NAME:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Game Internal Name-
ゲーム内名称



SIZE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Size-
大きさ



HP:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: N/A-
N/A



DROP ITEM:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Owning Item-
所持アイテム



DROP ODDS:
-This slider controlls how likely a defeated enemy is to drop the item selected under 'DROP ITEM'.
- The slider measures in percent 0% - 100%
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Outbreak Probability-
発生確率

設定したアイテムを発生させる確率を【アイテム確率】で0~ 100%の範囲で設定します。



EXP VALUE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Acquisition Experience Value-
獲得経験値



MAX GOLD VALUE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Acquisition Maximum Gold-
獲得最大



HP REGAIN:
- Completely restores selected enemy's HP as soon as it leaves the Player characters sight.

EXAMPLE:
Set this to 'NO' if you want to make a powerful boss whose HP can be worn down slowly by a player who fights, then leaves to heal and returns.

JAPANESE NAME and DESECRIPTION -Literal: Restoration-
回復

【回復】で敵キャラが回復するかどうかを選択します。 「する」場合、主人公の視界から消えた瞬間にHPが初期値に戻 ります。



TURN RATE:
- Governs how fast an enemy can rotate.
- At 1, an enemy will turn very fast.
- At 5, an enemy will turn slowly.
-In what seems to be out of numerical sequence, when this is set to '0', the enemy will not turn at all but will only walk straight forward.

EXAMPLE:
If you want to make an enemy statue that shoots fireballs only when player passes in front if it, set to zero and 'TYPE OF MOVEMENT' to 'FIXED' and 'FACE PLAYER' (on the DETAILS tab) to 'DON'T TURN' . If you want to make a tough boss enemy that is very hard to strafe behind and attack, set to 1.

JAPANESE NAME and DESECRIPTION -Literal: Turn Facing Time Short_Long-
振向き時間 短_長




FIELD OF VISION



ANGLE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Field of Vision Angle-
視野角



DISTANCE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Field of Vision-
視界



RECOGNITION:
- When the main character is in a range where this enemy could recognize him, this slider will set how likely that is to happen.
-Measured in percentage 0%-100%

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Recognition Firm-
認識確乎

認識できる範囲に主人公がいた場合、実際に認識できる可能性 を【認識確乎】でスライダーを使って0~100%の範囲で設定 します。




TYPE OF MOVEMENT



NORMAL:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Normal-
通常



TRIGGER:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Starting-
起動



RESET:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Revolving-
回帰

「起動」と同様の条件で起動し、主人公の視界から消えると再び元の配置場所まで移動して戻リ、停止します。



FIXED:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Stationary-
固定



TRIGGER RANGE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Starting Range-
起動距離




TYPE OF ATTACK



DISTANCE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Attack Distance Type-
攻撃距離タイプ



CLOSE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Close Range Style
近距離型



FAR:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Distant Range Style-
遠距離型



REACTION:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Reaction Speed Quick__Slow-
反応速度 早__遅



FREQUENCY:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Attack Frequency Low__Volume -
攻撃頻度 低__高




TYPE OF EVASION



NO:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: -



AVOID:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: -



DEFEND:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Defense-
防御



COUNTER:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Counterattack-
反撃



PROBABILITY:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Avoid Occurance Probability -
回避発生確率



ADD DEFENSE:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Add Defense Power-
加算防御力



COUNTERATTACK METHOD:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: -



DIRECT:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: -



INDIRECT:
-
-
-

EXAMPLE:

JAPANESE NAME and DESECRIPTION -Literal: Indirect Attack-
間接攻撃