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Found 15 results

  1. Glasses

    Crafting

    Author: Mr. Trivel Name: Crafting Created: 2016-03-27 Version: 1.0 What does it do? Allows players to craft items. Video: How to use? First, you'll need 2 new files in data folder: Recipes.json Disciplines.json Recipes file will hold all recipe data and Disciplines file will hold data about disciplines. I *highly* recommend checking sample files that are located in the demo of this plugin. Discipline object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - to identify which disciiplice is which and for plugin calls. ID > 0 "Name" - how discipline is called "IconID" - icon for discipline "ExpFormula" - leveling formula for discipline, level stands for current discipline level "MaxLevel" - max possible discipline level "Categories" - Categories to organize items when crafting "Background" - Give a background to crafting. Leave it empty - "" to use default background. Images go into img\System Recipe object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - To know which recipe is which. ID > 0 "Name" - How it appears in crafting window "IconIndex" - Icon for recipe "Result" - What items and how many of them result by crafting it, can be more than one item. "Requires" - What items and how many of them are required to craft it. { "Type" - item type - "weapon", "item", "armor" "ID" - item ID "Amount" - how much of the item } "Discipline" - which disicipline's recipe is this "Category" - under which categories will item be shown, can be multiple "XP" - XP given for the discipline "LevelReq" - Discipline level requirement to craft it "Learned" - how is the recipe learned - "start" - from the start, "command" by plugin command, "levelhit" - unlocks automatically when hits required level Plugin Commands: Crafting Start [DISCIPLINE_ID] - opens scene to craft with discipline Crafting GainExp [DISCIPLINE_ID] [EXP] - give exp to certain discipline Crafting Learn [RECIPE_ID] - learn a specific recipe Examples: Crafting Start 3 Crafting GainExp 1 100 Crafting Learn 5 Script Calls: $gameSystem.getDisciplineExp(DISCIPLINE_ID) - returns EXP of a discipline $gameSystem.getDisciplineLevel(DISCIPLINE_ID) - returns LEVEL of a discipline $gameSystem.isRecipeKnown(RECIPE_ID) - returns if recipe is learned $gameSystem.knownRecipesNumber(DISCIPLINE_ID) - returns amount of recipes known Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free non-commercial projects. For commercial use contact Mr. Trivel.
  2. Hello! I'm using an ABS and I would like the weapons to spend a value/percentage of the actor's MP/TP for each attack. I was planning to rename the MP/TP as "Energy" or "Stamina" and each attack made would spend some Energy/Stamina. It would be really cool if I could set specific values for each weapon separately, because there will be weapons heavier than others, meaning bigger costs to Energy/Stamina. You can take the Dark Souls series as reference for how the system would work. So, can anyone help me do this? Maybe some explanation about how setting this on the database or maybe a script, whichever is easier. Thanks in advance! PS: Oh, and I'm using Falcao Pearl ABS 3.0 if that makes any difference.
  3. lonequeso

    Unique Weapons

    I've been pondering some fun, different weapons one could feature in a game. Not novelty items per sé, but weapons you don't normally see. I'm not talking about a one-off either. I'm talkin' about sets of weapons of increasing quality just like the traditional swords 'n' staves that will be used throughout the entire game. This one was the inspiration for this little exercise: Lawn Darts. There's a lot of younger people here that might not know what I'm talking about hence the link. So basically javelins, but made mostly of plastic. Obviously this would be a ranged weapon. Different metal tips would provide increasing grades. Maybe better aerodynamics, too. Possible variations could be enchantments to give them elemental/status/debuff effects or simply dip 'em in poison. Next up: Darts. The ones you find in a bar. If anyone here has ever played Runescape, you probably have seen or used darts as a weapon. That is the only game I've ever seen them in. I liked their uniqueness. Same concepts for these as the lawn darts. Blowguns. They shoot darts. (Anyone sensing a pattern here?) This weapon could be a combination of the gun and ammunition. Different styles of guns and types of darts could create some interesting combinations. Playing Cards. I have a somewhat specific idea in mind for these. The traditional way these are implemented is with some sort of "deck" system. Instead of that, each individual card is a separate and equipable weapon. Either they fire magic or manifest into an object i.e. sword, hammer, and strikes the enemy. The numbers represent the grade. Going all the way from 2 to Ace will take awhile so it'd have to be a pretty long game to implement this successfully. That's 15 grades. You could also add the Joker as an unpredictable weapon. The wildcard If you really want to have some fun, even add the Instruction Card. Maybe it bores the enemy causing Sleep. The suits present some fun possibilities. Four suits could be four different elements, but that's a bit cliché. I was thinking the shape of the symbol would represent the damage type. For example: Club: Blunt Club: Physical/Melee Spade: Pierce or Spade: Physical/Ranged Diamond: Slash Diamond: Magic/Melee Heart: Magic Heart: Magic/Ranged Cookware. The obvious choices would various kitchen knives and cleavers. However, who wouldn't want to charge into battle armed with a frying pan or a skillet? There can be other edged weapons in the form of sharp tongs and corkscrews. A meat tenderizer can be another blunt weapon, and salad tongs could be... grabby? There could be ranged weapons, too. A salad shooter with various vegetables as ammo. Salt and Pepper shakers (or better yer, SHOTGUNS!). Even a shotgun that shoots flour all over the place. Why? For that pesky rogue that cloaks himself or supernatural entity that becomes invisible. Spray some flour all over the battlefield to cover the lil' bugger, and reveal their location. Animals. This is hardly a new concept. A Beastmaster/Ranger that summons animals to attack. Usually they are enemies or fierce animals like lions, and tigers, and bears. Oh my! My idea was to have more ridiculous attacks. A starfish that flies at an enemy and attaches to their face, blinding them. An army of ants that swarm and deal damage over time and maybe lower a stat. A swarm of bees to sting the crap out of something and cause Poison. A scurry of squirrels (had to Google that one) to swarm and attack or simply distract the enemy with cuteness. Stuff like that. Instruments. This one isn't anything new either. It revolves around a vague game concept I had where the heroes are a metal band. The singer would master different notes as he leveled to use new attacks. Maybe a mic stand as a melee weapon to boot. Then there's the lead and bass guitarists. Their axes would be melee weapons plus various riffs could be attacks. Much like the singer they master chords as they go on. Lastly there's the drummer who purely uses ranged attacks. He learns various trills and rhythms as he levels. The game would have a sort of ATB system. The player would have a certain amount of time to select all four members' attacks. Different combinations of attacks have different effects. Maybe add a rhythm/timing element where if you select the skill at the right time, you get a bonus. It's a vague idea, but that's the jist of it. I'm curious to hear your thoughts, comments, and ideas. C'mon community! Whadaya got?
  4. Hi me and my friend are making weapons for our game and we wanted to create a weapon that heals you but only after having killed an enemy. We can make a weapon that drains HP just fine, but we are having trouble creating one that only does this after killing something. We are fine with using others scripts if that is necessary. Thank you for any help
  5. Name: Damage Efficiency Version: 1.0 Author: Mr. Trivel Created: 2016-05-09 What does it do? Allows battlers to deal more damage depending on their weapon, element, skill type or overall efficiency. Screenshot: Nope. How to use? Give note tags to Actors, Classes, Enemies, States, Armors or Weapons to improve efficiency of that battler: <WeaponEfficiency: [WEAPON_TYPE_ID], [PERCENT]> <ElementEfficiency: [ELEMENT_ID], [PERCENT]> <SkillTypeEfficiency: [sKILL_TYPE_ID], [PERCENT]> <OverallEfficiency: [PERCENT]> [PERCENT]: 0.01 - 1%, 0.5 - 50%, -0.25 - -25% Weapon Efficiency - battlers deal more damage while wielding that weapon type. Element Efficiency - battlers deal more damage with skills of that element. Skill Type Efficiency - battlers deal more damage with skills of that type. Overall Efficiency - battlers just deal more damage Examples: <WeaponEfficiency: 2, 0.5> <ElementEfficiency: 2, 1.0> <SkillTypeEfficiency: 1, -0.5> <OverallEfficiency: 2.0> Want a skill to only deal more damage with spears but not weapons, use the following note tags to ignore bonuses: <IgnoreWeaponBonus: [WEAPON_TYPE_ID], [WEAPON_TYPE_ID], ..., [WEAPON_TYPE_ID]> <IgnoreElementBonus> <IgnoreSkillTypeBonus> <IgnoreOverallBonus> <IgnoreAllBonuses> Examples: <IgnoreWeaponBonus: 1, 2, 3, 4, 5> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  6. Author: Mr. Trivel Name: Unlock Shop Items Created: 2016-03-16 Version: 1.1 What does it do? Unlock new items in shop by selling or plugin commands. Screenshots: How to use? Setting up Recipes: Items tagged with any of these tags will be available in the shop. <InShopByDefault: [sHOP_ID]> - Will always appear in shop. <InShopByCommand: [sHOP_ID]> - Will appear once unlocked with plugin command. And the last is little longer, it takes multiple lines: <InShopByRecipe: [sHOP_ID]> [TYPE] [iD] [QUANTITY] </InShopByRecipe> [sHOP_ID] - ID of the shop [TYPE] - Item type, i, a, w - i:item, a:armor, w:weapon [iD] - ID of the item in database [QUANTITY] - How many have to be sold in total There can be any number of lines with item requirements. Examples: <InShopByRecipe: 1> i 5 100 i 2 50 </InShopByRecipe: 2> <InShopByRecipe> a 12 1 w 2 1 i 15 10 </InShopByRecipe> Plugin Commands: DynamicShop Enter [sHOP_ID] - Enters the shop of this plugin so there's normal shop still available. DynamicShop Unlock [sHOP_ID] [TYPE] [iD] - Unlocks item to be permanently available in the shop. [sHOP_ID] - ID of the shop [TYPE] - i, a, w - i: item, a: armor, w: weapon [iD] - ID of the item in database Examples: DynamicShop Unlock 1 w 55 DynamicShop Unlock 2 a 15 Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  7. Glasses

    Open Shops

    Author: Mr. Trivel Name: Open Shops Created: 2016-03-18 Version: 1.0 What does it do? This plugins allows player to open a shop for a single item instead of going into whole shop scene with multiple items. Also allows to see whether item was bought or not and set an image for it. Video: How to use? Calling the shop is done via plugin commands: OpenShops Normal [TYPE] [iD] [sHOW] - Opens shop with item to buy. OpenShops Single [TYPE] [iD] [sWITCH_ID] [sHOW] - Opens the shop and saves if item was bought. [TYPE] - Item Type - a, w, i: armor, weapon, item [iD] - ID of item in database [sWITCH_ID] - ID of switch which will be TRUE if item was sold and FALSE if it wasn't. [sHOW] - Show number of item party has? True/False. Can be omitted. Examples: OpenShops Normal w 5 OpenShops Single i 133 19 OpenShops Normal a 9 true OpenShops Single w 16 28 false As to how to set images for items, use following tag in any item's note field: <OpenShopImage:imageName> Images go into img\system NOTE: There's no space after : Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  8. Author: Mr. Trivel Name: Change Equipment on Level Up Created: 2016-03-15 Version: 1.0 What does it do? Changes actor equipment on specific levels when leveling up. Screenshots: Not for this plugin. How to use? Open the plugin in your favorite text editor, scroll down to EQUIPMENT SETUP and follow the structure there. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  9. So yeah, I have a request. In my newest project, one of my character got caught in a situation where he must fight without any weapon in his hand. And then, his senpai, who is known as a badass user of improbable weapons come in and throw an awl/ice breaker to him, while she fought with her trusted gas pipe. While MV already has the pipe icon and weapon, there's no awl. That's why I'm requesting this XD It's the usual awl/ice breaker, with wooden handle and metal point. It is used as a stabbing weapon, so it should be on the thrusting motion. It shouldn't be too large, probably a little bit longer than the default dagger. I'm mostly looking for the sideview weapon, although an MV-styled Icon would allso be nice XD As for appearance, it kinda looks like the screenie below, but with a wooden handle and more "mundane" look.
  10. Zielach

    Cryo Weaponry

    Hey, I wanted to share some weapons I did for MV (even if I don't have the game bought) They are dark-frost like, 'cause I want to do a game with that style. You can always give me your opinion c: I only did some of them because I don't think I'm gonna use the rest.
  11. Hello guys, im totally new just signed up today and i have a little problem and it will surly be not my lost one . I tried the search function but since my english is not that good im not sure if i missed a topic already discussing it so please bear with me and sorry for any inconviniences. Here the scenario ingame. The actor picks up a book from which he learns a skill called doublestrike. In battle he can switch his weapons. this is working fine so far. However if the actor is in battle and has a flashlight and uses the skill he does twice the dmg since they are based on the same skill. (still working fine ^^) When he now switches to the katana he still does only twice the dmg of the flashlight. Here is the troublesome problem What i wanted to know is if there is a way (preferably without scripts) where my actor can learn a skill through a book which damage depends on the weapon the actor is currently carrying. Example (the actor has already learned the skill): when he has the flashlight equipped (base damage 10) and uses the skill he does 20 damage when he has the katana equipped (base damage 30) he does 60 damage with the same skill thank you everyone for sharing your interest and helping me
  12. Name: Salvage Items Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows players to salvage unneeded items and get something back. Screenshots: How to use? To make items salvageable just add the following tag to items: <salvage> [TYPE] [iD] [QUANTITY] [CHANCE] </salvage> [TYPE] - Item type. w - weapon, a - armor, i - item [iD] - ID of the item [QUANTITY] - How many player gets from salvaging [CHANCE] - Chance of success - 1.0 - 100%, 0.5 - 50%, 0.04 - 4% Example: <Salvage> i 8 1 1 i 8 1 0.75 i 8 1 0.25 </Salvage> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  13. Name: Use Weapon and Armor in Battle Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows player to use weapons and armor to invoke skills in battle. Screenshots: How to use? Use the following tag for weapon or armor note fields: <BattleSkill: [iD], [CONSUMES]> Weapon or Armor will be treated as skill of [iD]. [CONSUMES] - 0 - no, 1 - yes. Does it consume the item on use. Example: <BattleSkill: 9, 1> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects. Note: If using Yanfly's Battle Engine Core, place this plugin above Yanfly's.
  14. markA

    Weapon Mechanics

    Weapon in RPG is one of the most interesting part that I've been working with. I love when weapon have different damage formula because it make me think about what weapon is good against what. So here's my concept of some of knowledge I have about weapon that is used in RPG. Sword: Normal damage, almost always have to be in every rpg even the sci-fi one Class: Warrior, Soldier Variance: -2-Handed-Sword: Better damage but unable to wear shield -Rapier: piercing, good against armor or ignore defense -Saber: Used by magician and can be imbued with magic -Great Sword: Better Damage and usually come in gigantic size even bigger than the user Spear: It is usually a piercing weapon, good against sword Class: Paladin, Knight, Rider Variance: -Javelin: Long range, need time between attack Axe: Do random damage but the basic damage is relatively high Class: Berserker, FIghter Variance: -Hammer: Either Piercing or Reduce Defense permanently after attack Knife: Usually do small amount of damage but increase speed can be used both hand Bow: Long Range, low damage, high accuracy Class: Ranger, Hunter Variance: -Crossbow: Higher damage than bow or even piercing but take more time to reload -Gun: A more modern variety of bow but usually faster to use Staff: Useless for attack but increase the use of magic Class: All type of magician, and mostly woman -Book, Instrument, Tome, Orb: Usually an give an instant skill but not attack -Racket (FFIX): Used as long range magical attack So that's my theory about weapon, so what do you think? How do you work with weapon? Do you have any other weapon type that I haven't mention?
  15. Weapon Master Elisha A novel based RPG from the novel Weapon Master. (This is a continuation of the latest chapter in the novel. You may read the latest chapter here) http://www.fictionpress.com/s/3079907/4/Weapon-Master-Sword-Party Genre Friendship and action Summary A man who unexpectedly enters a game without a specific reason and has to complete it so he could get out of this game world. GAME PLEASE LOOK HERE FIRST!!! Please patch the game after you downloaded the game, I'm so sorry for troubling any of you. Without the patch, you will crash when your party members level up, so don't delete the file, just patch with this and it should be fine! Or not, then please tell me immediately and I will get on it to fix it. Patch : https://www.dropbox.com/sh/itljmyk4t65w3qj/_UZ-vIbc1S/Game.rgss3a WITHOUT RTP https://www.dropbox.com/sh/itljmyk4t65w3qj/fd0KZLFv06/Weapon%20Master%20Elisha.exe WITH RTP https://www.dropbox.com/sh/itljmyk4t65w3qj/CFyWEu_GY4/Weapon%20Master%20Elisha%20%28With%20RTP%29.exe STUCK AT SOME POINT? Well, if you need a walk through, I could tell you about the tips and tricks on what to do and how to. WHERE ARE ALL THE MIKU DUNGEONS? That's when the secret comes in. If you are totally desperate to find the Miku Dungeon, well PM me and I shall show you each Miku Dungeon with it's hidden switches. TOWERS? You can only beat the boss that shall give the player's ultimate weapon after you completed the game once. Once you gain this weapon, I guess everything is a one shot kill at this point. How to beat the bosses? I can help in strategies in beating the boss if you like. I DON'T UNDERSTAND ANYTHING THAT IS HAPPENING! It's quite normal, I am the type that riddles you and makes you confused first then make you understand at last. Just follow the story and remember, your main objective, get out of the game, that's all. Average Game Time Perhaps a total game time of 24 hours or less, unless you got stuck... Story This game is actually a continuation of my own novel. Just a summary for those who did not read, eight heroes have entered the game through the APS (Automated Playing System) Ultimate. It was quite strange as a game could actually suck them into a RPG World. Shiki and seven other friends will have to fight their way out with an Angel, or the AI in the game, called Elisha. Elisha does not know who and where did the heroes come from. Although she was an AI, she was not treated like an AI. She was treated more like a human by the heroes. The story starts off with a sword known as the Holy Cross. As you explore lots of maps, you will find out the past and stories that shall unfold. What is the black history Elisha had? How will everything turn out? The biggest question... Will the heroes get out of the game in one piece? Party Members SHIKI KIRATAMI This 18 year old man was the main source of trouble after receiving the game from the mysterious Purple Robed Lady. As he's responsible for this, he is the one that shall lead the team all the way and complete this game. SHIRO RIKARITO This man is also 18 years old and a good friend of Shiki. After being invited by Shiki, he was overjoyed to find out that Shiki had an APS Ultimate (Automated Playing System). Simply because of that he is also entangled into this mess. SAKURA HONOKORA This woman is 18 years old and is currently in love with Shiki. Upon Rika's persuasion, Sakura decided to tag along with Rika to check the APS Ultimate Shiki just got. After that, she was also entangled into such fate. RIKA SHUROGASHI Another woman aged at 18 years old and is a good friend of Shiki. After hearing about Shiki having the APS Ultimate, she was actually quite excited about it and shared it with Sakura. Although Sakura was not that interested, Rika had some "magic words" and successfully persuaded her, and because of her they are all stuck in this problem. HAHN DEATHSPARK A 21 year old man that also received the game like how Shiki did. He was thrilled when he got the APS Ultimate as he was a gamer himself when he was young and called some friends over, who were Huang, Haizuki and Octavia, by accident. All because of that, they were also into some trouble as well. OCTAVIA LANTAVIAS An 18 year old woman who was a friend of Hahn for a very long time. Although she did hesitate to give a call to him and was actually nervous to meet him over her feelings, she gave a call out of bravery and turned out alright, that's what she thought... CHEN HUANG A 21 year old man who was Hahn's best friend ever since they were very young. As a friend, he went to Hahn's house to check his game out and when he did, he was quite surprised on how he got the APS Ultimate. Not knowing the truth, he thought Hahn made a mistake for buying it, at least that's what he first thought... HAIZUKI TANAKA A 15 year old boy who wanted to play the game simply because he liked gaming. Since the game format was also applicable for the computer, he decided to try it out himself by copying the game to his computer. Not knowing the consequences, he entered the game alongside with Huang unexpectedly, making them the first to enter the game. ELISHA An unknown angel which was considered an AI of the game. Confused, lost and still living, she travels with her friends to recover her lost memories and regain what had lost. --- CREDITS --- ---READ THIS!!!--- None of the songs or the graphics are owned by me! Only idea and animations! Oh yes... Hatsune Miku and Megurine Luka were used, but they don't belong to me. I repeat, THEY DON'T BELONG TO ME!!! Also, this game is not used for any money in exchange! ---SCRIPTS USED--- Yanfly Engine Ace - Element Absorb v1.01 Yanfly Engine Ace - Convert Damage v1.02 Yanfly Engine Ace - Ace Menu Engine v1.07 Yanfly Engine Ace - Ace Message System v1.05 Yanfly Engine Ace - System Options v1.00 Yanfly Engine Ace - Extra Param Formulas v1.00 Yanfly Engine Ace - Ace Battle Engine v1.22 Yanfly Engine Ace - Input Combo Skills v1.01 Yanfly Engine Ace - Party System v1.08 Yanfly Engine Ace - Adjust Limits v1.00 Yanfly Engine Ace - Element Reflect v1.01 Yanfly Engine Ace - Ace Equip Engine v1.06 Yanfly Engine Ace - Ace Save Engine v1.03 Yanfly Engine Ace - Save Engine Add-On: New Game+ v1.00 Yanfly Engine Ace - Passive States v1.02 Yanfly Engine Ace - Ace Status Menu v1.02 CSCA Core Script CSCA Menu Organizer CSCA Encyclopedia MOG - Elnard Enemy Encounter (v1.1) MOG - Event Sensor Range (v1.0) MOG - Animated Title A (v2.2) MOG - Battle Result (1.2) MOG - ACTOR PICTURE CM (v1.2) MOG - Advanced Load Bar (v1.1) MOG - Battle Cursor (1.0) MOG - Animation + (V1.2) MOG - Advanced Battle Hud (v2.1) MOG - Enemy HP Meter (v1.1) MOG - DAMAGEPOPUP (v2.2) Syvkal's Menu Bars VXAce ---GRAPHICS USED--- RPG Maker VX Ace RPG Maker VX Ace - Samurai Pack Character Machine v1.0 by Erangot Blazblue Continuum Shift - Teach Me, Miss Litchi! (Emotes and effects only) ---SKILL GRAPHICS--- RPG Maker VX Ace RPG Maker VX Ace - Samurai Pack Skill Animations by Lexusx ---SPRITES USED--- RPG Maker VX Ace Sprites Hatsune Miku Sprite by Kane Blueriver ---STORYLINE--- Khew Kit Hahn ---SKILL CREATION--- Khew Kit Hahn Khew Kit Jien ---MONSTER AND REGION SET--- Khew Kit Hahn ---BUG FIXES--- Khew Kit Hahn Khew Kit Jien ---GAME INTRO--- Tell Your World by mpimscher (Piano) ---SONGS USED--- RPG Maker VX Ace Soundtrack RPG Maker 3 Soundtrack RPG Maker 2 Soundtrack Tell Your World by mpimscher (Piano) Tell Your World by MIZ (Violin) SEED by DJ YOSHITAKA Elisha by DJ YOSHITAKA FLOWER by DJ YOSHITAKA Silence by Nekomata Master サヨナラ・ヘヴン by Nekomata Master Smile of Split by Nekomata Master not eternity by Nekomata Master Beyond The Earth by Nekomata Master 月雪ã«èˆžã†è¯ã®ã‚ˆã†ã« by Nekomata Master Echoes by Nekomata Master dahaca by Nekomata Master Sakura Reflection by Ryu☆ Mind Mapping (kors k mix) by Ryu☆ 中è¯æ€¥è¡Œ by Ryu☆ Gymnopedie-kors k mix- by kors k bad maniacs by kors k as teranoid Neon by Shibayan L'erisia(Primal Logic) by Zektbach Turii ~Panta rhei~ by Zektbach Diamond Dust-Extended Version by TAG UNLIMITED FIRE by TAG Entrance by Ice Story of Hope by Yuyoyuppe (Megurine Luka) Ferris wheel by Dormir (Hatsune Miku) Sacred by Rabpit Sanctity by Rabpit DRAGON KILLER by 96 vs. Mutsuhiko Izumi IMAGE-MATERIAL REFLEC BEAT Edition by Tatsh reunion by Tatsh ANDROMEDA -SF 2011 Mix- by Sota Fujimori å¨é¢¨å ‚々 ~ãƒãƒ¥ãƒ¼ãƒˆãƒªã‚¢ãƒ«ã‚ˆã‚Šï½ž by Rb. Conductor robin by S-C-U DEADLOCK by MAX MAXIMIZER JOKER from Makai Kingdom muscle blues by Atsuki Kitajoh Reactor by 8#Prince ---MIKU DUNGEON--- Tell Your World by livetune (Hatsune Miku) Weekender Girl by livetune (Hatsune Miku) Start of Rainbow ~first step~ by Sugiyama Keiichi remixed by Dixie Flatline (Hatsune Miku) Pink Moon by mojoP (Hatsune Miku) Dance of Many by Koushirou (Hatsune Miku) ZIGG ZAGG by Junky (Hatsune Miku) Andante by Dixie Flatline (Hatsune Miku) Tell Your World by mpimscher (Piano) ---LUKA DUNGEON--- Just Be Friends by Dixie Flatline (Megurine Luka) ---OPENING THEME--- Raindrops#1 「Aqua〠by Nekomata Master ---ENDING THEME--- Gemini ( Feat. Topi ) by Dixie Flatline ---BETA PLAYERS--- Foo Chuan Kang Eugene Charles Vernon Tan Tzee Howe Screenshots Just a little reminder, MEGURINE LUKA AND HATSUNE MIKU DO NOT BELONG TO ME!!! THE ONLY THINGS BELONGING TO ME IN THIS GAME IS ONLY IDEA AND CONCEPT, THIS GAME IS NOT FOR COMMERCIAL PURPOSES!!! Features - A game that might take some time to finish based on Final Fantasy and so many more RPGs. - Lots of dungeons to explore and extremely hard bosses await. - Utilizing multiple scripts at once to make the game more original. - New Game + is available and this will unlock some dungeons that enable you to obtain the strongest weapons in the game. - Lots of items, weapons and armors for you to customize and equip. - Bad End, Good End and True End are available in this game. - Lots of music used to keep the game fresh and lively. - Dungeons are carefully made and meant to trick the player's eye or mind in finding Miku Dungeons. - Trading items for better equipment from the Luka Dungeon will assist your conquest greatly! - Skills were purposely done in many ways to differentiate each and every skill from each character. - Each character with their own unique abilities will test one's strategy during boss battles. - Huge story line and side stories available. - No worries about exploring the world map by accident! Each major map is like a map itself. All you have to do is hop to the next major map whenever you are ready. But that also means you can't return to the previous major map. (Sorry... FF 13 Influence) My Aim In four months, I have created a game that can probably last as long as I created the game. The main reason was to convey my readers who read Weapon Master and give them a little graphics on my novel. I understand that the art may not seem very good as I do not have any artists that can help me, that's why this project is simply done by me and my little brother only. This game was also created because it was almost my hobby. I enjoyed making my game and creating animations and set multiple events here and there. This is my very first game, so feedback is necessary for me to improve! >=3 Also, feel free to comment on my work. It doesn't matter how harsh or how good it is. I am still learning very slowly the art of game making anyway. MOVING ON TO THE NEXT PROJECT!!! I WILL NOT EDIT ANYTHING ELSE IN THIS GAME ANYMORE!!! Next Project: Red, Orange, Yellow, Green, Blue, Indigo, Violet, Guns...
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