This changes the way the item break mechanics work entirely.
Only items which are on the first item page can be set to have a chance to crack, and when they do they will turn into the corresponding item in the extended item page (Item ID + 64).
You can just copy/paste an item from the first page to the spot in the extended page to make sure it breaks properly, but this also lets you do things like having special broken icons for items or reduced stats.
Similarly, extended items have a Broken check box, and if this is checked the item can be repaired which will turn it into the corresponding item on the first page (Item ID + 64).
The matching item need not have a chance to break, allowing for the option to have a broken item which can be permanently repaired to a new item.
Also note that the icon for item 64 is used as the 'Remove' icon in the equip screens, so do not use that slot as an item.
Enemies
Name
Click an enemy's name to select that enemy for editing. The currently selected enemy is indicated with a box.
You can also use the arrow keys to change the selected enemy.
You can type to edit the enemy's name.
When using the original data table for enemies, there is no space for additional length in enemy names. If you want to lengthen the name of one enemy, you'll have to shorten another.
The editor will prompt in this situation and prevent you from editing.
Using Extended Monsters relocates the enemy table and removes this restriction.
Up/Down Arrows
Click the up and down arrows to cycle through enemies if there is more than one page.
Only available if monsters have been extended. You can also use Page Up/Down to switch.
Coins
How many coins are given when killed. Click the value and type to edit.
Values 0-65535 are valid.
Display Name
Which name to use for the enemy. Value is the enemy's number + 32. Click the value and type to edit.
Effective Level
Determines the level of the enemy, used for determining exp. Click the value and type to edit.
Attack
Sets the enemy's attack. Click the value and type to edit.
Defense
Sets the enemy's defense. Click the value and type to edit.
Agility
Sets the enemy's agility. Click the value and type to edit.
Move
Sets the enemy's move. Click the value and type to edit.
Note that move above 9 allows movement anywhere.
HP
Sets the enemy's HP. Click the value and type to edit.
MP
Sets the enemy's MP. Click the value and type to edit.
Status
Sets what status effects the enemy starts with. Click the value and type to edit.
Map Sprite
Sets the graphics to use for the enemy on the battle map. Click the value and type to edit.
Battle Sprite
Sets the graphics to use for the enemy for the in battle closeup. Click the value and type to edit.
Battle Palette
Sets the color scheme to use for the battle sprite. Click the value and type to edit.
Portrait
Sets the graphics to use for the enemy when talking. Click the value and type to edit.
Critical
Sets the enemy's critical stat. Click the value and type to edit. Only available if Add Critical Stat is checked.
Add Critical Stat
Adds a critical value to the enemy data. Requires an expanded rom to save.
Extend Monster
Doubles the number of available monster entries. Requires an expanded rom to save.
Spells
Name
Click a spell's name to select that spell for editing. The currently selected spell is indicated with a box. You can also use the Up Arrow
and Down Arrow
keys to change the selected spell.
You can type to edit the spell's name, but spell names are limited to 6 characters.
When using the original data table for spells, there is no space for additional length in spell names. If you want to lengthen the name of one spell, you'll have to shorten another.
The editor will prompt in this situation and prevent you from editing.
Using Extended Spells relocates the spell table and removes this restriction.
Extend Spells
Extends the number of spells from 16 to 32. Note that an expanded rom is required for saving with extended spells. Also increases the amount of space for spell names, allowing for lengthening names without having to shorten others.
Names Offset
The offset in hex at which to store the spell names. Do not change unless you know what you are doing. Only available if Extend Spells is checked.
Data Offset
The offset in hex at which to store the spell names. Do not change unless you know what you are doing. Only available if Extend Spells is checked.
Images Offset
The offset in hex at which to store the spell names. Do not change unless you know what you are doing. Only available if Extend Spells is checked.
Range
The range of the spell. Click and type to edit, or click the ...
button to select from a drop down.
Effect
The effect of the spell. Click and type to edit. Matches to the entry in the effects editor.
MP
The MP required to cast the spell. Click and type to edit.
AI Type
Determines how enemies decide to target the spell when casting. Click and select from the dropdown menu to change.
Icon
Edit the icon for the spell. Click a color at the bottom to select, selected color is displayed at left. Select a size and draw/erase and then click and drag to edit.
The spell icons are also exported with the rest of the graphics for easier external editing.
Battles
🛈 Use the arrow keys to move the view. Click to select/edit and click+drag to move units.
Press z
to change the zoom level, and expand or maximize the window for easier editing.
Battle Number
Indicates the number of the currently selected battle. Click and type to edit, or use either the Plus
and Minus
buttons or the Page Up
and Page Down
keys to change the currently selected battle.
Map
Selects the map to use for the battle. Click and type to edit.
Music
Selects the music to use for the battle. Click and type to edit.
X (Coordinates Plane)
Sets the left side of the region of the map to use for the battle.
The X, Y, W, and H values define a box which restricts the battle to a section of the map which will be indicated with a yellow line if Display Border is checked.
Y (Coordinates Plane)
Sets the top side of the region of the map to use for the battle.
The X, Y, W, and H values define a box which restricts the battle to a section of the map which will be indicated with a yellow line if Display Border is checked.
W
Sets the width of the region of the map to use for the battle.
The X, Y, W, and H values define a box which restricts the battle to a section of the map which will be indicated with a yellow line if Display Border is checked.
H
Sets the height of the region of the map to use for the battle.
The X, Y, W, and H values define a box which restricts the battle to a section of the map which will be indicated with a yellow line if Display Border is checked.
Enemies
Sets the editing mode to enemies. Click an enemy while in this mode to select it for editing, and use the Delete
key to remove the selected enemy.
Terrain
Sets the editing mode to terrain. Click a tile to set the terrain. The current terrain will be shown on each tile, but only if at the default zoom level.
Right click in this mode to copy the terrain from a tile.
AI Region
Sets the editing mode to AI region. Click a tile to set the AI region. The current region will be shown on each tile, but only if at the default zoom level.
The AI regions correspond to the trigger checkboxes in the enemy's behavior.
Right click in this mode to copy the region from a tile.
Force
Sets the editing mode to force members.
This determines where the force members spawn at the start of the battle.
Locations can be moved by clicking and dragging.
Exits
Sets the editing mode to battle exits. Click a tile to set the exit.
This determines where Max can move to leave the battle and where to go upon exiting.
Right click in this mode to copy the exit from a tile.
Enemy
The id of the current enemy. Click and type to edit, or click the ...
button to select from a drop down.
Only available if the mode is set to Enemies and an enemy is selected.
Delete Enemy
Click the red X next to the enemy name to remove the enemy from the battle. Alternatively, press the Delete
key while an enemy is selected.
Only available if the mode is set to Enemies and an enemy is selected.
Items
Selects the three items the enemy has. Click the value and type to edit, or click the ...
button to select from a drop down. Use the equipped checkbox in the drop down, or use values of at least 128 to have the item start equipped. (Advanced Note: if you want to, you can add 64 to the value to have it start broken/cracked)
Only available if the mode is set to Enemies and an enemy is selected.
X/Y (Coordinate Plane)
Specifies the location of the enemy. Click and type to edit. Or click and drag the enemy to move.
Only available if the mode is set to Enemies and an enemy is selected.
# Spawn
Specifies the number of the enemy to spawn. If greater than 1, it will reappear after death. If 0, the enemy will not exist in the battle. Click and type to edit.
Only available if the mode is set to Enemies and an enemy is selected.
Hide Until
If greater than 0, the enemy will not spawn until someone moves into the matching AI region and then the enemy gets a turn.
AI
Opens the AI editor for editing the behavior of the selected enemy.
Only available if the mode is set to Enemies and an enemy is selected.
🛈When an enemy is selected, their AI targets will be drawn as squares on the map with the behavior number in the upper left corner.
'Move To' actions will be in green. 'Path' actions will be in blue, with lines connecting them and the order of the squares in the middle.
You can click and drag to move the target squares without having to go into the AI editor.
Number of Behaviors
Sets the number of behaviors the enemy has. An enemy can have between 0 and 8 behaviors, assigned to the different triggers.
Triggers
Sets the trigger regions for which to use the current behavior, corresponds to the AI regions specified on the map. Only available in the AI editor.
Action
Sets the action to use for the current behavior. Common values: 0 = go to x,y specified by values. 1 = move and attack nearby force members (values generally 255). 2 = follow a programmed path. Only available in the AI editor.
For path actions, an Edit Path button will be available to set the coordinates.
Values
Sets the arguments used by the action. Often used as an x,y target. Only available in the AI editor.
Add Enemy
Adds a new enemy to the battle. Note that the game will only process a limited number of enemies and adding will not be allowed past 20.
Attempts to add the enemy as close to the center of the view as possible.
Only available if the mode is set to Enemies.
Terrain
Selects the terrain type to place on the map. Only available if the mode is set to Terrain.
Region
Selects the AI region to place on the map. Only available if the mode is set to AI Regions.
Entrance
Selects the battle entrance to use for editing. A battle can have more than one set of locations for the force members depending on where the battle is initiated from.
Only available if the mode is set to Force.
Members
Sets the number of force members to include in the battle.
Only available if the mode is set to Force.
Set
Selects the battle exit set to use for editing. A battle can have more than one set of exits depending on the map, but many battles have only 1 set.
Only available if the mode is set to Exits.
Exit
Selects the battle exit place on the map.
Only available if the mode is set to Exits.
View Script
The actual map to go to upon exiting and other factors are all handled in code unfortunately and must be changed via the scripting editors.
Clicking this button will attempt to find the code corresponding to the selected exit and link there.
Only available if the mode is set to Exits.
Zoom
Click the magnifying glass to cycle through zoom levels for the map. Note that values displayed on each tile will not be visible on some higher zoom levels.
Also accessible via z
Display Border
Draws a yellow border around the region of the map being used for the battle, as defined by the X, Y, W, and H values.
Display Grid
Draws a grid around the tiles, making it easier to see where each tile is.
Font
Letters
Click a letter to select that letter for editing. The currently selected letter is indicated with a box.
You can also use the arrow keys to change the currently selected letter.
Icons
Edit the icon for the letter. Select a size and draw/erase and then click and drag to edit.
Plus/Minus (+/-)
Adjusts the width of the character. Changes how close together to draw the next character, can be seen in the preview at the top.
Character Width
If checked, displays the width of the characters as a red line. Used to determine where to start the next character. Can be adjusted using the Plus
and Minus
keys.
Shops
Name
Click a shop number to select that shop for editing. The currently selected shop is indicated with a box. The town the shop can be found in is displayed at the left for reference, but this can be out of date if the shop owner is changed via map editing.
You can also use the Up Arrow
and Down Arrow
keys to change the currently selected shop.
Items
Selects the items the shop sells. Click the value and type to edit, or click the ...
button to select from a drop down.
Plus/Minus (+/-)
Adds or removes items from the current shop. Note that adding items will require an expanded rom to save.
Shop Type
Selects whether the shop is a weapon or item shop.
Maps
Sprites
Set
Use the Plus
and Minus
keys or click and type to select a set for editing sprites. Note that these numbers do not match up with the map editor directly, but when 'View Sprites' is chosen in the main map editor it will attempt to show the appropriate sprite set.
X/Y (Coordinate Plane)
The position of the sprite on the map. Click and type to edit.
Dir/Anim
The direction the sprite faces and the animation to use. Click and type to edit.
GFX
The graphics used for the sprite. Click and type to edit.
Movement
The sprite's movement type. Click and type to edit.
Dialogue
The dialogue the sprite uses when talked to. Click and type to edit.
Chests
Chapter
Click a chapter number to select a group of chests to edit. The currently selected chapter is indicated with a box.
You can also use the arrow keys to change the currently selected chapter.
Map
The area the chest exists in. Note that these numbers do not match up with the map editor...
X/Y (Coordinate Plane)
The X/Y position of the chest.
Item
The item found in the chest. 63 = empty.
Maps
Controls
Arrow keys move the visible area of the map. Use the Plus
and Minus
keys to change maps.
Home
or End
and Page Up
or Page Down
change the graphics sets being used. Left click to place a tile, or right click to copy one.
Press z
to change the zoom level, and expand or maximize the window for easier editing.
Map
Use the Plus
and Minus
buttons or keys or click and type to select a map for editing.
Tilesets
Selects the set of tiles to use for the map. In general you probably won't need to change these unless you totally remake a map using different tiles. Use the Plus
and Minus
or click and type to edit.
Graphics
Changes the graphics used to display the map. Note that this doesn't change anything in game. You just have to change these to get the map to look right in the editor. Use the Plus
and Minus
or click and type to edit. Alternatively use Home
or End
, or Page Up
or Page Down
.
Current Tile
The current tile to place on the map. Click and type, use the Plus
and Minus
, or click the ...
button for a visual selector. Also can right click on the map to copy a tile.
Current Event
The event to place on the map. Click and type or use the Plus
and Minus
keys. Also can right click on the map to copy a tile. Only available if Display Events is checked.
Walkable
Sets if the tile to be placed can be walked on. Only available if Upper Level is not checked.
Roof Group
Sets the roof group of the tile to be placed. When you walk under a roof tile, all tiles of the same group are hidden. Use group 0 to clear upper tiles. Only available if Upper Level is checked.
Display Tile #
If checked, the tile number will be displayed in the upper left of each tile.
Display Grid
If checked, a grid will be drawn to show the boundaries between tiles.
Display Walkable
If checked, an X will be shown in the middle of tiles that cannot be walked through.
Upper Level
If checked, the upper level will be displayed, and editing will be done on that level.
Display Roof Group
If checked, the roof group number will be shown in the middle of all upper level tiles.
Display Event
If checked, the event number will be displayed in the middle left of each tile, and it will switch to event editing mode.
Display Sprites
If checked, the selected sprite set will be displayed on the map and editable.
Music
Sets the music to be played on this map. Click and type to edit.
Zoom
Click the magnifying glass to cycle through zoom levels for the map. Note that values displayed on each tile will not be visible on higher zoom levels.
Classes
Name
Click a class or enemy's name to select enemy for editing. The currently selected item is indicated with a box.
You can type to edit the class's name. Use the icons on the left to switch between classes and enemies.
Resistances
Adjusts the resistance or weakness to each of the different spells. Use the checkboxes to select a resistance level.
Movement Type
Sets the movement type for the class. Click and select from the dropdown.
Action Type
Adjusts how the AI controls the enemy. Click and select from the dropdown.
Action Chance
Sets the chance the enemy will use their action AI rather than a normal attack on their turn. Click and select from the dropdown.
Unarmed Range
Sets the ranges of an attack with no weapon equipped. Click and type to edit, or click the ...
to select from a dropdown.
Unarmed Attack
The effect to use for an unarmed attack. Click and type to edit.
Regenerate
If checked, the enemy/class regenerates every turn.
Special Attack
Sets the special attack the enemy can use. Click and select from the dropdown.
Special Check
Sets the chance the enemy will use their special attack on their turn. Click and select from the dropdown.
AI Target Priority
Sets a number to add to the targeting priority for that class. The higher the value, the more likely they will be targeted by an enemy.
Double Attacks
Sets the base chance for the character to perform a double attack.
Default - Uses 7% or the value set in the mechanics editor.
Never - Can never land a double attack.
High - Double attacks 39% of the time.
Level Bonus - Double attacks 7 + 2/3 Level % of the time.
Only available if Fix Class Double Setting is enable in the mechanics section.
Tiles
Note
The higher tile numbers will look garbled on the default settings. Use Home
or End
, and Page Up
or Page Down
to adjust how the tiles are drawn.
Name
Use the Plus
and Minus
or click and type to select a tile for editing.
Subtiles
Each tile is made up of 9 sub tiles. Click and type to change each of the tiles.
Palette
Sets the colors used by each subtile. Note that this will not be reflected in the editor. Click and type to edit.
Above Sprites
If checked, the subtile will be drawn above sprites, allowing them to walk underneath.
Flip X/Y
Flips the subtiles horizontally and/or vertically.
Mechanics
Poison
The damage done by poison. Interpretted as a percent of max HP if percent damage is checked. Click and type to edit.
Fixed Damage
If checked, poison damage is a fixed number.
Percent Damage
If checked, poison damage is a percent of max HP.
Routine Offset
The offset in hex at which to place the routine for percent damage poison. Don't change unless you know what you are doing! Only available if Percent Damage is checked.
Base Damage
The base damage done by all attacks/spells. Damage is calculated as (ATTACK STRENGTH) * (BASE + random(0 to SPREAD))%
Spread
The spread of damage by all attacks/spells. Damage is calculated as (ATTACK STRENGTH) * (BASE + random(0 to SPREAD))%
Crit Mult
The amount to multiply damage by for a critical.
Three Digit Stats
If checked, the battle status screen will be modified to display three digits for stats.
Extend Status Screen
If checked, the battle status screen will be modified to display the critical stat and the level of enemies.
Stat Cap to 127
If checked, stats will max out at 127 instead of 99.
Fix Double Class Setting
If checked, a dropdown will be added to the class editor for selecting the frequency of double attacks. In order to mimic the default behavior, Max / Hanzou should be set to 'Level Bonus'
Double Chance
Percent chance of getting a double attack.
Triple+ Attacks
If checked, can attack any number of times as long as the percent chance keeps succeeding.
Multi Falloff
Sets the amount to reduce the chance by for each attack after the second. For example, if the double chance is 7 and the falloff is 2 there is a 7% chance of a double attack and then a 5% chance of having a triple attack after that and a 3% chance of a quadruple, etc.
Only available if Triple+ attacks is checked.
Item Break Chance
Percent chance of a breakable item cracking after being used.
No Reviving
If checked, characters will not be able to be revived by the priest.
Unpromoted
Sets the highest level an unpromoted character can reach.
To Promote
Sets the minimum level for a character to promote.
Promoted
The Maximum Level sets the highest level a promoted character can reach. The Minimum Level sets the number of levels to add to determine the total level after promotion.
Add MP Increase Effect
If checked, extends the effect used by the stat increasing items to include a max MP increase.
To complete the set up, you will have to go to the text editor and click Assign Messages. Then for the Max MP Increase message you can enter a message number to use and edit it manually through the text editor, or just click Default Message.
Then to use, you'll need to set up an effect in the effect editor, the new option will show in the dropdown.
Add New Effects
If checked, extends the effect routines to include an MP Refill and a distributed damage attack.
To complete the set up, you will have to go to the text editor and click Assign Messages. Then for the Max Refill Increase message you can enter a message number to use and edit it manually through the text editor, or just click Default Message.
Then to use, you'll need to set up an effect in the effect editor, the new options will show in the dropdown.
Jogurt Levels
If checked, modifies the last character slot to level normally instead of using the special routines for Jogurt.
Fix Land Effect
If checked, applies a fix which allows the defense bonus for land effect to be applied properly. The original game had a bug causing the bonus to be based off of the wrong enemy.
Automatic Item Passing
If checked, when opening a chest in town an item will be passed to the first character with an empty item slot.
In Battle
If checked, when opening a chest in battle an item will be passed to the first character with an empty item slot.
EXP Overflow
If checked, when gaining a level extra experience past 100 is retained.
Add Armor Type
If checked, adds a new type of equipment 'Armor' to the game. This will add a new 'Armor' checkbox in the item editor to make an item Armor and a third equip menu will show in game to equip it.
Smart Heal AI
If checked, when casting a heal spell only the lowest level which heals the missing HP will be cast.
Heal EXP Percent
Set the base healing EXP multiplier. By default healing experience is 20% of the percentage of max health that was healed.
So a full heal would grant about 20 exp.
Heal EXP Min
Set the minimum EXP for healing.
Effects
Effect
Effects are viewed in groups of 30. Click the effect on the left to change which is active. The current effect is indicated with a box.
You can also use the up/down keys to change effects.
Up/Down Arrows
Click the up and down arrows to cycle through pages of effects.
You can also use Page Up/Down to switch.
Action
Selects what type of action to apply when using the effect and what options are available below.
Type
The type of the effect. Effects how the character animates when using the effect.
Strength
Damage dealt or healed by the effect. Click and type to edit. (255 = full heal for healing)
Resistance
The 'element' of the damage dealt. Determines which resistances to apply for increasing or decreasing the damage.
Animation
The animation used for the effect. Click and type to edit.
Only available if the type is Spell or Attack+Spell
Crit
Percentage chance of critical.
Status Effect
Status effect to cause.
Can Fail
Determines whether a status effect can fail, used for negative statuses.
Text
Text to display when effect is used. Click and type to edit. (255 = default)
Stat
Stat to increase for max stat up effects.
Used By
Attempts to show everything that currently makes use of the effect. Does not show all of the Effect 0 uses, because there are a lot of default values of 0.
Ranges
Range
Ranges are viewed in groups of 30. Click the range on the left to change which is active. The current range is indicated with a box.
You can also use the up/down keys to change ranges.
Up/Down Arrows
Click the up and down arrows to cycle through pages of effects.
You can also use Page Up/Down to switch.
Plus/Minus (+/-)
Adds a new range, or deletes the last range.
Min
The minimum distance for the range. Click and type to edit.
Squares closer than this distance will not be targetable (like for arrows).
Max
The maximum distance for the range.
Shape
The shape of the targetable area. Changes which squares are available to target.
For example, the plus shape only allows squares directly horizontal or vertical to be targetted.
Only available if Advanced Ranges is checked.
Area
The area for the range. Changes which squares around the chosen target are hit.
If Advanced Areas (requires advanced ranges) is checked, there will be extra options.
Group
Selects which types of units are valid targets.
Routine
Selects the action used for the routine. Mostly used only for a couple special cases (Egress, Laser Eye). Many of the options don't seem to work or be used.
Show Preview
If checked, show a graphical preview of the range and area below.
Show Uses
If checked, show what uses the range below.
Maximum Range
The maximum distance the game will process. Must be increased for larger ranges and areas, higher values can cause slowdown though.
Advanced Ranges
Changes the area system to allow for different range shapes.
Advanced Areas
Changes the area system to allow for different area shapes. Only available if Advanced Ranges is checked.
Preview
If show preview is checked, show a graphical preview of the range and area and the chosen group.
Used By
If show uses is checked, attempts to show all uses of the range. Some will not be shown because they are used as default values in a lot of places.
Palettes
🛈
Click on a color to open the color selector. Note that the Genesis has limited color resolution compared to the values used by the computer, so colors may not translate perfectly but the editor will attempt to convert the color to the closest match upon closing the color dialog.
Some colors are fixed/special and may not have any apparent effect when edited or may change parts of the UI. This is true of many blacks and whites at the beginning of palettes.
Also for many graphics, the first color entry is the transparent color, and changing this color will have no visible effect.
⚠ Some palettes are used for more than one purpose in game. Changing colors may have unintended side effects!
Text
🛈 Click decompress text to load the text from game. Use Plus
or Minus
keys, or the Page Up
or Page Down
keys to flip through the available text. Click and type to edit and Left Arrow
and Right Arrow
keys move the cursor.
Exporting will create a text file which can be edited and then reimported, though take care to keep the line breaks the same and to note that most special characters aren't supported by the game.
Line Number
The current line number is displayed in the lower left. Click and type to edit and jump to a line.
Search
Click the magnifying glass to open the search box. Type the text to search for and then press Enter to cycle through the results.
Special Commands
First position the curson within the text where you would like to insert a command. Then click the [...]
button to open the commands dialog.
Clicking one of the items will insert it within the current line of text.
Assign Messages
Opens the Assign Messages sub-editor for assigning message numbers to various new text needed by editor features.
Message #
Selects the text to use for the message, corresponding to the line number in the text editor. Click and type to edit.
Default Message
Clicking will fill the selected text line with the default text for the new message, and jump to it for viewing.
Make sure the chosen number is not in use already before clicking this!
Graphics
🛈 Click decompress gfx to load the graphics from game (usually done automatically). Click a color on the palette at the top to select. Use the buttons to the left of the image to select pencil/eraser and the brush size.
Exporting will create a folder called GFX with bmp files that can be edited and reimported. Note that you must stick to the colors used by that sprites palette, any other colors will be matched to the closest color.
Category
Use the icons along the left side to select a set of graphics for editing.
Sprite
Click and edit or use the Plus
or Minus
buttons to select a sprite for editing.
Frame
For sprites that have multiple frames, click and edit or use the Plus
or Minus
buttons to select a frame for editing.
Palette
For sprites that have multiple palette, click and edit or use the Plus
or Minus
buttons to select a palette for displaying the sprite.
Some graphics will also allow palette editing from this screen, right click the color to edit.
Add Sprite
Some graphics will allow new entries to be added, click this to add a new graphic of the current type.
⚠For graphics like battle sprites which have multiple frames, make sure to also add enough frames as the game will crash usually if it tries to load a frame that doesn't exist.
Remove Sprite
If you've added additional graphics to this type, click to delete the last one.
Add Frame
Add a new frame to graphics type with multiple frames. Frames can be used in the Animation Editor.
Remove Frame
Deletes the last frame of a graphics type with multiple frames.
Add Palette
Add a new palette to graphics type with multiple palettes. Can be used in the corresponding data, character/monster editor etc.
Remove Palette
Deletes the last palette of a graphics type with multiple palettes.
Animation
Animation
Click and edit or use the Plus
or Minus
buttons to select an animation for editing.
Frame
Click and edit or use the Plus
or Minus
buttons to select a frame of the current animation for editing.
Character
Click and edit or use the Plus
or Minus
buttons to select a character for viewing.
Only used for previewing the animation, does not effect anything in game.
Weapon
Click and edit or use the Plus
or Minus
buttons to select a character for viewing.
Only used for previewing the animation, does not effect anything in game.
# of Frames
Sets the total number of frames in the current animation. Click and type to edit.
Effect
Sets a special animation effect to play along with the current animation, -1 for none (default).
Weapon Section
Graphic
Sets the frame of the weapon graphic to display. Click and type to edit.
X/Y
Positions the weapon graphic on the screen. Click and type to edit.
X/Y Flip
If checked, flips the weapon graphic horizontally or vertically.
Scripting
🛈 Click and drag on empty space to move the view. Click to select/edit and click+drag to move nodes.
The triangular 'Start' node indicates the beginning of the script. The code will follow the graph along the lines of connected nodes, generally just from left to right.
A square node just performs an action and moves onto the next node, there will be one line from the left in and one line from the right out in a straight horizontal line.
A diamond node represents a check/choice. This type of node will have one line in on the left, but two (or maybe more) out on the right; one continuing on the same line and the rest moving down to lower lines. Each will be labeled with the type of result (Equal, Not equal, etc)
The circular 'End' nodes indicate the script should finish here. Any node which isn't connected on the right will automatically get an 'End' attached when saving.
The selected node and its outputs will be highlighted in blue. Right clicking or double clicking a node will open it for editing options.
With a node selected, press the left/right keys to move along connected nodes. If a node has multiple outs, use up/down to follow the other branch.
A selected node will show a blue square on the right side, click and dragging from this point will allow it to be reconnected to another node.
Press z
to change the zoom level, and expand or maximize the window for easier editing.
Script
Click and edit or use the Plus
or Minus
buttons to select an script for editing.
Script Set
Click and edit or use the Plus
or Minus
buttons to select an script set for editing.
Each script set handles a completely different set of tasks with different types of nodes available.
Currently the sets are: 0 - Dialogue/NPC Interaction, 1 - End of Battle, 2 - Battle Exits
Actions
A list of available action nodes. Click and drag to add a new node of that type, or double click to add to the middle of the screen.
The ?
button will give an explanation of that node if available.
The node will need to be connected from the left before it can be reached.
Checks
A list of available check/choice nodes. Click and drag to add a new node of that type, or double click to add to the middle of the screen.
The ?
button will give an explanation of that node if available.
The node will need to be connected from the left before it can be reached, and connected on the right to as many nodes as there are outcomes (almost always just 2, except in battle exits).
Add End
Creates a cirular 'End' note in the center of the editing area.
Not usually necessary, since ends are added automatically when saving.
Fill Ends
Creates a cirular 'End' note connected to the right of every node that isn't an end and doesn't have a connection to the right.
Not usually necessary, since this is done automatically when saving, but can be useful for seeing while in the middle of editing if you don't want to save yet.
Previous Node
With a node selected, moves back to the node connected to the left.
Same as pressing up/left on the keyboard.
Follow Branch
With a node selected that has more than one output to the right, moves to the lower node.
Same as pressing down on the keyboard.
Search
Brings up a dialog which allows you to search for any node which displays a particular message.
Clear All
Removes all nodes from the current script except for the start. Only use this if you know what you are doing and are totally rebuilding a section!
Disconnect
When editing a node, removes all connections to and from the selected node.
⚠Be careful when disconnecting nodes either this way or by dragging new connections. Any unreachable nodes that don't have a connection from the left will be lost when saving.
Remove
When editing a node, deletes the selected node.
Make sure to reconnect the adjacent nodes if deleted from the middle of a line.
Also accessible via the Delete
key.