaking continuously while the event carries on.
-> [Cease Shaking] Stops the screen shake started with [Begin Shaking]
If [Shake Once] is selected and [Halt Other Processes while Shaking] is checked, no other event commands will be
processed until the shake stops.
Pan Screen
[Function]
Scroll the screen to a different area.
[Options]
[Direction] Specifies whether the screen will scroll [Up] [Down] [Left] or [Right]. Only applicable to the "Pan Screen"
operation.
[Tiles] Number of tiles to scroll in the direction chosen. Only applicable to the "Pan Screen" operation.
For example, if [Right] is selected as the direction, and [Tiles] is set to 2, the screen will scroll 2 tiles right.
[Transition Speed] The speed at which the screen scrolls. When the speed is set to "Normal" the screen will scroll at the
same speed the hero walks. Only applicable to the "Pan Screen" and "Return to Origin" operations.
If [Halt Other Processes During Transition] is checked, no other event commands will be processed until the scroll is
finished. The checkbox is only applicable to the "Pan Screen" and "Return to Origin" operations.
[Note]
If a map has the minimum possible dimensions on one or both axes, the scroll for that direction is ignored.
Weather Effects
[Function]
Initiates a weather effect, such as snow and rain.
[Options]
[Effect] Type of weather effect to use.
[Strength] The strength of the effect. The ferocity at which rain and snow fall, the thickness of fog, and the amount of sand/
wind strength in sandstorm. There are 3 different strengths, [Weak] [Medium] and [Strong]. Strength is only applicable to
rain, snow, fog and sandstorm.
[Note]
The weather effect continues when teleporting to a new map, and also in battle.
It is not possible to have multiple effects occurring simultaneously. When a new effect is selected, the one before it stops.
Show Picture
[Function]
Shows a picture on the screen.
A maximum of 40 pictures can be shown on the screen at any one time.
[Options]
[Picture No.] The number of the picture to show. Ranges from 1-40.
When multiple show picture commands reference the same Picture No. the most recent one will apply.
For example, if A is assigned to picture number 1, and then B is assigned to picture 1, picture 1 will have the settings set for
B.
Picture "layers" are in order of number. When picture 1 is shown in the same spot as picture 2, picture 2 will appear on top.
[Image File] The image used for the picture. The procedure for selecting one is shown below.
1. Click the [...] button to bring up the [Select Image File] window.
2. Select the graphic file to use from the list on the left. A Preview of the selected picture is shown in the area on the right.
When you have selected the desired graphic, click OK.
[Display Coordinates] The coordinates of the center of the picture can be chosen two ways. The methods are detailed
below.
-> Variable Reference : The X and Y coordinates are referenced from variables. Click the [...] button to bring up the Variable
Selection window.
[Picture Scrolls with Map] When this is checked, the picture will scroll along with the map. If not, it will stay in the
coordinates it was shown in.
[Magnification] The magnificaiton ratio of the picture. Ranges from 0%-2000%. At 100%, the picture will be shown at
normal size.
[Transparency (Top Half/Bottom Half)] The % of transparency applied to each half of the picture. Ranges from 0%-100%.
At 100%, the picture will be completely invisible.
[Transparent Color] Choose whether or not to apply the transparent color to the picture.
[Use] Applies the transparent color.
[None] Does not apply the transparent color.
[Additional Attributes] Allows you to change the color tone of the picture, or add rotation/waver effects to it. Click the [...]
button to bring up the Picture Transformations window.
[Color] The color to apply to the event. There are four changable settings, Red (R), Green (G), Blue (B) and Saturation (S).
Each setting ranges from 0%-200%.
Change a setting by dragging the slider or inputting the number directly. The resultant color is indicated in the [Sample]
window.
[Effects] Applies a special effect to the picture. Check the box for the effect to use it. You cannot use both at the same time.
Move Picture
[Function]
Changes the attributes of a picture being shown on the screen.
[Options]
[Picture No.] The number of the picture to manipulate. Ranges from 1-40.
[Target Coordinates] The coordinates of the center of the picture can be chosen two ways. The methods are detailed
below.
-> Variable Reference : The X and Y coordinates are referenced from variables. Click the [...] button to bring up the Variable
Selection window.
[Magnification] The magnificaiton ratio of the picture. Ranges from 0%-2000%. At 100%, the picture will be shown at
normal size.
[Transparency (Top Half/Bottom Half)] The % of transparency applied to each half of the picture. Ranges from 0%-100%.
At 100%, the picture will be completely invisible.
[Additional Attributes] Allows you to change the color tone of the picture, or add rotation/waver effects to it. Click the [...]
button to bring up the Picture Transformations window.
[Transition Time] The time taken to transform the picture to its new settings in 0.1 second units. Ranges from 0-1000.
[Option] If [Halt Other Processes During Transition] is checked, event processing will stop until the picture transformation is
complete. Player input will not be accepted.
Erase Picture
[Function]
Erases the selected picture.
[Options]
[Picture No.] The number of the picture to erase. Ranges from 1-40.
[Function]
Shows a battle animation on the map.
[Options]
[Battle Animation] The animation that will be shown. Select it from the pull down list.
[Target] The event that the animation will be played over. Can select hero, one of the three vehicles, the current event that
is running the command or any other event on the map.
[Halt other Processes] Event processing will be stopped until the animation finishes.
[Function]
Allows you to make the hero sprite transparent or not.
[Options]
[Transparency State] Select an option using the radio buttons.
Flash Sprite
[Function]
Covers the event sprite with the selected color and changes back again gradually. You can give the impression of a flash
using this command.
[Options]
[Target] The event to flash. Select it from the pull down list.
[Color] The color to apply to the event. There are four changable settings, Red (R), Green (G), Blue (B) and Strength (V).
Each setting has 32 stages, 0-31.
Change a setting by dragging the slider or inputting the number directly. The resultant color is indicated in the [Sample]
window.
[Flash Cycle Time] The amount of time taken for the color to revert to normal in 0.1 second units. Ranges from 0-1000.
[Halt Other Processes While Flashing] will halt event processing until the flash finishes. Player input will not be accepted in
this time.
[Note]
[Strength] modifies the intensity of the flash. At a lower number, the flash will become difficult to see, so the recommended
default is 31.
(2) Frequency
The movement frequency of the event, from 1-8. The higher the number, the less of an interval there will be between steps.
[Note]
When using Move Event, the character's animation settings defined in the Event Editor are used, so some commands will
not have any effect if you've chosen "Fixed Direction" or "Non-Continuous"
When multiple move event commands are carried out on the same event in succession, only the most recent one will be
processed. In order to run each of them to their completion, be sure to add a [Proceed with Movement] command directly
afterward each command.
Speed, transparency, animation, direction and graphic changes will persist after the command has been processed.
[Command Summary]
<> Begin Jump Makes the event "jump" into the air.
<> End Jump Moves the event down from a jump.
<> Lock Facing Locks the event in the direction it's facing. (*2)
<> End Face Lock Allows you to change the event's facing again.
<> Phasing Mode ON Allows the event to pass through impassable tiles.
<> Phasing Mode OFF Renders the event subject to impassable tiles.
<> Stop Animation Animation of the event stops.
<> Resume Animation Animation of the event starts again.
<> Increase Transparency Increases the transparency of the event. (*3)
<> Decrease Transparency Decreases the transparency of the event.
<> Switch ON Turns a switch ON. Select it in the window and click OK.
<> Switch OFF Turns a switch OFF. Select it in the window and click OK.
<> Change Graphic Changes the graphic of the event. Select the graphic file and graphic to use, and click OK.
(*4)
<> Play Sound Effect Plays a sound effect. Select the sound, volume, tempo and balance, and click OK.
*1 All events have a built in "Move Speed Down". The hero moves at normal speed, and there are 6 stages; 1/8 normal, 1/4
normal, half normal, normal, twice normal, and four times normal.
*2 When the event graphic is changed, the facing lock will be retained.
*3 There are 7 stages of transparency. It is not possible to make the event completely transparent using these commands.
*4 The hero, vehicle and event graphics will remain after the change.
[Function]
All Move Event commands immediately before this command are executed together.
[Options]
There are no options for this command.
[Note]
This command only ends if the Move Event command also ends, so the game may freeze if the Move Event cannot be
completed. Just check the [Ignore Impossible Moves] box in the Move Event command to prevent this.
If the Move Event is assigned to the Player, and is set to Repeat, the game will freeze.
[Function]
The currently running movement is stopped.
[Options]
There are no options for this command.
Wait
[Function]
Prevents player control for a specified period of time. Used for situations where you want an event to finish moving, or
manipulate a picture sequence, before the player regains control.
[Options]
There are two methods to select the wait time. Select one using the radio buttons.
-> [Wait for (X) tenths of a second] Input a time, in 1/10s of a second, to wait for.
-> [Wait Until Key is Pressed] Halts movement until the player presses a key.
[Note]
Using this command can achieve the same effect as [Proceed with Movement].
Play BGM
[Function]
Stops the currently playing BGM and starts playing a new one.
[Options]
Select the audio file to play from the list on the left, then click OK.
You can listen to the highlighted BGM by clicking [Play]. To stop it, click [Stop]
[Fade-in Time] Allows the BGM to be faded in at an interval of up to 10 seconds. If "None" is selected, the BGM will begin
playing immediately.
[Volume] Choose the volume to play the BGM at, from 0%-100%.
[Tempo] Choose the speed of playback, from 50% to 150%. At 100% it will play at normal speed, at 50% it will play at half
speed, and 150% will play at 1.5 times the normal speed.
[Balance] Determines the left and right balance of the playback through the speakers. If the slider is centered, the BGM will
play through the left and right speakers at the same volume.
[Note]
If the currently playing BGM is selected, this command will do nothing.
Fade BGM
[Function]
Gradually reduces the volume of the currently playing BGM to 0% (Fades it out).
[Options]
[Fade Out Time] The amount of time taken to fade out the BGM, from 0 to 20 seconds. Choose the time by dragging the
slider.
[Note]
Fading out the BGM does not stop it playing.
Memorize BGM
[Function]
Memorizes the BGM currently being played, for recall using the Play Memorized BGM command.
[Options]
There are no options for this command.
[Note]
Only one BGM can be memorized at a time. Memorizing another BGM overwrites the previously Memorized one.
[Function]
Plays the BGM last referenced in a [Memorize BGM] command.
[Options]
There are no options for this command.
[Note]
If the memorized BGM is the same as the BGM that is currently playing, nothing changes. If no BGM is memorized, then
the music stops.
[Function]
Plays back a sound effect.
[Options]
Click the name of the sound effect to be played from the list on the left to select it, the click OK.
Playback of the audio file can be adjusted when you select it. Click [Play] to listen to the sound with the selected settings,
and [Stop] to stop playback.
[Volume] Choose the volume to play the BGM at, from 0%-100%.
[Tempo] Choose the speed of playback, from 50% to 150%. At 100% it will play at normal speed, at 50% it will play at half
speed, and 150% will play at 1.5 times the normal speed.
[Balance] Determines the left and right balance of the playback through the speakers. If the slider is centered, the BGM will
play through the left and right speakers at the same volume.
[Note]
This command allows you to play a sound effect several times in a row.
Play Movie
[Function]
Plays back an AVI or MPG file.
[Options]
[Movie File] Select the movie file to play back. Click the [...] to open the Select Movie File window.
[Resolution] Specifies the resolution to show the movie at. X axis ranges from 1-320 pixels, and Y axis ranges from 1-240
pixels.
[Coordinates of Upper-Left Pixel] Determines where the top left pixel of the movie is shown. The two method choices are
detailed below.
-> Specific Coordinates : An absolute X and Y value is chosen. X axis ranges from 0-320, and Y axis ranges from 0-240.
-> Variable Reference : Gets the X and Y values from variables. Click the [...] button to bring up the Variable Selection
window.
[Function]
Stores the numerical value of a key pressed by the player to a variable.
It is possible to wait for presses of only a certain key.
[Options]
The keys that can be checked for and their corresponding number codes are as follows.
1 Down Arrow Key, J, 2 on NumPad (When the "Number Keys" option has not been checked)
2 Left Arrow Key, H, 4 on NumPad (When the "Number Keys" option has not been checked)
3 Right Arrow Key, L, 6 on NumPad (When the "Number Keys" option has not been checked)
4 Up Arrow Key, K, 8 on NumPad (When the "Number Keys" option has not been checked)
5 Enter, Space, Z
6 Esc, X, C, V, B, N
7 Shift
10 0, 0 on NumPad (When the "Number Keys" option is checked)
11 1, 1 on NumPad (When the "Number Keys" option is checked)
12 2, 2 on NumPad (When the "Number Keys" option is checked)
13 3, 3 on NumPad (When the "Number Keys" option is checked)
14 4, 4 on NumPad (When the "Number Keys" option is checked)
15 5, 5 on NumPad (When the "Number Keys" option is checked)
16 6, 6 on NumPad (When the "Number Keys" option is checked)
17 7, 7 on NumPad (When the "Number Keys" option is checked)
18 8, 8 on NumPad (When the "Number Keys" option is checked)
19 9, 9 on NumPad (When the "Number Keys" option is checked)
20 +, + on NumPad
21 - - on NumPad
22 *, * on NumPad
23 /, / on NumPad
24 . on NumPad
[Store Key Code in] specifies the variable to store the number value of the pressed key in. Click the [...] button to bring up
the Variable Selection window.
[Store Amount of Time it Takes to Press Key] will store the amount of time the player took to press a key in units of 0.1
seconds in the specified variable. Click the [...] button to bring up the Variable Selection window.
[Keys to Process] specifies which keys will be stored when pressed. If there is no check in the box for a key, no processing
can be done when it is pressed.
[Wait Until Key Pressed] will halt event processing until one of the keys is pressed. This option is selected by default.
[Function]
Changes the tileset used on the current map.
[Options]
Select the new tileset to use from the pull down list.
[Note]
Only the tile graphics are changed. The tile ID relationship is retained.
The change is only applicable to the current map. When the hero teleports to a new place, the tiles are reset.
[Function]
Changes the parallax background image shown on the map.
[Options]
[Graphic] The parallax background that will be shown. You can select it by clicking the [Set] button and then clicking OK.
When [Horizontal Scrolling] or [Vertical Scrolling] are checked and the hero moves, the parallax will scroll in the opposite
direction at half the hero's walking speed.
When [Autoscroll] is checked, the parallax will scroll even then the hero is standing still. The scroll speed ranges from -8 to
8. When the number is negative, the scroll goes in the opposite direction.
[Note]
Even if there is no parallax background set in map properties, this command can be used to set one.
The background change is applicable to the current map only. When the hero moves to a new one, the original background
is restored.
[Function]
Modifies the number of steps required to initiate a battle on the map.
[Options]
[Note]
The encounter rate change is applicable to the current map only. When the hero leaves the map, the standard encounter
rate for the new map is applied.
Tile Substitution
[Function]
Replaces a certain tile on the map with a new one.
[Options]
[Original Tile] and [Substituted Tile] Click the [Set] button to choose a new tile for either of these, then click OK.
[Note]
This command will replace all occurrences of the selected original tile with the new one. If you're trying to achieve and
effect like a door or chest opening, use an event with a condition.
The tile change is only applicable to the current map. When the hero teleports somewhere else, all tiles will be changed
back to their original.
[Function]
Adds or removes possible targets that can be selected from when using a teleport skill.
Only one teleport position will be used for each map or area.
[Options]
1. Choose the [Add Teleport Target] operation from the radio buttons.
4. You can change the map zoom for the map by clicking on the 1/1, 1/2 or 1/4 buttons.
5. You can also turn a switch ON after teleporting. Click the [...] button to bring up the Switch Selection window.
1. Choose the [Remove Teleport Target] operation from the radio buttons.
3. Select the map/area to delete the teleport target from in the list on the left by clicking on it (There is no need to specify a
position).
[Note]
If a new teleport target is added for a map that already has one, the old one will be deleted.
It is possible to create multiple teleport locations on one map by adding them in areas instead of the map itself. It is advised
that you place the location inside the area.
When a teleport target is set for a map/area, it will appear on the list of places when using a teleport skill.
Allow/Disallow Teleporting
[Function]
Allow the player to use teleport skills, or stops them from being used.
[Options]
[Note]
This setting is only applicable to the current map. When the hero leaves the map, the setting will return to normal.
Set Escape Target
[Function]
Sets the position to move to when using an Escape skill.
[Options]
2. Click the map/area to create an escape position in from the list on the left.
3. Click the position on the map to escape to and click OK. You can change the map zoom to 1/1, 1/2 and 1/4 using the
buttons under the map view.
4. If [Turn Switch ON After Escaping] is checked, the selected switch will be turned on after the skill is used. Click the [...]
button to bring up the Switch Selection window.
[Note]
There can only be one escape position set at any one time. If a new escape position is set, the old one is deleted.
Escaping is identical to teleporting, and they both function the same way. You can distinguish between each by having
them used in different situations.
For example, if the hero uses a teleport skill in a dungeon, he can return to a previously visited area. If he uses an escape
skill, you could have him return to the beginning of the dungeon to try again.
Allow/Disallow Escaping
[Function]
Either allows the hero to use escape skills, or prohibits him from doing so.
[Options]
[Note]
This setting only applies to the current map. When the hero teleports to a new one, the escape settings are reset.
Image Specifications
Standard Tileset Details
Standard System Graphic Information
Battle Algorithms
Special Symbols Summary
Error Message Troubleshooting
[Function]
Calls the save menu, allowing the player to save their game.
This command can allow you to set certain saving points on a map with normal saving set to forbidden.
[Options]
There are no options for this command.
Allow/Disallow Saving
[Function]
Either allows the hero to save or prohibits him from doing so.
[Options]
[Note]
This setting is only applicable to the current map. When the hero leaves, save settings will return to normal.
Open Main Menu
[Function]
Opens the menu screen.
[Options]
There are no options for this command.
[Note]
While the menu is open, event processing will stop. When the player exits the menu, the event will continue from the next
command.
[Function]
Allows the player to open the menu, or prohibits them from doing so.
[Options]
[Note]
When the menu is disallowed, it must be allowed again before the player can open it again.
Conditional Branch
[Function]
Create a forked event for one or more divergent conditions.
[Options]
The condition options are listed below, and are divided over two tabs.
When [Execute Custom Handler if Condition Not Met] is checked, a new case will be added for when the condition
specified is not true.
-> Switch
Tests to see if the selected switch is [ON] or [OFF]. To change the switch, click the [...] button to bring up the Switch
Selection window.
-> Variable
Tests a variable for a certain value condition. The options are the variable (A), the value to test for (B), and the comparison
method (C). For example, if the desired condition is "Value in variable 0001 is greater than 5" A should be set to 0001, B set
to 5 and C set to "Greater than".
(A) Variable:
Click the [...] button to bring up the Variable Selection window.
-> Timer 1
Tests the amount of time remaining on timer 1. Minutes are input in the first box, seconds in the second, and in the third you
can choose between "or more" and "or less".
-> Timer 2
Tests the amount of time remaining on timer 2. Minutes are input in the first box, seconds in the second, and in the third you
can choose between "or more" and "or less".
-> Money is
Tests the amount of money held by the party. In the first box choose from "at least" or "less than" and input the value to test
for in the second box.
-> Item
Tests whether the party possesses or does not possess a certain item. The condition is selected in the first box, and the item
in the second.
-> Hero
Tests a condition based on one of the heroes. Click the [...] button to bring up the Hero Options window.
The options are as below.
Label
[Function]
Sets a marker in an event that can be returned to.
To go to a label after it's been set, use "Jump to Label".
[Options]
[Note]
When the same label number is used more than once in an event, it will jump to the one highest up in the commands list.
Jump to Label
[Function]
Instead of running the next command, the Event jumps down (or up) to the Label specified in the setting of this command.
[Options]
[Label] Input the number of the label that will be jumped to.
[Note]
The referenced label must exist in the same event page as this command.
When the selected label does not exist, this command does nothing.
Loop
[Function]
The Event commands within the loop are constantly repeated.
[Options]
There are no options for this command.
The lines where you can place Event commands to be looped are defined in the event page.
Until a Break out of Loop command is used, the loop will continue to run.
[Function]
Commands bring processed inside a loop are halted, moving onto the next event command.
[Options]
There are no options for this command.
[Note]
When this event command is used outside a loop, it halts event processing.
[Function]
Halts execution of the event the command is in.
[Options]
There are no options for this command.
Erase Event
[Function]
Removes the event that executes this command.
[Options]
There are no options for this command.
[Note]
The event will only disappear while the hero is still on the map. When he moves to a different one, the event will come
back.
Call Event
[Function]
Processes another event or common event.
When the specified event finishes processing, the one that called it will continue from the next command.
[Options]
Insert Comment
[Function]
Allows a comment to be inserted in an event. Comments are shown in green.
[Options]
[Note]
Comments make it easier to remember what a certain event in your game does, especially in complicated sections of code.
Game Over
[Function]
Ends the game and displays the game over screen. Press a key to return to the title.
[Options]
There are no options for this command.
[Function]
Ends the game and goes back to the title screen.
[Options]
There are no options for this command.
Change Monster HP
[Function]
Increases/decreases the HP of one enemy.
[Options]
[HP Reduction can Kill Target] Only applicable to HP decreases. If this is checked, the enemy will be killed if its HP
reaches 0 through this command. Otherwise, its HP will never go below 1.
Change Monster MP
[Function]
Increases/decreases the MP of one enemy.
[Options]
[Function]
Change the condition of one enemy.
[Options]
[Monster] The monster to change the condition of.
[Function]
Shows an enemy that was set to [Invisible] at the beginning of the battle.
[Options]
[Monster to Show] Select the monster in the party that you want to show from the pull down list.
[Note]
If the selected monster was not invisible in the first place, this command does nothing.
[Function]
Modify the background used in battle.
[Options]
Choose the background to use from the list on the left. A preview of it will be shown in the box on the right.
[Function]
Shows a battle animation in battle.
[Options]
[Battle Animation] The animation that will be shown. Select it from the pull down list.
[Target] The monster/monsters that the animation will be played over. Can select all enemies, or one of the monsters in the
group.
[Halt other Processes] Event processing will be stopped until the animation finishes.
[Function]
Create a forked event for one or more divergent conditions.
[Options]
The condition options are listed below.
-> Switch
Tests to see if the selected switch is [ON] or [OFF]. To change the switch, click the [...] button to bring up the Switch
Selection window.
-> Variable
Tests a variable for a certain value condition. The options are the variable (A), the value to test for (B), and the comparison
method (C). For example, if the desired condition is "Value in variable 0001 is greater than 5" A should be set to 0001, B set
to 5 and C set to "Greater than".
(A) Variable:
Click the [...] button to bring up the Variable Selection window.
When [Execute Custom Handler if Condition Not Met] is checked, a new case will be added for when the condition
specified is not true.
End Combat
[Function]
End the battle and return to the map view.
[Options]
There are no options for this command.