Update: Ver. 1.13.0 (Major Update)

New and Improved Features

Battle-Related Features

Additional Abilities when Equipped

[Database]

  • The following options have been added to “Item” abilities > “Weapon/Armor”.
    • “Ability When Equipped: Skills” ability that allows the cast to use certain skills while equipped.
    • “Ability When Equipped: States” ability to grant specific states to the cast while equipped.

Usage of “Tags” to Set the Effect Target Range

[Database]

  • Added the ability to specify “tags” in the “Items”, “Skills”, and “State Definition” menus to target a “state/attribute”.

    Example: In the State Definition, add the tag “#KO” for “states” that cause inability to act, such as “Sleep”, “Paralysis”, and so on.

    Then, by creating a skill with the “State Recovery (Tag)” ability set to “#KO“, you can create a skill that can recover from multiple states at once.

Skill Reflection

[Database]

  • “Reflection Rate”, which allows skills to reflect, has been implemented in the “State Definition” ability > “Battles”.
    • If more than one cast successfully reflects, each will execute the reflected skill against the attacker.
    • The destination of the reflection can be randomly selected from the attacker cast or from the attacker’s group.
    • Reflective/non-reflective skills can be specified by tags.

      Example: If you do not want to reflect only skills with only Effect on Allies set and with #tagA, you can state as follows (#allycast is a system tag for “Effect on Allies only” skills):

      -#allycast -#tagA
  • In Casts > Battle tab > Treat as Enemy in Encounters, if the enemy AI is set to “Intelligent” or “Cunning” and the following conditions are met, the skill use will be abandoned, or the skill target will be changed.
    • Skill target is all of them and someone is in [Reflection] state.
    • Skill target is a single person, but everyone is in [Reflection] state.
    • When the skill target is a single person, if someone is in [Reflection] state, he/she is not a candidate for the target.

[Game Definition]

  • Added a field in “System Resources” to set the effect of a successful reflection.

    If the reflection is successful, the specified effect is displayed in front of the receiving side of the attack.

    The sample game “Orb Stories”, which is pre-installed in the “Basic Set” project, is set up with the reflection effect.

    If you want to use it, go to Resources > Particles, click the Add button, go to the “Ready to Use” tab, select “Basic Set” and import sb_ef_battle076_Reflection into your project.
  • “Display Reflected Effects” has been added to “Rules and Rendering” > Battle Related.

    Turning this switch off shortens the time of the battle performance by omitting the effect that is displayed against the attacker after the skill reflection.

Critical Hit

[Database]

  • The following options have been added to the “Items” ability – “Weapon/Armor” and the “State Definition” ability – “Battle”.
    • Added “Critical Damage Rate (%)” which adds the critical damage rate of normal attacks.
    • Added “Critical Evasion Rate (%)”, which adds the probability of avoiding a critical attack from an opponent when becoming the target of an attack.
  • “Critical Effect” has been added to the “Weapon/Armor” ability under “Items”.
    •  You can set the effect that is displayed when a critical hit is made.

[Game Definition]

  • “Critical Damage Rate” has been added to Rules and Rendering > Status Related.

[Events]

  • When using the “At the Beginning of Action” trigger for battle events, the “Obtain Battle Information” panel can now be used to obtain hit determination information (misses, hits, criticals).

Probability of Escaping

[Game Definition]

  • Added an option to edit the “”Escape” Command Success Rate” under “Rules and Rendering” > Battle Related.

Formula Related

[Database and Others]

  • Added “Formula List Dialog” to manage multiple formulas and set “tags” for each formula.

    In the tool, where formulas are available, you can use “tags” to specify which formulas to use. (You can also enter formulas directly as before.)
  • Improved Formula Editor UI.
  • Parameters and functions that can be used in formulas have been added to the Formula Editor.
    • “Clamp” added to “Opcodes” is a function to keep a value within a specified minimum to maximum value.

      Example: The parameter “a” represents the value to be kept within min,max, clamp(5, 1, 2) and clamp(0, 2, 4) are both 2.

      When clamp(a,5,10), a is output if 5<a<10, otherwise 5 or 10.
    • The “Active Casts” added to “Others” refers to the number of cast members who are not under the influence of more than 1 HP or the “Unable to Act (In Battles)” state ability. (e.g., a cast that is not in a “paralyzed” state)

Battle Events

[Events]

  • The following information is now available from the “Obtain Battle Information” panel.
    • “Management Tag” for the selected battle command
    • The “Management Tag” set for the “Action Type” that the enemy cast currently in action is trying to execute
    • The result of the hit determination at the beginning of the action.
       Information on misses, hits, and criticals can be obtained.
       Note that if the results are manipulated by events after the action has started, the results will be different from those obtained.
    • The target type of the immediately preceding skill.
       For example, you can see if the selected skill targets a single enemy or the entire enemy.
    • Skill (item) tags used.
    • Number of surviving cast members randomly from allied/enemy groups.
    • Resistance value of the cast to attributes and states.
  • The following features have been added to the “Specify Battle Cast Action” panel.
    • Added the “Change Target Only” feature to the “Action” field.
    • Add “Action Timing” field to allow for immediate action (interrupting the next action) and the option to override this turn’s action.
    • “At the End of Result” has been implemented as an execution condition for battle events.
      The triggering condition will be triggered after the results screen closes and before the fade out begins if the battle is won.
    • “When Result Ends” has been implemented in the “Battle Phase” condition panel for battle events.
      Note that “When Result Ends” is also executed when “When Battle Ends” is executed.

Refer to Weapon Setting

[Database]

  • Added “Refer to Weapon” to the motion and effect settings when using “Skills”.

     The motion and effects of the weapon used when activating a skill will be displayed.
  • In the attribute selection of the skill’s ability “Skill Attribute”, “Weapon Attribute” can now be selected.

VRM Format Support

Import of VRM Format Models

[Resources]

  • VRM format models can now be used as 3D models.
  • Upon import, the most appropriate materials are automatically assigned, and basic motion is assigned from Bakin’s pre-prepared motion files.

    In addition, a file converted to FBX format is generated in the same folder when VRM is imported.

    By using the model converted to FBX for services such as Mixamo, it is possible to add motions to the model other than those pre-installed in Bakin.

    (!)However, in some cases, depending on the model shape, importing into Mixamo may not be possible. It is assumed that some models, especially those wearing long coats, skirts, or other costumes with bones in them, may not be able to be imported by Mixamo. For this reason, it is better to use the model pre-installed in Bakin and add motions with it.

    Please see the 3D Characters > .vrm Format Models section.

    (!)In some cases, VRM format models use large texture sizes, which may affect the operation of the tool or game. (It takes time to load, etc., and the operation becomes slow.)

    Please consider using the “Internal Format Settings” feature found in Game Definition > Project Settings > Game Engine Settings section.
  • In Resources > Models, added “Movement Limit of Swinging Objects” UI to properties only when a VRM-formatted model is selected.

    When running or changing direction during a game, you can limit the behavior of the swinging objects set in the VRM to prevent them from getting out of control.

Other Features and Improvements

[Game Defnition]

  • The “Rules and Operations” screen has been split into the “Rules and Rendering” screen and the “Move & Operate” screen.
  • The UI of the “Common Terms” screen has been changed.
  • In the “Common Terms” section, the arrow symbol used to indicate status changes set in the Layout Tool can now be changed to any string.

Bug Fixes

[Battles]

  • Fixed a bug that caused the effect to be applied to the cast with the lowest cast number when selecting “Cast to be Changed” in the “Change Cast Status” panel during a battle and the same cast was in the party.
  • Fixed a bug where the consumption status values of cast members other than the same cast member and the cast member with the lowest cast number in the party would differ from the values displayed in the “Cast Parameter Check View” when the consumption status values were restored using the “Fully Recover Party” panel during a battle.
  • Fixed a bug that caused an exception when using the “Change Event/Player Y Coordinate” panel during battle.

[Database]

  • Fixed so that when damage is generated by automatic damage, the damage color is used if the damage is 0.
  • Fixed a bug where damage/recovery colors were not used for normal attacks during battles.
  • Fixed “Battle Action AI” under “Cast” so that the width of the “Management Tag” can be changed with a separator line on the left side of the “Continuous” column.
  • Fixed a bug that caused an exception in some cases when the Attribute Definition menu was opened and immediately closed after a while.
  • Fixed a bug in the editing UI for abilities that increase or decrease resistance and the “State Granting (When Removed)” ability in the State Definition that caused an exception when entering the information.
  • Fixed a bug in which the number of items with “Enhanceable” turned on was locked at “1”, but in some cases the number of items could increase.
  • Fixed a bug in the “Damage to Consumption Status” ability of the skill, where changing the “Target” was not applied.
  • Fixed a bug where some ability editing UI had unnecessary input cells.
  • In Database, modified a scroll bar to appear when an entry in the Data Grid View is outside the display area.

[Layout Tool]

  • Fixed a bug in the Free Layout for Event screen that prevented the correct use of formatting for picture books, item lists, etc.
  • Fixed a bug that caused an exception if a key input was made while a menu container was displayed that did not contain any submenu containers.
  • Fixed a bug that reset the “Number of Message Lines” and “Line Spacing Offset” layout properties to their default values when copying a layout.

[Events]

  • Fixed a bug that caused an exception when specifying a non-existent index when specifying a target number in the “Specify Battle Cast Action” panel.
  • Fixed a bug in the “Display Store and Check Results” panel where drag-and-drop sorting of products did not work properly.
  • Fixed a bug in the Common and Battle events that could cause the Event Editor to be marked as “changed” simply by opening the Event Editor.

[Map Editor]

  • Fixed operation during narrowing of the placed list.

[Camera Tool]

  • Fixed a bug in the Camera List where buttons for unavailable functions such as Add and Copy remained enabled when a battle camera folder or other folder was selected.
  • In the combo box of the camera property “Use Other Camera”, the display name of “Normal Camera” was incorrect in some cases.
  • Fixed a bug that caused the map currently displayed in the camera tool to overlap when changing the preview map in the camera tool.

[Sprite Tool]

  • Fixed a bug where the first frame of a sprite assigned to a player/event graphic was always rendered at 100% scale.

[Resources]

  • Fixed a bug that could cause an exception to occur when importing some FBX files.
  • Fixed a bug that could cause the preview to be very slow when adding particles.

[Sample Games]

  • Fixed a bug in the “Dungeon RPG Sample” where the stairs going up from B2 to B3 were sometimes difficult to climb.
  • Fixed a bug in the “Dungeon RPG Sample” that caused inexplicable rotation when the Up key and Left/Right keys were pressed simultaneously.

    (!)The “Grid Move” in the Common Event Template has been modified accordingly.
  • In “Orb Stories”, the battle AI of the Sword Keeper was modified, the hit effect of the Spirit Sword was changed (a critical hit effect was added), and the initial amount of money possessed was changed.
RPG Developer Bakin Wiki

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