Constants Dictionary
This section lists the functionality of each constant available in the Constants editor.
Constant |
Description |
---|---|
Turnwheel |
Allows the player to access time rewind mechanic to restore the game to an earlier state within the same chapter. |
Per Unit Initiative Order |
Causes each unit to have its own turn, removing the Player/Enemy Phase division. |
Fatigue |
Causes units to accumulate fatigue each time they are deployed on a map. |
Pair Up |
Allows units to merge into a duo where one unit is the main unit in combat and the other grants passive bonuses. Allows for pair up attacks and guard stance as well. |
Limit Attack Stance to first attack only |
Pair Up constant. Restricts the benefits of Attack Stance to only the first attack if the unit doubles. |
Global Leadership Stars |
Adds a leadership star stat, visible through the info menu, that grants passive bonuses to all other units in the same army. |
Bonus Experience |
Allows accumulation of bonus experience that can be distributed to any unit in base. |
Always gain 3 stat-ups when using Bonus Exp. |
Any level gained using bonus experience will have exactly three stat increses. |
Supports |
Allows units to accumulate support ranks, granting passive bonuses to each other which can be modified based on affinity. |
Overworld |
Enables a traversable overworld with nodes for shopping and other events. |
Unit Notes |
Makes unit notes visible in the info menu. |
Allow Criticals |
Enables critical hits. |
Can trade items on map |
Allows units to trade items during a chapter while adjacent to each other. |
Can view unit growths in Info Menu |
The player can press the Aux button when looking at a unit’s stats to view growth rates. |
Apply difficulty bonus growths to past levels |
Non-boss enemy units gain a bonus to their stats based on the bonus growths granted by the selected difficulty. |
Force items and abilities to obey line of sight rules |
Items cannot pass through walls and other terrain that break line of sight. |
Force auras to obey line of sight rules |
Skill auras cannot pass through walls and other terrain that break line of sight. |
Fog of War will also be affected by line of sight |
Areas blocked by walls and other similar terrain are not revealed under fog of war. |
AI will also be affected by Fog of War |
Non player-controlled units follow the same rules players follow for Fog of War. |
Defender can double counterattack |
Allows doubling for a unit that did not initiate the attack. |
Units will promote automatically upon reaching max level |
Surely this one is self explanatory. |
Promotion resets level back to 1 |
When enabled, unit does not retain their level/exp when changing class through promotion and is instead reset to 1. |
Class Change resets level back to 1 |
When enabled, unit does not retain their level/exp after changing class in any way. |
Generic units will be granted random feats when appropriate |
If a generic unit would have gained a feat at its current level, it gains one of any random skill marked as a feat. |
Final blow on boss will use critical animation |
Works even if the critical rate is 0 for that attack. |
Use battle platforms when battle backgrounds are on |
Enables display of battle platforms when using battle backgrounds. |
Items held by dead player units are sent to convoy |
Also self explanatory. |
Access the Repair Shop in prep and base |
Allows units to repair held items in the Manage section of preps and base menus. |
Unit can give a unit after taking a unit |
Refers to the rescue mechanic. |
Mana resets to full for units upon completion of the chapter |
When disabled, mana is unchanged between chapters. |
When doubling, splash/aoe is applied on the second attack |
When disabled, AoE effects only apply to the first attack when doubling. |
Enemy AI attacks even if Hit is 0 |
Used to make the AI dumber. |
Enemy AI attacks even if damage is 0 |
Allows the AI to choose to attack even if no damage or status would be dealt. |
Show Movement as 0 if AI does not move |
Applies when displaying NPC movement range/threat. Changing to a different AI will update the display. |
Display particle effect on title screen |
Used for the little glimmery things that float by in the title screen. |
Restart phase music at beginning of new phase |
Phase music plays from beginning each time phase changes. |
Restart battle music at beginning of each combat |
Battle music plays from the beginning for each battle. |
Kills give double weapon exp |
Very self explanatory. |
Each hit when doubling grants weapon exp |
If disabled, only one hit per combat grants weapon exp. |
Gain weapon exp even on miss |
Still self explanatory. |