Other Settings

You can add other setting tabs by clicking the  on the far right of the tabs menu. Check the item you want to add, and select "OK".

\* When items are unchecked, their settings will be reset.

### Object Settings After Destruction

When you add the "After Destruction" tab, you can set other objects to lose HP when an object is destroyed.
You can also set various actions to execute when an object is destroyed, by clicking "+" under "Other After Destruction Settings" and displaying the registration window.

### Bullets Fired Settings

When you add the "Bullets Fired Settings" tab, you can adjust the behavior of bullets fired by objects (such as player characters and enemies) that attack by shooting bullets.
When you click "+" in the "Bullets List", a bullet will be added to the list. You can adjust the following settings for each bullet.

 Bullet Path (Default Motion)
 Bullet Path (Changes)
 Bullet Options

### Add Effect to Object

When you add the "Effect" tab, you can set up various effects animations and particle animations for objects in sequences.
When you click "+" in the "Effects List", an effect will be added to the list. You can adjust the following settings for each effect.

 Display Settings

### Connecting Objects

Making an object appear attached to another object is called an "Object Connection". When you add the "Object Connections" tab, you can manage connected objects.
When you click "+" in the "Object Connections List", an entry will be added to the list. You can adjust the following settings for each entry.

 Display Settings
 Options

### Setting Action Display Direction Separately

When you add the "Display Direction" tab, you can set up different control buttons (keys) from the standard settings to control movement in four directions (up/down/left/right) for a particular action box.

### Physics Calculation Related Settings

When you add the "Physics Calculation" tab, you can add Physics Calculation Parts to objects, and adjust the settings for physics calculations. Switch between "Physics Calculation Basic Settings" and "Add Physics Calculation Parts" using the tabs at the top of the area.

#### Physics Calculation Basic Settings

Sets the degree to which these objects will affect other physics calculation objects, and be affected by them. You can also fine-tune the parameters for physics calculations, and set up "Non-Impact Groups" (objects in a group with this checked will not impact each other).

#### Add Physics Calculation Parts

Adds physics calculation parts to objects.

1. Placeable Physics Calculation Parts List
For the functions of each part and details about the placement process for each, see here. Also, when "Physics Simulation" is set to ON at the bottom of the list, you can check the behavior of placed physics calculation parts.
2. Placed Parts List
When a part is clicked, the corresponding part in the editing area will be selected, and can be moved or configured in detail. Also, by clicking on the icons to the right of the list, you can lock parts (to prevent editing), or hide them in the editing area.
\* Even when parts are hidden in the editing area, they will still be displayed in-game.
3Editing Area

 Display/Hide Grid

4Detailed Settings for Selected Part
When a placed part is selected, information about it will be displayed, and its various settings can be changed.
For more information about settings, see here.
### Setting Field of Vision, Lighting

When you add the "Field of Vision, Lighting" tab, you can set the "Field of Vision" for objects such as enemies, and set the "Lighting" that illuminates a certain range around an object.
When you click "+" in the "Field of Vision/Lighting List", an entry will be added to the list. You can adjust the following settings for each entry.

 Field of Vision/Lighting Shape
 Field of Vision/Lighting Connection

#### Using Fields of Vision

Fields of vision are primarily set up for objects such as enemies. Visual fields are not displayed on the screen in-game, but by combining them with linked condition settings such as "Discovered Other Objects", you should be able to trigger behavioral changes when these objects spot something.

### Setting Common Actions

Common actions are actions that always execute when particular conditions are met, regardless of the state of the object. When you add the "Common Actions" tab, you can set the conditions for switching to a common action, as well as the action to be executed.

1. Common Switch List
When you click "+", an entry will be added to the list.
Select the arrow to the left of the action name to set the conditions for switching to this action.
Select the arrow to the right to set the conditions for switching back to the previous action.
Select the action name to set the action to be executed.
2. Detailed Settings for Actions and Links (→ See [03.html#03|here] for more information)
### Sequence Settings for Overlapping Tiles or Objects

When you add the "Overlapping Sequence" tab, you can add sequence effects such as solid color fills or transparencies when this object overlaps with a tile or another object.

### Invincibility Related Settings

When you add the "Invincibility Related" tab, you can set objects to become temporarily invincible. Objects in an invincible state will not receive damage from sources such as attacks. When you click "+" in the "Invincibility List", an entry will be added to the list. You can adjust the following settings for each entry.

 Invincibility Display
 Other Settings

### Received Damage Settings when Attack is Detected

When you add the "Received Damage" tab, you can adjust the damage incurred by an object to be higher or lower when specific conditions are met, or in response to attacks with a certain attributes. When you click "+" in the "Received Damage List", an entry will be added to the list. You can adjust the following settings for each entry.

 Specify Target Attack's Attribute Settings
 Received Damage Display Settings
 Other Settings