World

World Time Settings

Field Name

Function

Use Years?

Should world time use years?

Starting Year

Year the game/world will start in.

Months Per Year

The amount of months 1 year has.

Use Months?

Should world time use months?

Starting Month

Month the game/world will start in.

Weeks Per Month

The amount of weeks 1 month has.

Use Days?

Should world time use days?

Starting Day

Day the game/world will start in.

Hours Per Day

The amount of hours 1 day has.

Use Hours?

Should world time use hours?

Starting Hour

The hour the game/world will start in.

Minutes Per Hour

The amount of minutes 1 hour has.

Use Minutes?

Should the world time use minutes?

Starting Minute

The minute the game/world will start in.

Seconds Per Minute

The amount of seconds 1 minute has.

Use Seconds?

Should the world time use seconds?

Starting Second

The second the game/world will start in.

Global Time Speed

Speed at which the time moves.

Hour Dutation (Seconds)

How many real time seconds it will take for an hour to pass

Info

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 Name

Function

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 Modifiers

The amount of minimum negative modifiers.

Max Positive Modifiers?

Should there be a maximum on positive modifiers?

Positive Modifiers

The amount of maximum positive modifiers.

Game 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.

Info

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 Name

Function

Interactable Layer

This field defines the layer for interactable objects. By default this is "PlayerInteractable" if you are using the provided RPG Builder layer settings.