Skill Settings
Role of Data
Data that defines the actions an actor takes such as fight or guard during battle as well as magic and special attacks. It is possible to create all kinds of actions by configuring the states when actions can be performed, success, the damage given to the target, etc.
Parameter Details
General Settings
Name
Name of the skill. If the name of a skill is long, it may not be completely displayed on the Play Screen.
Icon
Image which appears together with the skill name during gameplay. You can select any image of your choice in the [Select an Image] window that appears after double-clicking on the icon's image. It is typical to select an image that corresponds to characteristics of the skill.
Description
A description of the skill that appears during gameplay when the cursor is over it.
Skill Type
Specify the Skill Type. [Magic] and [TP Skills] are setup by default, however you can change this in the [Terms] settings. For those settings that were configured to something other than [None], the effects of each [Additional Skill Type] can be used only by those actors and classes given the skill.
MP Cost/TP Cost
The MP (0 to 999) and TP (0 to100) cost when a skill is used. An actor cannot use a skill if they do not have enough MP or TP.
Scope
The scope of the effect of the skill. You must choose one of the following.
- None
- Those skills that have a scope which does not need to be specified.
- 1 Enemy
- One enemy within a group of enemies
- All enemies
- Entire enemy group
- X Random Enemy
- Randomly select number of enemies in a group (X being the number of targets)
- 1 Ally
- One ally within a group of allies
- All Allies
- All allies in a group
- 1 Ally (Dead)
- A specified ally in a group which is dead
- All Allies (Dead)
- All dead allies in a group
- The User
- The user of the skill
Occasion
Select the state when a skill can be used. Select one of the following: [Always] (possible to select both in battle and in the Menu Screen), [Battle Screen] (only selectable during battle), [Menu Screen] (only selectable in the Menu Screen) and [Never].
Invocation
Speed
The value (between -2000 and 2000) added to an actor's Agility when using a skill. Affects the action order during battle, meaning that they can be effects which are small but can be used quickly, big but take time to use.
Success
The rate of success (0 to 100%) when using a skill. The effectiveness of the target affects the actual rate of success.
Repeat
The number of times (1 to 9 times) an effect is applied when used once.
TP Gain
The amount of TP gained after applying an effect to a target after used successfully.
Hit Type
Determines the type of hit. You must choose one of the following.
- Certain Hit
- Treats the successful use of a skill as a hit. Counterattacks, Counter Magic and substitutions are ineffective.
- Physical Attack
- Determines the success based on the user's hit rate and the evasion rate of the target. Counterattacks, and substitutions are applicable.
- Magic Attack
- Determines the success based on magic evasion rate of the target. Counter Magic and substitutions are applicable.
Animations
Animations that appear on the target of the skill used during battle.
Message
Assign a fixed phrase (up to 2 lines) that appears during battle when a skill is used. The "%1" will be replaced with the name of the skill when used. You can input a fixed phrase by pressing either the [casts *!] button, [does *!] button or the [used *!] button.
Required Weapon
Weapon Type 1/Weapon Type 2
The weapon needed as a condition for using a skill. Specify the weapon type in the two lists. If both are set to [None], a skill can be used without any requirements. When selecting two types, a skill can be used when one of either type of weapon is equipped.
Damage
Specify the formula for the type of effect and the amount of effectiveness if a skill damages a target.
- Type
- Effect types related to HP and MP. Select one open from 6 different types. [Damage] decreases, [Recover] increases, and [Drain] transfers (removes a small amount from target and gives to user).
- Element
- The element that is assigned to an effect.
- Formula
- Formula for determining the effectiveness.
Determine the referenced parameter using the strings below when entering a formula directly. Change "x" to "a" when referring to a value of the attacker, and "b" when referring to a value of the target. Entering "a.atk" refers to the attack power of the attacker. Additionally, you can reference the "n" variable's value by entering "v[n]". You can use the 4 basic arithmetic operator (+, -, *, /) symbols when writing your formula.
When you enter "a.atk * 4 - b.def * 2", the value for the effectiveness of a skill will be calculated as "(Attacker's Attack Power x 4) - (Target's Defense x 2)".
Also, since the effectiveness of a skill can change depending on the element and defense actions, these factors will not be included in the formula.x.atk Attack Power x.def Defense x.mat Magic Attack x.mdf Magic Defense x.agi Agility x.luk Luck x.mhp Max HP x.mmp Max MP x.hp Current HP x.mp Current MP x.tp Current TP x.level Level - Variance
- How much the effectiveness of a skill varies (0 to 100%). Raise or lower the calculated effectiveness within the specified percentage. If the effectiveness is 100 and the variance is 20, the effectiveness will be a value between 80 and 120 (100±20).
- Critical Hits
- Specify whether or not an attack can critical or not by selecting [Yes] or [No]. When selecting [Yes], the chance of landing a critical attack will be determined based on the Critical Chance of the user and the Critical Evasion Rate of the target.
Effects
Details of effects aside from damage. These can be set in the [Effects] window that appear when double-clicking in the list. For more information, please refer to the [How to Set Effects] section.
Note
The [Note] section can be used to make notes while making your game.