World

World Time Settings

Field NameFunction
Use Years?Should world time use years?
Starting YearYear the game/world will start in.
Months Per YearThe amount of months 1 year has.
Use Months?Should world time use months?
Starting MonthMonth the game/world will start in.
Weeks Per MonthThe amount of weeks 1 month has.
Use Days?Should world time use days?
Starting DayDay the game/world will start in.
Hours Per DayThe amount of hours 1 day has.
Use Hours?Should world time use hours?
Starting HourThe hour the game/world will start in.
Minutes Per HourThe amount of minutes 1 hour has.
Use Minutes?Should the world time use minutes?
Starting MinuteThe minute the game/world will start in.
Seconds Per MinuteThe amount of seconds 1 minute has.
Use Seconds?Should the world time use seconds?
Starting SecondThe second the game/world will start in.
Global Time SpeedSpeed at which the time moves.
Hour Dutation (Seconds)How many real time seconds it will take for an hour to pass

For example, you set "Global Time Speed" to 1 and "Hour Duration" to 60. This will mean 1 ingame hour will take 60 real world seconds.

If you set "Global Time Speed" to 0.5 and leave "Hour Duration" at 60, it means 1 ingame hour will take 120 real world seconds etc.

Game Modifiers

Field NameFunction
Use Game Modifiers?Should game modifiers be available upon character creation?
Starting Points (Menu)The amount of points you start with and can spend on game modifiers in the main menu.
Starting Points (World)The amount of points you start with and can spend on game modifiers in the World.
Negative Points Required?
Min Negative Modifiers?Should there be a minimum on negative modifiers?
Negative ModifiersThe amount of minimum negative modifiers.
Max Positive Modifiers?Should there be a maximum on positive modifiers?
Positive ModifiersThe amount of maximum positive modifiers.

Game Modifiers work like this,

For every "Negative" game modifier you add you can gain points which you can spend on "Positive" game modifiers.

Lets say you make a "Negative" modifier like this:

Available in = Main Menu || Type = Negative || Gain = 5 || Modifier > Category = Settings || Module = General Settings || Is Global? = Enabled || Type = No_Auto_Save.

This means that when you choose this game modifier your game will never auto save on that save file, however you gain 5 points to spent on a positive modifer.

Lets say your "Positive" modifier is setup like this:

Available in = Main Menu || Type = Positive || Cost = 5 || Modifier > Category = Settings || Module = Combat Settings || Is Global? = Enabled || Type = Critical_Bonus || Modifier Type = Add || Amount = 25 || Is Percent? = Enabled.

This means your critical hits will always deal 25% bonus damage however you need 5 points to get this "Positive Modifier" so first you would have to add the "Negative" No_Auto_Save modifier to your game modifer selection so you gain 5 points which you can then spend on this "Positive" Critical_Bonus modifier.

Don't forget to enable the "Modifiers" in the main menu UI (this is disabled by default) if you want to use game modifiers.

This video will show how you can easily do this.

Layers

Field NameFunction
Interactable LayerThis field defines the layer for interactable objects. By default this is "PlayerInteractable" if you are using the provided RPG Builder layer settings.
Type to search, ESC to discard
Type to search, ESC to discard
Type to search, ESC to discard