Let's start off with the Database. In the actors (character) section, You have the ability to give characters 2 names, their real name and a nickname (Like "Bedwetter"). Then you can give your characters a bio that will show up in the status screen in-game. The "second name" and character description are new. Also, you do not do stat editing for the characters in the actor tab. A new feature for the database is "traits". Traits are a new method for giving characters or items unique qualities. For characters, you can give them innate elements or statuses, you can have them have multiple hits and various other things. This opens up a lot of things that you can customize your character with. Also there are traits that have field map bonuses or whatever. Meaning you can have character that can reduce encounters, increase gold gained or decrease it, and such. It's really cool to have. And of course you choose your characters' face portrait and character model.
Then there's the Class tab. The class tab is what it says. You create classes that you assign to your characters. This is where you set the stats for each level for each parameter. In previous versions, you could set HP, MP, Attack, Defense, Magic, and Speed. Now you have a couple of more parameters that people have been wanting (me included). The stats you can customize are now: HP, MP, Attack, Defense, Magic Attack, Magic Defense, Speed (Agility), and Luck. This is great because these are standard stats in most RPGs these days. You can also do traits with classes. You set the experience curve here too. A new addition to the EXP curve is another inflation slider so you can bend the curve more to your liking. You also set up what level you learn whatever skills you want the class to learn. You can set up the types of weapons and armor your characters/classes can use via traits.
Then you get to the Skills tab. Here is where you build your skills. This has more features in it as we now have TP available as another magic bar type of thing. You set the animation, the skill type (physical or magic), the MP used, TP used, and so on. You can set an area of effect and now you can set up to 4 random enemies to be effected. Unlike before, you don't set the damage in the little input boxes. That's done in the calculation formula. And you can set it to where you do HP or MP damage, HP or MP restore, or HP or MP absorption. Then it has elements you can set to it or just have it function like a normal attack. The formula is great if you want to base things off party and enemy stats instead of base damage, which is how I like to do things. There's "on use effects" where you can add statuses or elements to the attack (think magic sword spells or something). You can also set up heal percentages over there, I think. I'm working off memory. You can also have a spell or skill hit multiple times and it can also boost your TP. You can also create your own little action messages. Then there's weapon requirements. You can set up your skills where they're locked down to specific weapon types. So if you have a claw skill you want only on claws, you set that up there. You can also type out a spell description.
Then there's the Item tab. Pretty much like the skill tab, but with a little less stuff. Effects of the items are done in the "on use effects" section. Weapons and armor are pretty much standard, though they can boost all stats if you want them too. You can also add effects to them in traits. Traits is so useful, right?
Then you have the Enemy tab. Here you edit the enemies you'll have in your game. Pretty much the same as regular VX, though the enemies can now drop up to 3 items. Like you could before, you set up the enemies attacks in the action patterns box. You can also do traits with enemies. Troops works exactly like VX and XP. You can set the battle backgrounds and stuff, though I think it's for battle testing. You can set battlebacks via events. In case you didn't know, you can do in battle events here in the troops editor. You can have little cutscene type things going on in battle (though there some limits to it) like you see in some commercial games. I plan to make use of that now in regular VX.
States tab is for stat buffs, debuffs, and status effects. You have action restrictions where you attack an enemy (berserk), attack an ally (charm), attack enemy or ally (confuse), unable to act (paralysis, stun, stone), or none (always you to still act). You can also set up the priority of status effects. There's also traits for states. Then you have release options. You can have timed releases, damage infliction percentage releases, or step releases.
Animations is the same as VX. Nothing extra to say here other than you can create you battle animations here or just use the defaults.
Tilesets is a great comeback especially after VX's "all-purpose" tilesets. Here you can edit the passage settings for each tile. A tiles can only be edited for passage over or no passage. B, C, D, and E tiles can be edited for passage under tiles as well. Then they bring back directional passages where you can choose from which direction you can and cannot pass through a tile. Like if you have a big bridge with a rail, you don't want to pass through the rail, so you set a directional block to not be able to pass through it. This applies for being able to go over or under a tile. Then there's a "stairs" option where the tile will function like a set of stairs (basically you can only go up or down on that tile). Then there's "bush" where you pass through the tiles, but you will see the bottom third of your body be covered up by what is assigned as a bush. Basically, it's like walking through bushes. This is good for trees (world map) or tall grass. Then you can set up tiles as counters, which I recently found out, will allow you to talk to NPCs on the other side of a counter. So what we're saying here is that you have a table or counter in between you and the NPC. The counter tile will allow you to talk to the NPC on the other side without having to create an event on the table. Then you can make a tile cause damage (labeled floor damage) when you walk on it. Then terrain tags are really for events and scripts.
Common events are just like they've always been. They're universal events that you can run as a parallel process or run when called. That's basically their main use.
Then here's a nice menu. This is the System config tab. Here you set up your starting party, and you can start with more than just 4 party members thanks to the integrated party swap function (used to have to be done by script). Then you can rename your game project and change the name of your currency. You can also change the graphics of your boat, ship, and airship. You can change all the music and sound effects used for the game. You can also set up your title screen here (something you haven't been able to do since before XP). You can also choose to have the system place the title of the game on the title screen for you. Good if you don't want to really make your own custom title with your game name on it. You can select vehicle starting positions here and party starting position. Now the nice functions to work with. You can start as an invisible character or start with your character on screen (labeled "Start with Transparency"). This is good if you want to start a game with a cutscene without your character/party on screen. Then you can choose to disable the caterpillar system where the characters walk in single file (thank goodness). Then some options about not being able to fight with slip and floor damage. Then you can choose to display TP in battle or not. Then my favorite new feature (without scripts)... the ability for characters NOT in the party to receive experience. So this way you don't have to put them in your party just to gain levels. They will always be ready for combat. Glad they added this.
Then in the Terms tab, you set up what you want your stats, weapons, armor, commands, and so on. You can also create as many elements, skill types, weapon types, and armor types. This is a very nice thing.
Then we'll look a bit at the map creation. I'll cover events later (probably in a video I plan to post with stuff I already mentioned in this post). Anyway... With the map creator we can place our tiles on the map as usual with the pencil tool, rectangle, or ellipse. Then there's a new tool I'm fond of already. It's a show tool that allows you to add or remove shadows. If you've noticed with some houses and cave walls in VX, you create a shadow on the right hand side. Sometimes you don't want those shadows, but they'll pop up anyway. The shadow tool can get rid of them, or add them if you want them. Then there's the event tool that let's you place events on the map. Then you have a region tool that let's you set up regions on the map that allows for you to set up battle backs and I believe enemy encounters in those specific areas. Very cool and it goes up to 64 regions.
That's all I've got to say about it for now, but I think it's good enough.
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