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Topics - Starmage

1
New Projects / Heroes of the Seasons
December 15, 2023, 03:22:57 am
Trailer:


Heroes of the Seasons is an entry to the RPGmakerweb 2023 Christmas Game Jam! The demo has won the honorable "Fan-Favourite" or "People's Choice" awards in the game jam. This is now a commercial game with new custom art brought to you by Berry B, new modes, more stories, more battles, more features, and more playable characters.

This game is a Boss-Rush Turn-Based RPG with Visual Novel Styled storytelling. Hire 3 Mercenaries and protect Christmas with all your might!

The Game Jam version serves as a demo for what's to come. This demo will have limited characters, equipment, and modes.


Spoiler: ShowHide
Set in the Year 242 A.R. (Arcane Renaissance) in the World of Vyen. Mayor Nelly of Utania Village has started decorating everything with Christmas lights and pretty stars. She had everyone in the village prepare delicious meals and treats for the holidays, and they planned on celebrating Christmas Eve together as a whole village. But one day, the biggest Christmas hater of them all, Frinch, the Goblin King, threatened Utania Village that he would ruin Christmas and destroy everything. We must protect the holidays at all costs! Thankfully, Mayor Nelly found Mercenaries willing to lend their aid in protecting Christmas and preserving the holiday spirit. Help Mayor Nelly and her friends by forming your Heroes of Christmas to fight King Frinch's army!

But wait, how are we sure that King Frinch is the only adversary to the holidays? What if a certain Lovecraftian lord is yearning to end the festivities? Or a jealous demoness with burning desires to destroy the Goddess' festive creation? Or a mere simpleton who's more than meets the eye, pulling the strings? We will never know unless we fight all of the haters.




Spoiler: ShowHide

Boss Rush Mechanics:

Generally, most modes follow this setup, except for Jam Mode, which is easier and faster to finish. You face a wave of mobs, then a boss, and afterward, rest at a camp to buy items, talk to your mercenaries, visit your home to decorate or unwind, save, and open the menu.

After completing three sets of mob waves and bosses, you will face the Final Boss. Upon victory, you can claim rewards and unlockables and keep all the Vyse (Gold) and equipment you've acquired. If you wish, you are then taken back to the mercenary select screen to play another round of the game modes.



Mercenary Types:  As you pick your 3 Mercenaries to battle the Christmas-haters and become Heroes of Christmas, you will be able to pick between three types of mercenaries.


Tank: Tank-type mercenaries have high survivability to protect themselves and the party. They can provoke enemies to target them in their allies' stead. Their defenses are initially strong, but most tanks aren't fit to deal heavy damage to enemies.


Nuker: Nuker-type mercenaries are the main damage dealers. They can dish out heavy physical or magical damage to the enemy ranks, but they lack the survivability to protect themselves from enemy retaliation.


Support:  Support-type mercenaries are versatile characters who can heal allies HP and MP, give party buffs and shields, and debuff enemies (Depending on the support character's skills.) Their survivability isn't as great as a tank's, and their damage-dealing is not as great as a nuker's, but they're rather decent at both aspects.


Elemental Triangle: Both players and enemies will have Elemental Affinities (Physical,  Force, and Arcane) and will be affected by the Elemental Triangle weakness system.


Spoiler: ShowHide

















- Fast-Paced Turn Based Battles
- Home decoration
- Fight Challenging Mobs and Bosses as you progress
- Replayability
- Customizable party combinations and gears
- Unlockables
- Fun Character interactions
- Christmas Spirit is everywhere!
2
New Projects / Stellar Bewitching αΩ (Remastered)
August 17, 2023, 09:04:45 am

A Remastered commercial version of the game "Stellar Bewitching"! With brand new character redesigns and art done by Berry B! A Sci-Fi turn-based RPG that takes place parallel to the events of Rave Heart. Featuring teenage drama, touching storylines, new alternate paths, and boss rushes the likes of which will test your turn-based knowledge! Will be coming to Steam in short order.

TRAILERS:


Spoiler: ShowHide
In the Galaxy of Xerxes, Year 212 A.XW. (After Xerian War), parallel to the events of "Rave Heart." A teenage farian girl named Elya Seres residing in Crasper City, Planet Kardel, is troubled for the upcoming Venusia's Day, the day of love and romance. The pressure of her friends asking her why she's still single all this time has pushed her to ask for her slime familiar's help to get her a boyfriend. Her familiar Floryn, however, has different ideas on how they can get Elya her boyfriend for Venusia's Day. A roller coaster ride of an adventure to the Limbo Realm. Will Elya be able to find a guy to show-off for Venusia's day to her friends, will she forever live in the reality that she will remain a single loser in front of her friends for Venusia's day, or will she and her allies be entangled into forces beyond mortal comprehension, under the whims of witches, monsters and gods alike?







  • A boss rush oriented game facing against bosses of varying difficulties. (The first three bosses will net you three difficulties: Hawk, Crow and Dove)
  • Alternate routes on certain paths and new paths unveiled from going through the main story.
  • Changes from the free version include remastered graphics and alternate art style by Berry B (BerryCrew5).
  • Combat has been retooled and refined for RPG Maker turn based veterans. Meaning spamming just basic AOE skills won't be your solution to combat.
  • A crossover of other franchises from Starmage, Berry B and other developers from the RPG Maker community.
  • An eclectic race of creatures from Penguins and Slimes to anthros and non-human creatures.
  • Now with WASD keyboard support available.


Spoiler: ShowHide

- Side View Battle System that uses the Order Turn Combat Style. Taking extra actions or manipulating them using agility manipulation. Inspired by the likes of Octopath Traveler, you can also reduce an enemy's shield points by inflicting weaknesses to enemies. Once the enemy's shield points reach nihil, you can inflict stun to the enemy for two whole turns.

- Support Units who join your entourage on certain routes as your traveling companion. Allows both offensive and/or restorative instant cast effects that can change the tide of battle.


SCREENSHOTS:
Spoiler: ShowHide









STEAM:

https://store.steampowered.com/app/2561090/Stellar_Bewitching/



"Finding your destiny and your boyfriend in the Limbo Realm? Don't blame me if the witches and gods toy around with you in this turnbased realm between life and death."

Twitter: https://twitter.com/StellarBewitch
Website: https://berrymailb400.wixsite.com/stellar-bewitching-r


3
New Projects / Stellar Bewitching
April 05, 2023, 02:59:59 am
Trailer:


Story:

Spoiler: ShowHide
In the Galaxy of Xerxes, Year 212 A.XW. (After Xerian War), parallel to the events of "Rave Heart." A teenage farian girl named Elya Seres residing in Crasper City, Planet Kardel, is troubled for the upcoming Venusia's Day, the day of love and romance. The pressure of her friends asking her why she's still single all this time has pushed her to ask for her slime familiar's help to get her a boyfriend. Her familiar Floryn, however, has different ideas on how they can get Elya her boyfriend for Venusia's Day. A roller coaster ride of an adventure to the Limbo Realm. Will Elya be able to find a guy to show-off for Venusia's day to her friends, or will she forever live in the reality that she will remain a single loser in front of her friends for Venusia's day?


Screenshots:

Spoiler: ShowHide









Download:



Features:

- Fast-paced turn-based battles

- Secret boss fight

- Fun-filled adventure
4
New Projects / Astral Awakening (IGMC entry)
August 04, 2022, 07:57:58 am

Trailer:

Introduction:

Hello everyone! This is my submission to the Indie Game Making Contest: Rebirth Game Jam! I picked the theme "Resurrection" for this entry. Hope you all enjoy!

Story:

In the Galaxy of Xerxes, Year 255 A.XW. (After Xerian War), Doctor Celsus Mury, an eager scientist of the Archlight Facility has found a way to resurrect an unknown alien corpse, that allegedly came from the other side. Now, Franz Firebird, a curious Journalist, has taken the job to write a story about the experiment. Will Doctor Celsus be able to resurrect the alien corpse, giving Franz a great story to tell and share in the headlines? Or will things go entirely differently?

Screenshots:
Spoiler: ShowHide





Download:


Features:
- Animated turn-based battles
- Immersive Dark, Sci-fi setting
- Short and gameplay focused
5
New Projects / Esper Unleashed
June 17, 2022, 02:14:59 pm
Hello everyone! This is my submission to the 6th Annual Driftwood Gaming Game Jam "Build Your Own Game Jam"! I picked the themes "Purple" and "Survival" for this entry. https://itch.io/jam/build-your-own-game-jam/rate/980407

The game had the honor of having 7th place for the overall ratings of the jam.



"Story": ShowHide
In the Galaxy of Xerxes, Year 258 A.XW. (After Xerian War), a mysterious Erran Man named "Axephus" awakens in the New H.E.A.L Facility where he is being experimented on unethically due to his psychic abilities. Will Axephus be able to escape this facility and survive?


"Screenshots": ShowHide





Download:

Spoiler: ShowHide
Esper Unleashed 0.5



Features:

- Fast-paced turn-based battles

- Immersive Sci-fi setting

- Short and gameplay focused
6
New Projects / BlueSkies 3
January 12, 2021, 04:09:14 am


Spoiler: ShowHide
BlueSkies 3 is a 2D Turn-based JRPG game featuring a radiant, magical fantasy atmosphere that is story-driven. BlueSkies 3 has a different story on its own (not directly a sequel), still, it features the same world as the original free games BlueSkies 1 and BlueSkies 2. There won't be any plot-related confusion if you immediately played BlueSkies 3 though!



Spoiler: ShowHide
In the world of Vyen, magic is abundant all around. Witches and Warlocks run the world. Some use magic for the good of Vyen, and some use it as a weapon to harm and cause destruction. Despite this obvious divide between the people, the recent announcement of the "Arcane Mastery Tournament" held by both the Chancellor of the Holy Order and the King of the Xmeilian Empire, has captured the interests of every magic-user around the world. The "Arcane Mastery Tournament" is an event where Witches and Warlocks all around the world gather to compete and rise as the special "Arcane Guardians" of the Xmeilian Empire. Some join to prove their prowess in magic in front of the whole world, seeking to claim victory, while some join content with the thought of having a platform for themselves and their magic, regardless if they'll win the competition or not. Could this tournament simply be a competition between the greats, Or could this be a catalyst for something grand? Dare I say, something sinister?



Spoiler: ShowHide
The story revolves around a young Oracle named Candace Aethelmay, who lives in Esuna Town. Candace and her friends have decided upon going on an adventure to join the "Arcane Mastery Tournament." Along the way, the young witches will encounter challenges, meet new friends, and they will further hone their skills in magic. But little do they know; that this journey is going to lead to something much bigger that involves the fate of Vyen.



Spoiler: ShowHide



Spoiler: ShowHide
















BlueSkies 3 Goodies:

Demo version 3.0 Let's Plays/Reviews:
Spoiler: ShowHide
D757gaming
[MEDIA=youtube]n7Mx7ojv7mo[/MEDIA]


Demo version 2.5 Let's Plays/Reviews:
Spoiler: ShowHide
Studio Blue
[MEDIA=youtube]joLWNSyihTA[/MEDIA]
Nikorasu
[MEDIA=youtube]CIoAjw2lCvc[/MEDIA]
HawkZombie
[MEDIA=youtube]5SnjRK3kfBc[/MEDIA]


Features:
- Animated Side-view battle system
- Dynamic ATB battles
- Party changing system (Both during and out of battle).
- Immersive plot and a very colorful set of characters, atmosphere and dialogue.
- Beautiful character arts.
- Side-quests and hidden-quests that allows you to acquire items, gold, and even learn skills or summons!
- Explore the world of Vyen and uncover the mysteries.
7
New Projects / Perceiving Shapes
November 03, 2020, 09:19:56 am

Spoiler: ShowHide
Perceiving Shapes is my submission to Third Annual HAWKTOBER Game Jam. The Game Jam has a theme of "Horror of the Cosmos".

The game had the honor of being ranked 4th place on people's choice! And I'm truly honored and happy for that. ^_^

The game was also featured as GOTY for 2020 on HBgames.org! <3 Such great honor! ^_^ :) You guys might also want to check out HBgames.org forums as they are having massive updates on the site! :D http://www.hbgames.org/forums/viewtopic.php?f=77&t=80403&start=0


Spoiler: ShowHide
Beau Portman, a 21-year-old guy who lives in Canada, has decided to finally meet his online date in person for the first time. His online date Susan has led him to a mysterious town called "Saturnalia", claiming that it's her address. But the question is, was there ever a "Saturnalia Town" in Canada? Is it just a regular town that's isolated from society? Or is there more to it?


Spoiler: ShowHide

Name: Beau Portman
Age: 21
Descriptions: He's a curious and adventurous Asian American guy who grew up in Canada. He has long been talking to his online date Susan, and is very excited to finally meet her in person.


Name: Susan Speed
Age: 20
Descriptions: She is a very quirky and artsy girl who loves to cook. She also has quite the taste in music. Susan is Beau's online date. She is one of the mysterious residents of "Saturnalia Town".


Name: Dr. Cernelia Partikulo
Age: ??
Descriptions: Better known as Dr. Cern. She is an enigmatic lady who's very determined in gathering data from her "client". She keeps to herself, and treats the whole situation like an experiment.


Spoiler: ShowHide









Features:

- Fully Voiced Dialogues

- Immersive Horror Atmosphere

Credits:

Spoiler: ShowHide

Plugins:

Degica
KADOKAWA
VisuStella
Ignis/Raizen
Gabe
Moghunter (Atelier RGSS) - https://atelierrgss.wordpress.com/
Terrax
iVillain
Aesica
ct_bolt

Graphics:

Degica
KADOKAWA
Vexed Enigma
textfx.co
code32 - https://opengameart.org/content/space-background-0
chalkdust
RPGMakerXPChris
KAUZZ
Rene Magritte
Local 58
NASA Website

Music:

Degica
KADOKAWA
Joel Steudler
Eric Matyas
- www.soundimage.org
ayato sound create
JDB Artist
Rousseau
Murray Atkinson
Bach
Chopin
Edvard Grieg

Voice Acting:

Led - as Beau, Wilbert, and Jordan
Arc Knight † - as Unknown Man (???), Dr. Fred, and George
Triksya Burning - as Susan
Starmage - as Dr. Cern, Neil, Mr. Hawk, Other Town NPC's, and Killer Clown

Special thanks:

HawkZombie (Game jam Host and Judge)
Judges: Zephyr (Heroine), Kia, Damian Floyd

And YOU! Thank you so much for playing!!!
8
New Projects / Inner Sanctum
October 01, 2020, 08:44:49 am
Spoiler: ShowHide
Inner Sanctum is my submission to Studio Blue's RPG Maker MZ game jam. It is a Christian-themed horror/mystery game.

The game had the honor of being ranked 3rd place on the game jam! And I'm truly honored and happy for that. ^_^


Spoiler: ShowHide
The story revolves around a young girl named "Meadow" who experienced tragedy when she woke up in a crime scene with her dead parents beside her. A group of religious individuals from the Divine Grace Monastery have offered to adopt the poor girl. After being welcomed with loving arms, things took a darker and twisted turn when the moon took over the night sky.


Spoiler: ShowHide

Name: Meadow Springful
Age: 16
Descriptions: She's a sweet and naive girl who is struggling to keep her sanity after a tragic incident involving her parents deaths.


Spoiler: ShowHide








Features:

- Multiple Endings (4 in total)

- Immersive Atmospheric Horror

- Make intense choices that decide the fate of your character.

Goodies:

Watch Studio Blue's fun-filled stream of the game here:
https://www.youtube.com/watch?v=dnGqPCGu8p8&;

Credits:

Spoiler: ShowHide
Plugins:

Degica
KADOKAWA
VisuStella
Ignis/Raizen
Gabe
Moghunter (Atelier RGSS) - https://atelierrgss.wordpress.com/
Terrax
iVillain
Aesica
ct_bolt
Skotty TV

Graphics:

Degica
KADOKAWA

Music:

Degica
KADOKAWA
Bittersweet Entertainment
Hiroki Kikuta
Murray Atkinson
Air With Air Rising
JDB Artist
Joel Steudler
Richard, John S.
ayato sound create

Special thanks:
Led
Arc Knight †
Triksya Burning
Berry
The Game Jam Judges:
Studio Blue (Steel and Teal)
Hard Reset
JackOfallOps
HawkZombie
DamianFloyd
9
Hello everyone! Can someone please help me with an error that pops up during a victory scene? I'm using Yanfly's Victory Aftermath script, and there's a battle where this error showed up:



QuoteScript 'YEA Victory Aftermath' line 434: NoMethodError occurred.

undefined method 'show_victory_display_exp' for #<Scene_Map:0x12aeb674>



It rarely happens in-game, and it only happened in a specific area (during the victory scene), so I'm not sure why. :( X( So I couldn't replicate the bug. :(



Btw,  here's the script I'm using:

#==============================================================================

#

# ¥ Yanfly Engine Ace - Victory Aftermath v1.04

# -- Last Updated: 2014.03.019

# -- Level: Easy, Normal, Hard

# -- Requires: n/a

# -- Special Thanks: Yami for Bug Fixes.

#

#==============================================================================



$imported = {} if $imported.nil?

$imported["YEA-VictoryAftermath"] = true



#==============================================================================

# ¥ Updates

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# 2014.03.19 - Fixed a bug where if the battle ends with a stat buff/debuff and

#              it will display the wrong parameters.

# 2012.01.07 - Compatibility Update: JP Manager

# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.

# 2011.12.26 - Compatibility Update: Command Autobattle

# 2011.12.16 - Started Script and Finished.

#

#==============================================================================

# ¥ Introduction

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# At the end of each battle, RPG Maker VX Ace by default shows text saying that

# the party has gained so-and-so EXP while this person leveled up and your

# party happened to find these drops. This script changes that text into

# something more visual for your players to see. Active battle members will be

# seen gaining EXP, any kind of level up changes, and a list of the items

# obtained through drops.

#

#==============================================================================

# ¥ Instructions

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# To install this script, open up your script editor and copy/paste this script

# to an open slot below ¥ Materials/'fÞ but above ¥ Main. Remember to save.

#

# -----------------------------------------------------------------------------

# Actor Notetags - These notetags go in the actors notebox in the database.

# -----------------------------------------------------------------------------

# <win quotes>

#  string

#  string

# </win quotes>

# Sets the win quote for the actor. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

# <level quotes>

#  string

#  string

# </level quotes>

# Sets the level up quote for the actor. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

# <drops quotes>

#  string

#  string

# </drops quotes>

# Sets the drops quote for the actor. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

# -----------------------------------------------------------------------------

# Class Notetags - These notetags go in the class notebox in the database.

# -----------------------------------------------------------------------------

# <win quotes>

#  string

#  string

# </win quotes>

# Sets the win quote for the class. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

# <level quotes>

#  string

#  string

# </level quotes>

# Sets the level up quote for the class. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

# <drops quotes>

#  string

#  string

# </drops quotes>

# Sets the drops quote for the class. The strings are continuous and can use

# text codes. Use \n for a line break. Type in what you want the actor to say

# for the particular win quote. Use [New Quote] in between the two tags to

# start up a new quote.

#

#==============================================================================

# ¥ Compatibility

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that

# it will run with RPG Maker VX without adjusting.

#

#==============================================================================



module YEA

  module VICTORY_AFTERMATH

   

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - General Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # These are various settings that are used throughout the Victory Aftermath

    # portion of a battle. Adjust them as you see fit.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM

    VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX

    LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)         # Level Up SFX

    SKILLS_TEXT  = "New Skills"                        # New skills text title.

   

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Important Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # These are some important settings so please set them up properly. This

    # section includes a switch that allows you to skip the victory aftermath

    # phase (for those back to back battles and making them seamless) and it

    # also allows you to declare a common event to run after each battle. If

    # you do not wish to use either of these features, set them to 0. The

    # common event will run regardless of win or escape.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.

    SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.

    AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.

   

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Top Text Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Here, you can adjust the various text that appears in the window that

    # appears at the top of the screen.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    TOP_TEAM         = "Your team"           # Team name used.

    TOP_VICTORY_TEXT = "You are victorious!"   # Text used to display victory.

    TOP_LEVEL_UP     = "%s has leveled up!"  # Text used to display level up.

    TOP_SPOILS       = "Victory Spoils!"     # Text used for spoils.

   

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - EXP Gauge Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Adjust how the EXP Gauge appears for the Victory Aftermath here. This

    # includes the text display, the font size, the colour of the gauges, and

    # more. Adjust it all here.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.

    EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.

    LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.

    MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.

    FONTSIZE_EXP = 20            # Font size used for EXP.

    EXP_TICKS    = 15            # Ticks to full EXP

    EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.

    EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.

    LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.

    LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.

   

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Victory Messages -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # In the Victory Aftermath, actors can say unique things. This is the pool

    # of quotes used for actors without any custom victory quotes. Note that

    # actors with custom quotes will take priority over classes with custom

    # quotes, which will take priority over these default quotes. Use \n for

    # a line break in the quotes.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.

    FOOTER_TEXT = ""                        # Always at end of messages.

   

    # Win Quotes are what the actors say when a battle is won.

    VICTORY_QUOTES ={

    # :type   => Quotes

      #------------------------------------------------------------------------

      :win    => [ # Occurs as initial victory quote.

                   '"We won! What an exciting fight!"',

                   '"I didn\'t even break a sweat."',

                   '"That wasn\'t so tough."',

                   '"Let\'s fight something harder!"',

                 ],# Do not remove this.

      #------------------------------------------------------------------------

      :level  => [ # Occurs as initial victory quote.

                   '"Yes! Level up!"',

                   '"I\'ve gotten stronger!"',

                   '"Try to keep up with me!"',

                   '"I\'ve grown again!"',

                 ],# Do not remove this.

      #------------------------------------------------------------------------

      :drops  => [ # Occurs as initial victory quote.

                   '"I\'ll be taking these."',

                   '"To the victor goes the spoils."',

                   '"The enemies dropped something!"',

                   '"Hey, what\'s this?"',

                 ],# Do not remove this.

      #------------------------------------------------------------------------

    } # Do not remove this.

   

  end # VICTORY_AFTERMATH

end # YEA



#==============================================================================

# ¥ Editting anything past this point may potentially result in causing

# computer damage, incontinence, explosion of user's head, coma, death, and/or

# halitosis so edit at your own risk.

#==============================================================================



module YEA

  module REGEXP

  module BASEITEM

   

    NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i

   

    WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i

    WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i

    LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i

    LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i

    DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i

    DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i

   

  end # BASEITEM

  end # REGEXP

end # YEA



#==============================================================================

# ¡ Switch

#==============================================================================



module Switch



  #--------------------------------------------------------------------------

  # self.skip_aftermath

  #--------------------------------------------------------------------------

  def self.skip_aftermath

    return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0

    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]

  end



  #--------------------------------------------------------------------------

  # self.skip_aftermath_music

  #--------------------------------------------------------------------------

  def self.skip_aftermath_music

    return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0

    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]

  end

   

end # Switch



#==============================================================================

# ¡ Numeric

#==============================================================================



class Numeric



  #--------------------------------------------------------------------------

  # new method: group_digits

  #--------------------------------------------------------------------------

  unless $imported["YEA-CoreEngine"]

  def group; return self.to_s; end

  end # $imported["YEA-CoreEngine"]

   

end # Numeric



#==============================================================================

# ¡ DataManager

#==============================================================================



module DataManager



  #--------------------------------------------------------------------------

  # alias method: load_database

  #--------------------------------------------------------------------------

  class <<self; alias load_database_va load_database; end

  def self.load_database

    load_database_va

    load_notetags_va

  end



  #--------------------------------------------------------------------------

  # new method: load_notetags_va

  #--------------------------------------------------------------------------

  def self.load_notetags_va

    groups = [$data_actors, $data_classes]

    for group in groups

      for obj in group

        next if obj.nil?

        obj.load_notetags_va

      end

    end

  end



end # DataManager



#==============================================================================

# ¡ RPG::BaseItem

#==============================================================================



class RPG::BaseItem



  #--------------------------------------------------------------------------

  # public instance variables

  #--------------------------------------------------------------------------

  attr_accessor :win_quotes

  attr_accessor :level_quotes

  attr_accessor :drops_quotes



  #--------------------------------------------------------------------------

  # common cache: load_notetags_va

  #--------------------------------------------------------------------------

  def load_notetags_va

    @win_quotes = [""]

    @level_quotes = [""]

    @drops_quotes = [""]

    @victory_quote_type = nil

    #---

    self.note.split(/[\r\n]+/).each { |line|

      case line

      #---

      when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON

        @victory_quote_type = :win_quote

      when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF

        @victory_quote_type = nil

      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON

        @victory_quote_type = :level_quote

      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF

        @victory_quote_type = nil

      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON

        @victory_quote_type = :drops_quote

      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF

        @victory_quote_type = nil

      #---

      when YEA::REGEXP::BASEITEM::NEW_QUOTE

        case @victory_quote_type

        when nil; next

        when :win_quote;   @win_quotes.push("")

        when :level_quote; @level_quotes.push("")

        when :drops_quote; @drops_quotes.push("")

        end

      #---

      else

        case @victory_quote_type

        when nil; next

        when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s

        when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s

        when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s

        end

      end

    } # self.note.split

    #---

    return unless self.is_a?(RPG::Class)

    quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES

    @win_quotes = quotes[:win].clone if @win_quotes == [""]

    @level_quotes = quotes[:level].clone if @level_quotes == [""]

    @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]

  end



end # RPG::BaseItem



#==============================================================================

# ¡ BattleManager

#==============================================================================



module BattleManager



  #--------------------------------------------------------------------------

  # overwrite method: self.process_victory

  #--------------------------------------------------------------------------

  def self.process_victory

    if $imported["YEA-CommandAutobattle"]

      SceneManager.scene.close_disable_autobattle_window

    end

    return skip_aftermath if Switch.skip_aftermath

    play_battle_end_me

    gain_jp if $imported["YEA-JPManager"]

    display_exp

    gain_exp

    gain_gold

    gain_drop_items

    close_windows

    SceneManager.return

    replay_bgm_and_bgs

    battle_end(0)

    return true

  end



  #--------------------------------------------------------------------------

  # new method: self.skip_aftermath

  #--------------------------------------------------------------------------

  def self.skip_aftermath

    $game_party.all_members.each do |actor|

      actor.gain_exp($game_troop.exp_total)

    end

    $game_party.gain_gold($game_troop.gold_total)

    $game_troop.make_drop_items.each do |item|

      $game_party.gain_item(item, 1)

    end

    close_windows

    SceneManager.return

    replay_bgm_and_bgs

    battle_end(0)

  end



  #--------------------------------------------------------------------------

  # overwrite method: self.play_battle_end_me

  #--------------------------------------------------------------------------

  def self.play_battle_end_me

    return if Switch.skip_aftermath_music

    $game_system.battle_end_me.play

    YEA::VICTORY_AFTERMATH::VICTORY_BGM.play

  end



  #--------------------------------------------------------------------------

  # new method: self.set_victory_text

  #--------------------------------------------------------------------------

  def self.set_victory_text(actor, type)

    text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)

    text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]

    text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT

    $game_message.face_name = actor.face_name

    $game_message.face_index = actor.face_index

    $game_message.add(text)

    wait_for_message

  end



  #--------------------------------------------------------------------------

  # overwrite method: self.display_exp

  #--------------------------------------------------------------------------

  def self.display_exp

    SceneManager.scene.show_victory_display_exp

    actor = $game_party.random_target

    @victory_actor = actor

    set_victory_text(@victory_actor, :win)

  end



  #--------------------------------------------------------------------------

  # overwrite method: self.gain_exp

  #--------------------------------------------------------------------------

  def self.gain_exp

    $game_party.all_members.each do |actor|

      temp_actor = Marshal.load(Marshal.dump(actor))

      actor.gain_exp($game_troop.exp_total)

      next if actor.level == temp_actor.level

      SceneManager.scene.show_victory_level_up(actor, temp_actor)

      set_victory_text(actor, :level)

      wait_for_message

    end

  end



  #--------------------------------------------------------------------------

  # overwrite method: self.gain_gold

  #--------------------------------------------------------------------------

  def self.gain_gold

    $game_party.gain_gold($game_troop.gold_total)

  end



  #--------------------------------------------------------------------------

  # overwrite method: self.gain_drop_items

  #--------------------------------------------------------------------------

  def self.gain_drop_items

    drops = []

    $game_troop.make_drop_items.each do |item|

      $game_party.gain_item(item, 1)

      drops.push(item)

    end

    SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)

    set_victory_text(@victory_actor, :drops)

    wait_for_message

  end



  #--------------------------------------------------------------------------

  # new method: self.close_windows

  #--------------------------------------------------------------------------

  def self.close_windows

    SceneManager.scene.close_victory_windows

  end



  #--------------------------------------------------------------------------

  # alias method: load_database

  #--------------------------------------------------------------------------

  class <<self; alias battle_end_va battle_end; end

  def self.battle_end(result)

    battle_end_va(result)

    return if result == 2

    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0

    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT

    $game_temp.reserve_common_event(event_id)

  end



end # BattleManager



#==============================================================================

# ¡ Game_Actor

#==============================================================================



class Game_Actor < Game_Battler



  #--------------------------------------------------------------------------

  # overwrite method: gain_exp

  #--------------------------------------------------------------------------

  def gain_exp(exp)

    enabled = !SceneManager.scene_is?(Scene_Battle)

    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)

  end



  #--------------------------------------------------------------------------

  # new method: victory_quotes

  #--------------------------------------------------------------------------

  def victory_quotes(type)

    case type

    when :win

      return self.actor.win_quotes if self.actor.win_quotes != [""]

      return self.class.win_quotes

    when :level

      return self.actor.level_quotes if self.actor.level_quotes != [""]

      return self.class.level_quotes

    when :drops

      return self.actor.drops_quotes if self.actor.drops_quotes != [""]

      return self.class.drops_quotes

    else

      return ["NOTEXT"]

    end

  end



end # Game_Actor



#==============================================================================

# ¡ Window_VictoryTitle

#==============================================================================



class Window_VictoryTitle < Window_Base



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    super(0, 0, Graphics.width, fitting_height(1))

    self.z = 200

    self.openness = 0

  end



  #--------------------------------------------------------------------------

  # refresh

  #--------------------------------------------------------------------------

  def refresh(message = "")

    contents.clear

    draw_text(0, 0, contents.width, line_height, message, 1)

  end



end # Window_VictoryTitle



#==============================================================================

# ¡ Window_VictoryEXP_Back

#==============================================================================



class Window_VictoryEXP_Back < Window_Selectable



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    super(0, fitting_height(1), Graphics.width, window_height)

    self.z = 200

    self.openness = 0

  end



  #--------------------------------------------------------------------------

  # window_height

  #--------------------------------------------------------------------------

  def window_height

    return Graphics.height - fitting_height(4) - fitting_height(1)

  end



  #--------------------------------------------------------------------------

  # col_max

  #--------------------------------------------------------------------------

  def col_max; return item_max; end



  #--------------------------------------------------------------------------

  # spacing

  #--------------------------------------------------------------------------

  def spacing; return 8; end



  #--------------------------------------------------------------------------

  # item_max

  #--------------------------------------------------------------------------

  def item_max; return $game_party.battle_members.size; end



  #--------------------------------------------------------------------------

  # open

  #--------------------------------------------------------------------------

  def open

    @exp_total = $game_troop.exp_total

    super

  end



  #--------------------------------------------------------------------------

  # item_rect

  #--------------------------------------------------------------------------

  def item_rect(index)

    rect = Rect.new

    rect.width = item_width

    rect.height = contents.height

    rect.x = index % col_max * (item_width + spacing)

    rect.y = index / col_max * item_height

    return rect

  end



  #--------------------------------------------------------------------------

  # draw_item

  #--------------------------------------------------------------------------

  def draw_item(index)

    actor = $game_party.battle_members[index]

    return if actor.nil?

    rect = item_rect(index)

    reset_font_settings

    draw_actor_name(actor, rect)

    draw_exp_gain(actor, rect)

    draw_jp_gain(actor, rect)

    draw_actor_face(actor, rect)

  end



  #--------------------------------------------------------------------------

  # draw_actor_name

  #--------------------------------------------------------------------------

  def draw_actor_name(actor, rect)

    name = actor.name

    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)

  end



  #--------------------------------------------------------------------------

  # draw_actor_face

  #--------------------------------------------------------------------------

  def draw_actor_face(actor, rect)

    face_name = actor.face_name

    face_index = actor.face_index

    bitmap = Cache.face(face_name)

    rw = [rect.width, 96].min

    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)

    rx = (rect.width - rw) / 2 + rect.x

    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)

  end



  #--------------------------------------------------------------------------

  # draw_exp_gain

  #--------------------------------------------------------------------------

  def draw_exp_gain(actor, rect)

    dw = rect.width - (rect.width - [rect.width, 96].min) / 2

    dy = rect.y + line_height * 3 + 96

    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP

    text = sprintf(fmt, actor_exp_gain(actor).group)

    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP

    change_color(power_up_color)

    draw_text(rect.x, dy, dw, line_height, text, 2)

  end



  #--------------------------------------------------------------------------

  # actor_exp_gain

  #--------------------------------------------------------------------------

  def actor_exp_gain(actor)

    n = @exp_total * actor.final_exp_rate

    return n.to_i

  end



  #--------------------------------------------------------------------------

  # draw_jp_gain

  #--------------------------------------------------------------------------

  def draw_jp_gain(actor, rect)

    return unless $imported["YEA-JPManager"]

    dw = rect.width - (rect.width - [rect.width, 96].min) / 2

    dy = rect.y + line_height * 4 + 96

    fmt = YEA::JP::VICTORY_AFTERMATH

    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)

    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP

    change_color(power_up_color)

    draw_text(rect.x, dy, dw, line_height, text, 2)

  end



  #--------------------------------------------------------------------------

  # actor_jp_gain

  #--------------------------------------------------------------------------

  def actor_jp_gain(actor)

    n = actor.battle_jp_earned

    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)

      n += YEA::JP::LEVEL_UP unless actor.max_level?

    end

    return n

  end



end # Window_VictoryEXP_Back



#==============================================================================

# ¡ Window_VictoryEXP_Front

#==============================================================================



class Window_VictoryEXP_Front < Window_VictoryEXP_Back



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    super

    self.back_opacity = 0

    @ticks = 0

    @counter = 30

    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP

  end



  #--------------------------------------------------------------------------

  # update

  #--------------------------------------------------------------------------

  def update

    super

    update_tick

  end



  #--------------------------------------------------------------------------

  # update_tick

  #--------------------------------------------------------------------------

  def update_tick

    return unless self.openness >= 255

    return unless self.visible

    return if complete_ticks?

    @counter -= 1

    return unless @counter <= 0

    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS

    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play

    @counter = 4

    @ticks += 1

    refresh

  end



  #--------------------------------------------------------------------------

  # complete_ticks?

  #--------------------------------------------------------------------------

  def complete_ticks?

    for actor in $game_party.battle_members

      total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS

      bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks

      now_exp = actor.exp - actor.current_level_exp + bonus_exp

      next_exp = actor.next_level_exp - actor.current_level_exp

      rate = now_exp * 1.0 / next_exp

      return false if rate < 1.0

    end

    return true

  end



  #--------------------------------------------------------------------------

  # draw_item

  #--------------------------------------------------------------------------

  def draw_item(index)

    actor = $game_party.battle_members[index]

    return if actor.nil?

    rect = item_rect(index)

    draw_actor_exp(actor, rect)

  end



  #--------------------------------------------------------------------------

  # exp_gauge1

  #--------------------------------------------------------------------------

  def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end



  #--------------------------------------------------------------------------

  # exp_gauge2

  #--------------------------------------------------------------------------

  def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end



  #--------------------------------------------------------------------------

  # lvl_gauge1

  #--------------------------------------------------------------------------

  def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end



  #--------------------------------------------------------------------------

  # lvl_gauge2

  #--------------------------------------------------------------------------

  def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end



  #--------------------------------------------------------------------------

  # draw_actor_exp

  #--------------------------------------------------------------------------

  def draw_actor_exp(actor, rect)

    if actor.max_level?

      draw_exp_gauge(actor, rect, 1.0)

      return

    end

    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS

    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks

    now_exp = actor.exp - actor.current_level_exp + bonus_exp

    next_exp = actor.next_level_exp - actor.current_level_exp

    rate = now_exp * 1.0 / next_exp

    draw_exp_gauge(actor, rect, rate)

  end



  #--------------------------------------------------------------------------

  # draw_exp_gauge

  #--------------------------------------------------------------------------

  def draw_exp_gauge(actor, rect, rate)

    rate = [[rate, 1.0].min, 0.0].max

    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x

    dy = rect.y + line_height * 2 + 96

    dw = [rect.width, 96].min

    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1

    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2

    draw_gauge(dx, dy, dw, rate, colour1, colour2)

    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT

    text = sprintf(fmt, [rate * 100, 100.00].min)

    if [rate * 100, 100.00].min == 100.00

      text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT

      text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?

    end

    draw_text(dx, dy, dw, line_height, text, 1)

  end



end # Window_VictoryEXP_Front



#==============================================================================

# ¡ Window_VictoryLevelUp

#==============================================================================



class Window_VictoryLevelUp < Window_Base



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    super(0, fitting_height(1), Graphics.width, window_height)

    self.z = 200

    hide

  end



  #--------------------------------------------------------------------------

  # window_height

  #--------------------------------------------------------------------------

  def window_height

    return Graphics.height - fitting_height(4) - fitting_height(1)

  end



  #--------------------------------------------------------------------------

  # refresh

  #--------------------------------------------------------------------------

  def refresh(actor, temp_actor)

    contents.clear

    reset_font_settings

    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play

    draw_actor_changes(actor, temp_actor)

  end



  #--------------------------------------------------------------------------

  # draw_actor_changes

  #--------------------------------------------------------------------------

  def draw_actor_changes(actor, temp_actor)

    dx = contents.width / 16

    draw_actor_image(actor, temp_actor, dx)

    draw_param_names(actor, dx)

    draw_former_stats(temp_actor)

    draw_arrows

    draw_newer_stats(actor, temp_actor)

    draw_new_skills(actor, temp_actor)

  end



  #--------------------------------------------------------------------------

  # draw_actor_image

  #--------------------------------------------------------------------------

  def draw_actor_image(actor, temp_actor, dx)

    draw_text(dx, line_height, 96, line_height, actor.name, 1)

    draw_actor_face(actor, dx, line_height * 2)

    exp = actor.exp - temp_actor.exp

    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)

    change_color(power_up_color)

    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP

    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)

    reset_font_settings

  end



  #--------------------------------------------------------------------------

  # draw_param_names

  #--------------------------------------------------------------------------

  def draw_param_names(actor, dx)

    dx += 108

    change_color(system_color)

    text = Vocab.level

    draw_text(dx, 0, contents.width - dx, line_height, text)

    dy = 0

    for i in 0...8

      dy += line_height

      text = Vocab.param(i)

      draw_text(dx, dy, contents.width - dx, line_height, text)

    end

  end



  #--------------------------------------------------------------------------

  # draw_former_stats

  #--------------------------------------------------------------------------

  def draw_former_stats(actor)

    dw = contents.width / 2 - 12

    dy = 0

    change_color(normal_color)

    draw_text(0, dy, dw, line_height, actor.level.group, 2)

    for i in 0...8

      dy += line_height

      draw_text(0, dy, dw, line_height, actor.param_base(i).group, 2)

    end

  end



  #--------------------------------------------------------------------------

  # draw_arrows

  #--------------------------------------------------------------------------

  def draw_arrows

    dx = contents.width / 2 - 12

    dy = 0

    change_color(system_color)

    for i in 0..8

      draw_text(dx, dy, 24, line_height, "-> ", 1)

      dy += line_height

    end

  end



  #--------------------------------------------------------------------------

  # draw_newer_stats

  #--------------------------------------------------------------------------

  def draw_newer_stats(actor, temp_actor)

    dx = contents.width / 2 + 12

    dw = contents.width - dx

    dy = 0

    change_color(param_change_color(actor.level - temp_actor.level))

    draw_text(dx, dy, dw, line_height, actor.level.group, 0)

    for i in 0...8

      dy += line_height

      change_color(param_change_color(actor.param_base(i) - temp_actor.param_base(i)))

      draw_text(dx, dy, dw, line_height, actor.param_base(i).group, 0)

    end

  end

  #--------------------------------------------------------------------------

  # draw_new_skills

  #--------------------------------------------------------------------------

  def draw_new_skills(actor, temp_actor)

    return if temp_actor.skills.size == actor.skills.size

    dw = 172 + 24

    dx = contents.width - dw

    change_color(system_color)

    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT

    draw_text(dx, 0, dw, line_height, text, 0)

  end



end # Window_VictoryLevelUp



#==============================================================================

# ¡ Window_VictorySkills

#==============================================================================



class Window_VictorySkills < Window_Selectable



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    dy = fitting_height(1) + 24

    dw = 172 + 24 + 24

    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24

    super(Graphics.width - dw, dy, dw, dh)

    self.opacity = 0

    self.z = 200

    hide

  end



  #--------------------------------------------------------------------------

  # item_max

  #--------------------------------------------------------------------------

  def item_max; return @data.nil? ? 0 : @data.size; end



  #--------------------------------------------------------------------------

  # refresh

  #--------------------------------------------------------------------------

  def refresh(actor, temp_actor)

    contents.clear

    if actor.skills.size == temp_actor.skills.size

      unselect

      @data = []

      create_contents

      return

    end

    @data = actor.skills - temp_actor.skills

    if @data.size > 8

      select(0)

      activate

    else

      unselect

      deactivate

    end

    create_contents

    draw_all_items

  end



  #--------------------------------------------------------------------------

  # refresh

  #--------------------------------------------------------------------------

  def draw_item(index)

    rect = item_rect(index)

    skill = @data[index]

    return if skill.nil?

    rect.width -= 4

    draw_item_name(skill, rect.x, rect.y, true)

  end



end # Window_VictorySkills



#==============================================================================

# ¡ Window_VictorySpoils

#==============================================================================



class Window_VictorySpoils < Window_ItemList



  #--------------------------------------------------------------------------

  # initialize

  #--------------------------------------------------------------------------

  def initialize

    super(0, fitting_height(1), Graphics.width, window_height)

    self.z = 200

    hide

  end



  #--------------------------------------------------------------------------

  # window_height

  #--------------------------------------------------------------------------

  def window_height

    return Graphics.height - fitting_height(4) - fitting_height(1)

  end



  #--------------------------------------------------------------------------

  # spacing

  #--------------------------------------------------------------------------

  def spacing; return 32; end



  #--------------------------------------------------------------------------

  # make

  #--------------------------------------------------------------------------

  def make(gold, drops)

    @gold = gold

    @drops = drops

    refresh

    select(0)

    activate

  end



  #--------------------------------------------------------------------------

  # make_item_list

  #--------------------------------------------------------------------------

  def make_item_list

    @data = [nil]

    items = {}

    weapons = {}

    armours = {}

    @goods = {}

    for item in @drops

      case item

      when RPG::Item

        items[item] = 0 if items[item].nil?

        items[item] += 1

      when RPG::Weapon

        weapons[item] = 0 if weapons[item].nil?

        weapons[item] += 1

      when RPG::Armor

        armours[item] = 0 if armours[item].nil?

        armours[item] += 1

      end

    end

    items = items.sort { |a,b| a[0].id <=> b[0].id }

    weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }

    armours = armours.sort { |a,b| a[0].id <=> b[0].id }

    for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end

    for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end

    for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end

  end



  #--------------------------------------------------------------------------

  # draw_item

  #--------------------------------------------------------------------------

  def draw_item(index)

    item = @data[index]

    rect = item_rect(index)

    reset_font_settings

    if item.nil?

      draw_gold(rect)

      return

    end

    rect.width -= 4

    draw_item_name(item, rect.x, rect.y, true, rect.width - 24)

    draw_item_number(rect, item)

  end



  #--------------------------------------------------------------------------

  # draw_gold

  #--------------------------------------------------------------------------

  def draw_gold(rect)

    text = Vocab.currency_unit

    draw_currency_value(@gold, text, rect.x, rect.y, rect.width)

  end



  #--------------------------------------------------------------------------

  # draw_item_number

  #--------------------------------------------------------------------------

  def draw_item_number(rect, item)

    number = @goods[item].group

    if $imported["YEA-AdjustLimits"]

      contents.font.size = YEA::LIMIT::ITEM_FONT

      text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)

      draw_text(rect, text, 2)

    else

      draw_text(rect, sprintf(":%s", number), 2)

    end

  end



end # Window_VictorySpoils



#==============================================================================

# ¡ Scene_Battle

#==============================================================================



class Scene_Battle < Scene_Base



  #--------------------------------------------------------------------------

  # alias method: create_all_windows

  #--------------------------------------------------------------------------

  alias scene_battle_create_all_windows_va create_all_windows

  def create_all_windows

    scene_battle_create_all_windows_va

    create_victory_aftermath_windows

  end



  #--------------------------------------------------------------------------

  # new method: create_victory_aftermath_windows

  #--------------------------------------------------------------------------

  def create_victory_aftermath_windows

    @victory_title_window = Window_VictoryTitle.new

    @victory_exp_window_back = Window_VictoryEXP_Back.new

    @victory_exp_window_front = Window_VictoryEXP_Front.new

    @victory_level_window = Window_VictoryLevelUp.new

    @victory_level_skills = Window_VictorySkills.new

    @victory_spoils_window = Window_VictorySpoils.new

  end



  #--------------------------------------------------------------------------

  # new method: show_victory_display_exp

  #--------------------------------------------------------------------------

  def show_victory_display_exp

    @victory_title_window.open

    name = $game_party.battle_members[0].name

    fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM

    name = sprintf(fmt, name) if $game_party.battle_members.size > 1

    fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT

    text = sprintf(fmt, name)

    @victory_title_window.refresh(text)

    #---

    @victory_exp_window_back.open

    @victory_exp_window_back.refresh

    @victory_exp_window_front.open

    @victory_exp_window_front.refresh

  end



  #--------------------------------------------------------------------------

  # new method: show_victory_level_up

  #--------------------------------------------------------------------------

  def show_victory_level_up(actor, temp_actor)

    @victory_exp_window_back.hide

    @victory_exp_window_front.hide

    #---

    fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP

    text = sprintf(fmt, actor.name)

    @victory_title_window.refresh(text)

    #---

    @victory_level_window.show

    @victory_level_window.refresh(actor, temp_actor)

    @victory_level_skills.show

    @victory_level_skills.refresh(actor, temp_actor)

  end



  #--------------------------------------------------------------------------

  # new method: show_victory_spoils

  #--------------------------------------------------------------------------

  def show_victory_spoils(gold, drops)

    @victory_exp_window_back.hide

    @victory_exp_window_front.hide

    @victory_level_window.hide

    @victory_level_skills.hide

    #---

    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS

    @victory_title_window.refresh(text)

    #---

    @victory_spoils_window.show

    @victory_spoils_window.make(gold, drops)

  end



  #--------------------------------------------------------------------------

  # new method: close_victory_windows

  #--------------------------------------------------------------------------

  def close_victory_windows

    @victory_title_window.close

    @victory_exp_window_back.close

    @victory_exp_window_front.close

    @victory_level_window.close

    @victory_level_skills.close

    @victory_spoils_window.close

    wait(16)

  end



end # Scene_Battle



#==============================================================================

#

# ¥ End of File

#

#==============================================================================



Thanks so much for any help! ^_^
10
Hello everyone! Is there any way to automatically change all instances of one word/name/term being used within the game automatically?

Like, for example, I wanna change a race name within the game, and it would be quite difficult to manually replace each instance of that race name being mentioned in all texts/events within the game. As I might miss many, and it is also quite a tedious job especially you're already finishing the game. X( :(

So, is there any way I can make VX ace auto-replace every instance of a certain race name being mentioned into the new name I wanna give it? Thank you so much for any response! <3

Also, I am aware that Shaz' script exists:
https://forums.rpgmakerweb.com/index.php?threads/extract-events-to-text-file.17444

While it works great for what I want to do, you will still have to be editing the texts you wanna replace manually. >.< X( Which tbh, is kinda hard when you have like... 544 maps and events already in the game. T_T

Btw, I also wish to specify that what I am looking for is like, I want to literally change the name of a race from my game because it's a very controversial term, so I want every instance of it being mentioned within the game's events/common events and etc. to be replaced with something else... I want to literally make a new name for the race canonically if that makes sense? xD
11
New Projects / Tall Tales of Fall
January 11, 2019, 01:04:51 pm


Spoiler: ShowHide
Hi everyone! This is my entry for the Seasons of RMN II event for the season of fall. :) Hope you guys will enjoy it. ^^



Spoiler: ShowHide
In this season of autumn, a soul adrift this time of contemplation. There are four elements and four directions, but there is only one perception. Enter the Fields of Eternity, and uncover the stories of lost cities, while perceiving through one of the four lost individuals, whose fates are intertwined, wandering to discover the unknown and remember the forgotten.



Spoiler: ShowHide

Name: Trevor Ferris
Age: 20
Zodiac: Virgo
Description: A young soldier, steady and honorable in his ways. Aspect of Earth and Wanderer from the North.


Name: Pearl Haymane
Age: 22
Zodiac: Cancer
Description: A young maiden, forced to carry the burden of a priestess. Aspect of Water and Wanderer from the West.


Name: Jake Graylance
Age: 31
Zodiac: Aries
Description: A free-spirited lumberjack, fighting for his homeland. Aspect of Fire and Wanderer from the South.


Name: Felix Coleman
Age: 25
Zodiac: Libra
Description: An assassin, living in the shadows, living by blood. Aspect of Wind and Wanderer from the East.



Spoiler: ShowHide









Features:
- Fast-paced ATB battle system.
- Choose among four characters to start the game and perceive the story with.
- Delve into an atmosphere of mystery and wonder.
- Immersive and atmospheric places and dungeons.
- Secret boss fights and many more!

Credits:

Graphics:

Jason Perry
whtdragon
hian
Moghunter
Pentagon Buddy
KucingBudhug
Naramura
Derex
Hiddenone
DEGICA
Enterbrain, Inc.
Cooltext.com

Music:

Richard, John S.
ayato sound create
tobi (http://karugamo.tk/)
YouFulca/Wingless Seraph
Bitter Sweet Entertainment, Inc.
DEGICA
Enterbrain, Inc.

Plugins:

Yanfly
Moghunter
SumRndmDde
Fallen Angel Olivia
Terrax
DEGICA
Enterbrain, Inc.
12
New Projects / Whimsical Misadventures of Cinderella
November 03, 2018, 10:25:08 pm


Spoiler: ShowHide
By: Team Starry Horizons (Berry and Starmage)

Whimsical Misadventures of Cinderella is Team Starry Horizon's submission to the RMN Twisted Fairytale event. The game will involve heavy JRPG elements mixed with some subtle dark/adult subject matter and religious themes. We hope that you are ready for such content. Until then, enjoy! ^_^



Spoiler: ShowHide
Once Upon a time, on the faraway city of Detroit, there lived a sweet girl named Cinderella. She was turning 18, and her friends invited her to a party at the city's most exquisite Pantheon Club; hoping to finally open the doors of partying and smashing to Cindy. But during the party, with reasons unknown; Cindy suddenly got pulled into a new magical world. This world is called Jamelot, where mushrooms are big and animals can talk. Along the way, Cindy makes new animal friends that can help her solve the mysteries of Jamelot. Will Cindy ever find her way back home to Detroit?



Spoiler: ShowHide

Cinderella
Age: 17
Zodiac: Gemini
Description: Cinderella is a very naive and sweet young girl who's also very gullible. She lives with her Step Mother and Step Sisters who are all very kind to her. Cinderella's friends (Particularly; Jaqie) nicknamed her "Cinderelli".


Jaqie
Age: 19
Zodiac: Cancer
Description: Jaqie is a very rich young man who makes a living through illegal means. He is very calculating, manipulative, charming and dangerous. He is one of Cinderella's friends since elementary school.


Gustav
Age: 18
Zodiac: Taurus
Description: Gustav is the son of a rich con-artist couple. He has lived his whole life knowing nothing about decision making and standing for what you believe in. In short, he's kinda dumb. Gustav follows Jaqie's footsteps wherever he goes, believing that only Jaqie knows what's good for him. He is one of Cinderella's friends since elementary school.


Marylu
Age: 19
Zodiac: Sagittarius
Description: Marylu is a hot-headed sociopath who has a thing for seeing bloodshed all around her. She likes to get drunk all the time and she has a very adventurous spirit. She is one of Cinderella's friends since elementary school.


Blooey
Age: 17
Zodiac: Virgo
Description: Blooey is a hopeless romantic who's stuck with his head high on the clouds. He loves chilling and believes in one love, unity, and peace. He is one of Cinderella's friends since elementary school.


Kit
Age: 19
Zodiac: Aquarius
Description: Kit is a very hardworking and goal-oriented young man. He cares deeply for his loved ones and friends. He is very understanding. Kit is Cinderella's boyfriend.


Anastasia
Age: 17
Zodiac: Scorpio
Description: Anastasia is one of Cinderella's step-sisters. She is very logical yet her emotions run deep. Anastasia is very focused on education and is very passionate towards learning new things and discovering the unknown.


Fairy God "Mother"
Age: ???
Zodiac: ???
Description: An otherworldly anomaly that helps Cinderella during her darkest times. The God Mother is an enigma that travels the ethereal planes between life and death.



Spoiler: ShowHide













Features:

- 3-4 hours of gameplay
- Colorful cast of characters
- Engaging and fun turn-based strategy battles with a special stack system that affects your skills' abilites.
- A stat distribution system that allows you to customize your party members' stats.
- Playable characters that offers their own unique traits in battles
- An Unlockable mode that offers new story content with fun boss battles along with multiple endings
- Very intriguing yet simple storyline that will leave you curious and engaged.
- Mesmerizing fairy-tale/Coloring book styled game aesthetics.
- Enjoy BerryB/BerryRMN's beautiful artworks from enemy sprites to facesets to CGs.

Whimsical Misadventures of Cinderella GOODIES:

- Toasty/RPGtime's First Impression Stream for the game:


- HawkZombie's 3 part stream of the full game (version 1.0):


- Studio Blue's stream for the full game:


Credits:

Mostly everything: Degica Co., LTD

Graphics:

- BerryB
- Sherman 3D
- Jgreene
- SkottyTV
- whtdragon
- Loose Leaf
- PandaMaru
- McSunday
- GrandmaDeb
- Kattriella
- hian
- Creative Ed
- kokororeflections
- Moghunter
- Michael Galefire

Music:

- Murray Atkinson
- Joel Steudler
- Gyrowolf
- kwahmah_02
- oceanictrancer
- Bitter Sweet Entertainment, Inc.
- Wingless Seraph/YouFulca : https://wingless-seraph.net/en/material-music.html
- Kevin Macleod

Plugins:

- Yanfly
- Hime
- Moghunter
- Galv
- SumRndmDde
- Shaz

Hope you all enjoy! ^_^
13
Projects / Games / A Maiden's Ballad
July 12, 2018, 03:30:30 am


Spoiler: ShowHide
A Maiden's Ballad is a short RPG that I made as entry to RMN's Theme Roulette Event, where each participant are given a random theme to make an RPG maker game out of. I got the word "Passion", which allowed me to create this RPG. Hopefully, the game will do the word justice as you play it.



Spoiler: ShowHide
Cecilia Ashenhurst, an aspiring musician and harpist, has decided to go on a journey to the Harmonica at the capital city of Rainsville. The Harmonica is an organization that helps musicians publish their music and make them known throughout the world. Cecilia, along with her childhood friends: Yolanda Vladimir and Nathan Scollfyld, ventures forth to Rainsville. Along the way, the trio faces difficult and dangerous circumstances. Will Cecilia and her friends become successful in realizing their dreams and passion?



Spoiler: ShowHide

Name: Cecilia Ashenhurst
Age: 18
Zodiac: Sagittarius
Description: Cecilia is a harpist who always had great passion for music ever since she was a child. Cecilia is a very passionate and free-spirited individual. She likes to mingle with her friends and go on exciting adventures wherever they may be. Despite knowing that their journey to Rainsville is going to be dangerous, Cecilia is still eager to go, for, her fiery soul cannot be tamed.


Name: Yolanda Vladimir
Age: 18
Zodiac: Aries
Description: Yolanda is an apprentice sorceress who's also one of Cecilia's childhood friends. Yolanda is a very logical, competitive and goal-oriented girl. Yolanda is always ready to go wherever adventure awaits them. Though she can be quite frank and tactless towards her friends sometimes, her intentions are actually meant to motivate them into becoming driven individuals who aims high.


Name: Nathan Scollfyld
Age: 19
Zodiac: Leo
Description: Nathan is a hardworking lumberjack who's also one of Cecilia's childhood friends. Nathan is a very confident, energetic and outgoing young man who's always up for grand adventures. Despite his rough demeanor, Nathan is actually very warm and compassionate in nature, he just doesn't show it much.



Spoiler: ShowHide













Features:

- 3 hours of gameplay

- Beautiful Time Fantasy graphics

- Fun and engaging atb battles

- Colorful and sweet cast of characters

- Immersive dungeon atmospheres and music



Credits:

Graphics:

Jason Perry
whtdragon
hian
Moghunter
Pentagon Buddy
Cooltext.com
DEGICA
Enterbrain, Inc.

Music:

YouFulca/Wingless Seraph
Amélie Guiboux
Terry Bradley
FredFluteMUSIC
Frontier Works, Inc.
Bitter Sweet Entertainment, Inc.
Archeia
EvilEagles
Tobby Ong
Caz
DEGICA
Enterbrain, Inc.

Plugins:

Yanfly
Moghunter
SumRndmDde
DEGICA
Enterbrain, Inc.

Hope you all enjoy! ^_^
14


Hi guys! Once Upon the Woods is my entry submission for the One Map Challenge event being held at Rpgmaker.web. :) It is a very short and simple RPG that features the story of Hansel and Gretel, an old fairy-tale that we have all heard. This game is sort of like my high-fantasy take on the story. ^_^ I hope that you enjoy! :)


Spoiler: ShowHide
Once upon a time in a faraway forest, there lived a poor family that has two twin children: Hansel and Gretel. The twins' parents have been in an economic struggle for a very long time, and they decided to take the twins out in the woods to abandon them and free themselves from the burden of feeding the twins. Fortunately, Hansel left a trail of white stones from where they left which helped them return home, but, the Mother was angered with their return and decided to take the twins out on the woods again to abandon them once more. With Hansel leaving behind a trail of breadcrumbs, will this help them find their way back home again?



Spoiler: ShowHide

Gretel:
The girl of the twins, Gretel is a timid and shy girl who has an optimistic outlook on life. She's easily frightened but is always determined to see her and her brother's dreams fulfilled. She has learned magic from secretly reading their mother's books on witchcraft and wizardry. Gretel specializes mostly in healing and light magic.


Hansel:
The boy of the twins, Hansel is a brave and caring boy who is very protective of her sister. He has a strong sense of justice and is the one who has overheard their parents talking about their abandonment. Hansel has learned the way of the sword by finding his father's old battle equipment. Hansel specializes in tanking incoming damage and dealing physical damage.



Spoiler: ShowHide









Features:

- Very short and sweet
- Challenging, strategic and engaging battles
- Beautiful fairy-tale-esque artworks
- Beautiful Celtic music

Credits:

Plugins:

Moghunter
Yanfly
SumRndmDde
Tsukimi
DEGICA Co., LTD
Enterbrain


Music:

Bitter Sweet Entertainment, Inc.
DEGICA Co., LTD
Enterbrain


Graphics:

Andy Chen
Loose Leaf
Moghunter
Yanfly
JosephSeraph
Milano Cat
Derex
Hiddenone
KADOKAWA, INC.
DEGICA Co., LTD
Enterbrain
15
Hello guys! I need help with Yami's Battle symphony along with the Holder animated battler add-on.

Yami Battle Symphony: https://forums.rpgmakerweb.com/index.php?threads/battle-engine-symphony.6037/
Holder animated battlers add-on: https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/add-on/Holder-Battlers.rb

How do I set up a battler so that he/she attacks using a gun from afar? Because it seems weird that the gunner battler will have to go near the enemy in order to attack xP

Btw, I checked the guide thread for holder's battlers, but it seems all pictures are no longer available and there are broken links. x((

I would really appreciate any help! ^^
16
Hello guys! I need help with Yami's Battle symphony along with the Holder animated battler add-on.

Yami Battle Symphony: https://forums.rpgmakerweb.com/index.php?threads/battle-engine-symphony.6037/
Holder animated battlers add-on: https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/add-on/Holder-Battlers.rb

Whenever I cast a spell, the battler's cast animation sprite does not loop. :( Is there any way I can make the spell cast sprite loop using those scripts? I want it to look like the battler is really doing some incantation. :)

Thanks so much for any response!

(btw, I'm also currently using Yanfly's cast animations).
17
Projects / Games / Elf's Dairy (Completed)
February 22, 2018, 02:29:13 am


Spoiler: ShowHide
Hello guys! In God's goodness, here's another short 2 hours long RMVXace game that I made while I paused development on Rave Heart for a while. xD This short is made as an entry for the RPG maker 28th birthday, Full game category. :) I really enjoyed making this game and I sure hope that you guys will also enjoy playing it. ^_^



Spoiler: ShowHide
In the isolated town of Karonna, there was a young boy named Faint. Born as a half-Elf, half-Fairy, his compassionate nature lead him to dream of serving the people of Karonna. With the assistance of his friends, Rue and Kailah, he forms his own guild.

With monsters attacking the people of Karonna continuously, Faint's new guild is put to the test. Can they prove their worth to the mayor, and overcome this challenge? What other challenges could await them?



Playable Characters:

Spoiler: ShowHide

Name: Faint
Gender: Male
Age: 18
Zodiac: Leo
Description: Faint is a young Fairy Elf who has always dreamed of being in service to the people of Karonna. He's a very kind and gentle being, very innocent, even. Unfortunately, there are a few people in Karonna who likes to bully and mistreat Faint just because he is born different. Do not be fooled by his harmless demeanor though, as Faint is actually a skilled fighter and healer who's very dedicated in protecting the innocents.


Name: Kailah
Gender: Female
Age: 17
Zodiac: Virgo
Description: Kailah is one of Faint's childhood friends. She joins Faint on his quest to building a guild dedicated in protecting the town. Kailah is a very charming, straight-forward and systematic young lady. She is highly skilled in magic.


Name: Rue
Gender: Male
Age: 19
Zodiac: Aquarius
Description: Rue is one of Faint's childhood friends. He is an adventurous spirit who immediately joined Faint on his quest to protecting the town with their new found guild. Rue is a good friend to Faint, but is quite known for his temper. He can be emo and dark at times, too. He is very independent, though.


Name: Ven
Gender: Male
Age: 19
Zodiac: Pisces
Description: Ven is an eager warrior who wishes to join Faint's guild to protect the town. He may be quite young, but Ven is actually already a married man, a father, and a skilled warrior. Ven is very chill to be around, and he's loyalty, bravery and selfless-ness knows no bounds.


Name: Jinn
Gender:Female
Age: 20
Zodiac: Gemini
Description: Jinn is a very pious woman who's devoted to Sunday masses at the Karonna church. She's very friendly, outgoing, religious and virtuous. Jinn joined Faint's guild shortly after knowing all about it from the Priest. She likes to call Faint her BFF and gets angry when Faint doesn't do the same.


Name: Madel
Gender: Female
Age: 16
Zodiac: Taurus
Description: Madel has always been Faint's secret admirer even since he started creating the guild. He sees Faint as her "Knight in Shining Armor", ready to sweep her off her feet. But Madel's quirky and naive nature makes it difficult for her to express herself, even though she's quite expressive. Madel joined Faint's guild shortly, and is quite skilled with the bow.


NPCs (Non-playable Characters):

Spoiler: ShowHide

Faint's Parents (Info below from left to right)
Name: Rolf and Ryla
Gender: Male / Female
Age: 49 / 44
Zodiac: Scorpio / Aquarius
Description: Faint's parents have always been supportive towards their two sons. Faint's elder brother, Mak, was actually adopted by Rolf and Ryla, when he was left at their doorstep during his infancy. But both parents still loved Mak as their own, just as they loved Faint. Rolf, though supportive, can be quite cautious and worry-some with how Faint is leading a dangerous path. Ryla, on the other hand, is very supportive towards Faint and believes in his capabilities.


Name: Mak
Gender: Male
Age: 22
Zodiac: Cancer
Description: Mak is Faint's adoptive elder brother. He was left at their family's doorstep when he was an infant. Mak is always seen hanging around with his friend Eman.


Name: Eman
Gender: Male
Age: 19
Zodiac: Gemini
Description: Eman is Mak's bestfriend and partner in crime when it comes to stuff like happy leaves, drinks, and ladies.


Name: Remie
Gender: Male
Age: 19
Zodiac: Taurus
Description: Remie own's a manor at Karonna. He's sensual and can be very materialistic. Though generous, he is actually enjoying the fact that people are needing his financial help. Remie likes to relax on his manor all day, and have his servants entertain him like jesters. Remie is very wise when it comes to finances.


Name: Zed
Gender: Male
Age: 16
Zodiac: Libra
Description: Zed is a good friend to both Faint and Mak. Zed always gets lots of attention from the opposite sex for his handsomeness.


Name: Leika
Gender: Female
Age: 15
Zodiac: Libra
Description: Leika is Zed's beautiful girlfriend. Leika is a very conservative woman, but has a temper when it comes to jealousy.


Name: Bert
Gender: Male
Age: 20
Zodiac: Virgo
Description: Bert is an old acquaintance of Rue. He is very helpful and service oriented. Even though he's not a fighter, he still decides to join Faint's guild and help them in any way he can. Unfortunately, he and Rue seems to have a troubled past with each other.


Ven's Family (Info below from left to right)
Name: Shayie and Farhan
Gender: Female / Male
Age: 19 / 5
Zodiac: Scorpio / Leo
Description: Ven's lovely wife (Shayie), and his fun-loving son (Farhan). Both Shayie and Farhan immediately decided to follow Ven to the town of Karonna as soon as they heard that Ven is getting recruited to Faint's guild. Ven really cares deeply for these two, just as the two shows him their undying love and support.


Name: Jork
Gender: Male
Age: 17
Zodiac: Aries
Description: Jork is Kailah's emotionally abusive ex-boyfriend. Even though Kailah already wishes to move on with her life, Jork still persists on taking her back for himself.


Bullies (Info below from left to right)
Name: Hayme, Sonn, and Skott
Gender: Male / Male / Male
Age: 17 / 18 / 16
Zodiac: Gemini / Scorpio / Sagittarius
Description: The bullies of Karonna. They like to pick on every kids in town just because they enjoy it. Though it's not a secret that all have troubled childhood, they're still acting very inappropriately. Faint, most especially, is their favorite target, for being a little too different.


Name: Mayor
Gender: Male
Age: ??
Zodiac: ??
Description: He is the Mayor of Karonna. Mysterious and puts up a practical front.


Name: Loyce
Gender: Female
Age: 20
Zodiac: Taurus
Description: She is the Mayor's lovely niece. Loyce is a very talented singer. She works as her Uncle's personal assistant and errand girl when it comes to sending specific announcements to certain people around town.


The Heroes (Info below from left to right)
Name: Hilda, Dorothy, Eric and Aluxes
Gender: Female / Female / Male / Male
Age: 23 / 16 / 18 / 19
Zodiac: Cancer / Sagittarius / Taurus / Aquarius
Description: The popular heroes who are defending Karonna from beyond the walls.



Spoiler: ShowHide











Features:
- A Short, simple and fun 2 hours long game
- Engaging strategic free turn based battles
- Simple story-line with themes about friendship, faith and determination
- Small but beautiful areas to discover
- Colorful and fun characters to get to know with


Elf's Diary Goodies:

My simple art for Faint:
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Finnuval 's awesome Faint art:
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My old poster for Elf's Diary:
Spoiler: ShowHide


Elf's Diary Remastered Trailer:
https://www.youtube.com/watch?v=EQuQ1Baxq8A


CREDITS:
Spoiler: ShowHide
Graphics:

- Cooltext.com
- ItaHoly (Windowskin)
- Liberty (Flower Clutter tile)
- monta!/Milano Cat (Battlers)
- Matseb2611 (Battle transition)
- FatYogi (GameOver screen)
- JKRoots (Title screen)
- Tkool
- Derex (Generator parts)
- Andy Chen (Animations)
- Hiddenone (Generator parts)
- Avery (Icon set)
- CreativeEd (Fire lighting)

Scripts:

- Yanfly
- Moghunter
- RPG Maker Source - http://www.rpgmakersource.com
- siChainlinks
- Yami
- Kread-Ez
- Archeia_Nessiah
- Levi Stepp
- KilloZapit
- TheoAllen


Music:

- Bitter Sweet Entertainment, Inc.
- tobi (http://karugamo.tk/)
- D.C. Kairi Sawler


I hope that you guys will enjoy the game as much as I did making it. ^_^
18
Hello everyone! I'm having a problem with an error during battles in my game x((

This errors here:



They pop up everytime a character of mine is poisoned and has low HP (Hp below 5) while I try to use an item (any item). As soon as I enter the item I wish to use, one of those errors pop up x((

Please help, I don't know what I'm doing wrong. x((

The scripts that I am using are as follows (in order):

Yanfly Core Engine - https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
Yanfly Victory Aftermath - https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/
Yanfly State Animations - https://yanflychannel.wordpress.com/rmvxa/battle-scripts/state-animations/
Yanfly Ace Message System - https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/
Tankentai battle system (Wishdream's translation) - https://forums.rpgmakerweb.com/index.php?threads/tankentai-sideview-battle-system-v1-0-wish-english-translation-v1-2d.31961/
(Sideview - Action setup)
(Sideview - Battler setup)
(Sideview)
MOG ATB - https://atelierrgss.wordpress.com/rgss3-active-time-battle/
MOG ATB Skill name - https://atelierrgss.wordpress.com/rgss3-atb-skill-name/
MOG Battle Hud Ex (Silver Hawk) - https://atelierrgss.wordpress.com/rgss3-battle-hud-ex/
Mog Monogatari (Menu) - https://atelierrgss.wordpress.com/rgss3-monogatari/
Mog Animated Title A - https://atelierrgss.wordpress.com/rgss3-custom-title-screens/
Mog Monster book - https://atelierrgss.wordpress.com/rgss3-monster-book/
MOG Diagonal movement -
Mog Weather Ex - https://atelierrgss.wordpress.com/rgss3-weather/
KilloZapit Word Wrapper - https://www.rpgmakercentral.com/topic/6964-word-wrapping-message-boxes/
Galv's Visibility range - https://galvs-scripts.com/2013/05/30/visibility-range/
Bug fix patch for Galvs
Recover after level up patch

Here is also my game's script file where you can check if there are any disturbances:
http://www.mediafire.com/file/syx6ksju94i8b1h/Scripts.rvdata2

Thank you so much for anyone who can help! X((
19
Projects / Games / Rave Heart
February 08, 2018, 07:06:39 am

Watch Trailer:


Spoiler: ShowHide
It is the year 212 AXW: the Great War that ravaged the galaxy of Xerxes has given way to contentious peace. One of the legendary heroes of the war, Arcturo Rave, now presides over Xerxes as the High King. His influence, though considerable, is barely containing a galaxy divided.

Much of the conflict stems from two age-old adversaries: the humanoid Errans of House Rave in Sector 4, and the lizard-like Draconians in Sector 1. To defuse the tension, Draconian Count Vorakia Estuuban wishes to merge two of the most influential houses from Sector 1 and Sector 4 through the marriage of Princess Ellemine Rave (daughter of the High King) and Prince Chad Zephyr (son of Lord Falric Zephyr). The High King approves of this union between the Errans of House Rave in Sector 4 and the Humans of House Zephyr in Sector 1. However, the Count may have an agenda of his own for this marriage, and may not have the best interest of the galaxy in mind. Could House Zephyr simply be a puppet of the Draconian Count in this union?



Spoiler: ShowHide
Klein Cryoz, the personal bodyguard of Princess Ellemine Rave, finds himself caught up in a twist of unfavorable events. Journey into the galaxy of Xerxes and enter Klein's life, as he finds himself caught up in a galactic feud. Along the way, the fragments of his long-forgotten dark past surface, piece by piece. Will he be able to do his duty, withstand the pressure of a brewing war, all the while having his past haunt him?



Spoiler: ShowHide

Humans
Humans are an ever-evolving species. For a race that started from primitive humans with apelike features, they have now drastically evolved. It was a great wonder throughout all of Xerxes that the Humans were able to evolve themselves over the years. They now have symmetrical bodily proportions with great features. The Humans' intellectual capacity has improved over the years as well. Now, only time will tell what the Humans are going to be like in the far future.


Errans
Errans are the inhabitants of Sector 4. They have humanoid features and are identified for their hair-color with hues that range from sapphire blue to emerald green. Erran's source of food is the natural vegetation of Erra and Orion. Some Errans are born with psychic powers. They are called "Ciphers". Some Errans on the other hand aren't born with psychic powers. Non-cipher Errans are given the opportunity to study at the Granian Research Facility of Sector 2 or to join the Erran Vanguard. This happens when they reach 25. In Erran tradition, it is said that the rightful heir to the throne must always be a child born as a Cipher. If a King's first born is not a Cipher, but his second is, then the second child shall be chosen, regardless of age and gender. Erran Royalty is also very strict at keeping their royal children's identity a secret from the Galaxy. This is only until they are engaged and married.


Draconians
The Draconians have reptilian features. They have hard scales and strong bodies. Their kin are very competitive when it comes to power and authority. They have access to the most advanced technologies up to date, thanks to the help of the Grays at the Granian Research Facility in Sector 2. It was rumored that the Draconians eat human babies as food, but was long debunked by Count Vorakia Estuuban himself. The count specifically mentioned that they would never betray their own people, Draconians and Humans alike. What is known for now is that the Draconians only eat raw animal meat for food.


Granians (Grays)
Granians are extremely telepathic beings. They communicate with others using their minds. They are also very intellectual. It has been a mystery that they are able to work together in perfect unison for their advancements. Granians work with one mind and are able to achieve much technological advancement. They have skins with hues ranging from pale white to gray. They have huge oval shaped eyes and their bodies are small and frail.


Gulanians (Greens)
The Gulanians, unlike the Granians, are not telepathic beings. They speak with their tongues like most beings in the Galaxy do. They are more focused on excavations, archeology and manual labor. This makes them the perfect partner for the Granians. Gulanians have the same physical features as the Granians with their small, frail bodies and huge oval shaped eyes. The only difference is that their skin is green.


Kunians
Kunians are humanoid beings with cat-like features. They have very agile bodies and strong senses. The Kunians are rich in culture and are very spiritual beings. The Kunians are the only ones preserving the practice of "Calline" in all of Sector 3. Calline is a tradition among the Kuni where an individual reaching the age of 20 is given the chance to take a soul-searching journey alone around the galaxy and bring honor to their kind.


Farians
The Farians are humanoid beings that are identified for their purple skin and hair color that have hues ranging from purple to pink. Most Farians are involved with occultism and witchcraft. They are infamous for the usage of hexes, curses and charms that are driven by criminal intentions. Still, not all Farians are involved with criminal intentions. The occult practices, however, have long been a cultural stigma on their species. Many Farians work underground in Kardel to create devastating hexes and curses with malicious purposes.


Somaki
The Somaki is an enigmatic race with unknown origins; they're usually seen wearing suits of armor that cover their faces. Their purpose in this sector is unknown. Their body-shape is humanoid in nature and is really muscular. They are usually found lurking in underground areas of the planets in Sector 3. Though there hasn't been any news of the Somaki causing trouble as of late, still, the people of Sector 3 are very cautious of their presence.



Spoiler: ShowHide

Name: Klein Cryoz
Age: 20
Race: Erran
Zodiac: Scorpio
- The Main Protagonist of the story. Klein is a Cipher, 20 years of age. He has left behind his dark past when the High King of Xerxes took him in as part of the Cipher's Kinetic Association (CKA) of House Rave and assigned him as the Princess' personal body-guard. He is calm, deep and stoic.


Name: Ellemine Rave
Age: 21
Race: Erran
Zodiac: Virgo
- Princess of House Rave and daughter of the High King. Ellemine is an empath who has suffered greatly because of her powers. She is able to absorb the feelings of everyone around her, be it, joy, pain, sorrow and anger. All of these have made her life difficult and have left her feeling overwhelmed for so many times already. Ellemine, Instead of her non-cipher elder brother, Prince Eryn Rave,  was chosen as heir to House Rave, for, In Erran tradition, the Royal child who possesses psychic powers must always be the chosen heir, despite of their age and gender. She is very close to her mother, Queen Lumina Rave. Ellemine is humble and meek, but wise and strong.


Name: Chad Zephyr
Age: 19
Race: Human
Zodiac: Pisces
- Prince of House Zephyr and son of the well renowned couple of Sector 1, Lord Falric and Lady Marselva Zephyr. As a college freshman and a popular athlete, life has been going well for him, until he was taken off guard by his parents' decision to get him engaged with an Erran Princess. Chad wasn't really into any kinds of relationship during the time, however, when he met Princess Ellemine for the first time, his heart strings were plucked as an invisible cord of emotional and spiritual connection has formed between the two of them. Chad has been professionally trained in sword-fighting since childhood; this makes him an excellent fighter. He's charismatic, athletic and laid-back.


Name: Sola Brightling
Age: 20
Race: Kunian
Zodiac: Sagittarius
- A teen who is currently on her "Calline". Calline is a practice among the Kuni where an individual reaching the age of 20 is sent out on a journey around the Galaxy to find him/herself, creating his/her destiny and bringing honor to their people. This journey usually awakens fear and anxiety on a Kunian, but Sola was very excited for this journey. As the adoptive child of Lady Tajuma Hulei, governor of Sector 3, she was always expected to be as reserved and well-behaved as they wanted her to be. Now, the Calline is the only thing that can free her adventurous spirit. She's childish but very cunning.


Name: Veronica Wale
Age: 27
Race: Farian
Zodiac: Capricorn
- Owner of "Wale's Resto Bar" located in planet Kardel, Sector 3. Veronica lives up to the Farian stereotype of being heavily involved in black magic such as hexes and curses. Veronica is notorious for using spells to enhance her charms and allure on her costumers, making them come back to her resto bar again and again. Veronica's life changed directions when the leader of the "Star Raiders" fell in love with her. The leader of this pirate group wishes to kidnap her and force her into marrying him. She's very charming, witty and humorous.


Name: Zazir S-89
Age: 8
Race: Half Draconian and Gray
Zodiac: Gemini
- Zazir is the 89th Hybrid experiment of the Niredian Scientists in Sector 1. He is a mixture of both Draconian and Gray DNA. Zazir was left to rot in the barren planet of Jargon in Sector 2, for, he was deemed a failed experiment by the Niredian scientists. Zazir, however, is not exactly a failure himself. He possesses the strong physical capabilities of a Draconian and the telepathic powers of a Gray. He was saved from this predicament when he met Klein and Ellemine. Zazir is naïve and curious, but brave and loyal.



Spoiler: ShowHide


















Features

- Rich background story and varieties of alien planets to explore.
- A Cast of colorful characters who each have their own interesting background stories.
- Side-quests and Optional bosses.
- Discover different extraterrestrial races and their cultures.
- Emotionally involving story-line with interesting twists.
- Immersive Sci-fi setting.
- Animated Side-view Battle System.

Rave Heart Goodies:
- BerryB's very cute artwork for Ellemine, made in his wonderful artstyle!! ^_^ :)
Spoiler: ShowHide


- BerryB 's adorable 3rd-anniversary artwork for Rave Heart featuring Zazir and Sola:
Spoiler: ShowHide


- Schlee/Maria Vanessa's awesome cover art that I commissioned to her for Rave Heart's steam store page:
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- Leonardo A.I. generated art for Rave Heart cast in casual setting Wallpaper, photoshopped + put together by me! (You can get full original huge image here)
Spoiler: ShowHide


- SmashArtist's cute and pretty sprite for Ellemine:
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- hiddenone's really adorable and fun looking art for Chad:
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- Finnuval's really awesome and detailed art for Klein, Ellemine, and Chad:
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- rechronicle's really awesome and dramatic art for Ellemine:
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- dreamfall887 's very cute and beautiful Disney Princess art for Ellemine, which was done via Azaleadolls feature:
Spoiler: ShowHide


Let's play and Reviews for the Official Steam Release version 2020:
Spoiler: ShowHide
- Hard Reset's wonderful and detailed review for Rave Heart
https://www.youtube.com/watch?v=QVExov5oX4s

- Drifty and Tea's Fun-filled First Impressions video 2020
https://www.youtube.com/watch?v=-rvThpgh48Y

- HollowNostalgia's stream Let's play for Rave Heart steam version on Twitch:
https://www.twitch.tv/videos/726298439

- Hard Reset's stream Let's play for Rave Heart steam version on Twitch:
https://www.twitch.tv/videos/727468043
20
Projects / Games / Faith in Feathers
June 13, 2016, 12:30:44 pm
Play as the Archangels assigned by the Omni-potent to save a dying soul and battle your way throughout the purgatory in this short dungeon crawler-based RPG.
(WARNING: Contains light-hearted religious themes..)

Spoiler: ShowHide
Faith in Feathers is a short 1 hour to 1 and 30 minutes long RMXP game. I'm very happy to be able to complete and share this short game within a week and I had so much fun making it!! xD


Spoiler: ShowHide
Follow the tale of the Archangels as they fight to answer the prayers of a faithful child named "David", who pleads on saving the life of his bedridden sister, suffering from Lung cancer.

Challenges await the Archangels, for, An imminent death is not going to be an easy enemy.

Will the child's faith and prayers take them far into the purgatory to save his dying sister's life?

Wander and battle your way into different kinds of dimensions found within the purgatory and challenge death itself as you try to change the fate of a dying youth.



Spoiler: ShowHide

Micheal
- Archangel Micheal, The sword and shield of God, The protector of his sons and daughters. Micheal found himself summoned before Archangel Haniel, Who brings with her an assignment from God, which seeks to conquer the cold embrace of death, trying to snatch the life of David's sister. Micheal gladly embarks on this task with full determination in answering the child's prayers.


Metatron
- Archangel Metatron, The Chancellor of heaven and Angel of Records. He was not necessarily summoned by Haniel in this task, But he joined Micheal out of his own accord, for, David's strong heart and faith in God intrigued the Archangel. Metatron is a deeply wise Archangel, but he choose to emulate the way modern humans standardize "Glamour" and then apply it to the way he speaks and the way he dresses.


Sandalphon
- Archangel Sandalphon, Master of Music and Angel of Prayer. She is one of the Archangels summoned by Haniel for the task. Sandalphon specializes in her heavenly voice, healing the wounded and saving lost souls from their misery. During their assignment, Sandalphon showed a deep attachment towards David's predicament.


Raziel
- Archangel Raziel, The Keeper of Secrets and Angel of Mysteries. He was also summoned by Haniel, for his esoteric knowledge was deemed necessary in unlocking the deepest part of the purgatory, the 3rd Dimension. Raziel seems to perceive infinite knowledge and wisdom as a complete tribute for your own heart's joy and happiness.


Spoiler: ShowHide













Short Notice:
You can use the fountain at Heaven to fully recover your party! :)

Features:

- Fully features music from the very beautiful "RMN Music Pack"!
- Addicting and Fun Fast-paced RTAB battle system with an enjoyable camera-work!
- A fun-filled short that allows you to explore many different dimensions, each having their own unique challenges, monsters and bosses to overcome!
- Extremely fun and powerful characters to play as!
- Mind stimulating battles to enjoy and strategize!
- Dynamic and Challenging boss fights!
- It is short, fun and simple!

Credits:

Graphics

- Gozaru
- Sithjester
- Iceaxe
- Luthur, Fox5, Ccoa,
- Cyanyurikago

Music (The beautiful RMN Music Pack!)

Mc Tricky
  - "Royalty of Sin"
  - "Composed Malevolence"
  - "Valiance"
Subaru
  - "Resonance Hopes Ignited Wills"
Lana42
  - "Hamlet"
Jude
  - "Center of the Galaxy"
Xcalnarok
  - "Peaceful Moment"
Happy
  - "Mellow Darkness"
Snowy_Fox
  - "Tranquil Town"
  - "Caverns"
  - "The Ritual"
Jasprelao
  - "Poem for the different future"
  - "Peaceful soul"
  - "Circle of Light"
Gamesfreak13563
  - "Desert Crossing"
Kunsel
  - "Puzzles"
  - "Run"
hyde9318
  - "Cool Island Breeze"

Scripts:

- Cogwheel
- DerVVulfman
- Ccoa
- Fukuyama
- Near Fantastica

Special Thanks:

- Enterbrain


Further Notes:

This is officially my 3rd game in RPG makng!! And I'm very happy to be able to complete it within a week's time. Thank you God for all these fun possibilities and for all the people and their beautiful works involved in making this game possible! I sure hope that you all enjoy this game as I did making it!! :)
21
Projects / Games / (XP) BlueSkies 2 - Complete!
May 26, 2016, 02:51:19 am


Spoiler: ShowHide
Hello all once again!! I've just completed my RM2k3 game "BlueSkies" (which you can find in my sig) and I'm now working on another BlueSkies game!! BlueSkies 2! This time, with the use of RMXP!! I must say that my very first time completing my very own RPG game with RM2k3 was such an amazing experience, in God's mercy I was able to learn alot from it!! and I'm now very excited to move to RMXP and see what I can learn with the engine as I make BlueSkies 2!! Of course, all the feedback, comments and suggestions with regards to the game is always very much appreciated!! :D



Spoiler: ShowHide
A thousand years ago, In the world of "Vyen", a very tormenting battle called the "Wars of the Magistra" took place. And magic was the tool used that led to this bloody battle. Vyen was ennshrouded in chaos, as kings and conquerors alike abused magic. When the "Wars of the Magistra" faded slowly, it left behind a trail of kingdoms claimed and palaces incinerated to the grounds.

But then, a group of religious individuals from Gemeid, rose within the ashes of war, with hopes and determination in restoring Vyen to it's former glory, The "Holy order of Gemeid" was formed. putting an end to magic once and for all, they fought under the name of Goddess Vyena, as the Holy order became a bane to all of the wizards, witches, sorcerers and warlocks.

The order was also known for their prowess in hunting and slaying demons that are found lurking around the world, meddling with human affairs.
The Holy order maintained control of Vyen from there on, killing magic users and demons on sight, for, if such beings were to roam freely, they dread that another bloody "Wars of the Magistra" would be born.

The dogmas of The "Holy order of Gemeid" was passed unto generations, living on until now. Keeping a keen eye on Vyen for magic-users and demons which speaks of unwanted danger.



Spoiler: ShowHide
The story circulates around the life of a young mage and healer named "Lyrelle", whom at her childhood was separated from her parents during a witch-hunt. As she grew up, she found her life in Vyen quite difficult as she now struggles knowing a religious order would rid the world of her likes. Along the way, she meets friends who are willing to share this struggle with her. But her life changed directions as conspiracies against the "Holy order of Gemeid" had risen across the lands.



Spoiler: ShowHide

Name: Lyrelle
Age: 20
Gender: Female
- Lyrelle is very innocent and a child at heart. during her years after she got separated from her parents on a witch-hunt when she was 6, she was taken cared of by her mother's personal assistant, Luna. Lyrelle grew up in Senna woods without ever seeing the outside world anymore as she was told by her care-taker, Luna, that outside of the woods lies great danger.. Now, Lyrelle spends her time in the woods, strolling about and playing with her magic... she mostly specializes in healing magic. Lyrelle also has a rare vibe around her that just makes people she meet wanna be polite towards her.


Name: Rhetz
Age: 34
Gender: Male
- Rhetz, in this current generation, is the leader of the "Holy order of Gemeid". he would stop at nothing to capture all of the magic-users around Vyen, though little is known in what he plans on doing with them since he does not seem to like executing the captured magic-users immediately. Rhetz is a wise and cunning leader of the templars and crusaders, as he is also quite secretive in his agendas...



Spoiler: ShowHide













Spoiler: ShowHide

Full Game of BlueSkies 2 version 2.5:
http://www.mediafire.com/file/dkaw24gd16xf3w9/BlueSkies_2_COMPLETE_V2.5.rar

Bug fixes

- Krizza will no longer appear untimely at Utania village whenever you start roaming freely in the game. (The Krizza missing bug is also fixed already.)

- The game-breaking bug at Gemeid *spoilers* attacked state has been removed.

Special thanks to KyleLascar for specifically finding these glitches.


BlueSkies 2 Goodies!:

- terrorchan's very beautiful Lyrelle fanart (which I'm using as titlescreen now! <3 )
Spoiler: ShowHide


-  BlueSkies 2 Character Map.

To all you guys who are interested, I just made a huge character map for BlueSkies 2 :) If you're curious on how characters are intertwined with each other, then I hope you'll enjoy this character map. :) (Warning: May contain spoilers)
Spoiler: ShowHide
Arts used by: terrorchan, Gozaru and Naramura


- LyrelleXRiver artwork I did. :)

Spoiler: ShowHide


- BerryB 's extremely cute artwork for Lyrelle, done in her wonderful art style!! ^_^

Spoiler: ShowHide


- halibabica's very cute, funny, and silly review art for Lyrelle and Luna!! ^_^ :)

Spoiler: ShowHide


- My old poster for BlueSkies 2:
Spoiler: ShowHide


Features:
- 12-15 Hours of Gameplay
- Fully animated and lively battle-system (Moonpearl's Valkyrie profile-inspired script)
- Characters in battles have voices to make battles more immersive
- Party changing system (allows you to switch party members at will)
- Immersive plot and a very colorful set of characters, atmosphere and dialogue.
- Music that brings out your childhood nostalgia from games that you've played.
- Side-quests and hidden-quests that allows you to acquire Items and gold, even learn skills or summons!
- The focus on the varying effects of certain elements and weapons on different enemies allows much control and battle tactics.
- Explore planet Vyen like no other
- BlueSkies 2 in itself is a whole new story, though features the same world as BlueSkies 1.


Credits
Sprites/Graphics:
Holder
Sithjester
Gozaru
terrorchan (for the very beautiful and cute title-screen + logo)
Naramura
Slim
Land of Shadows (LOS)
The inquisitor
Ximenia
Ails
Mascaporne
Mea

Scripts:
Moonpearl
Blizzard
Near Fantastica
KK20 (for being such a savior on all the script problems I had with MP's scripts)
DerVVulfman (for taking the time on helping me also with my script problems and diagnosing it)
kenlan (for being the gateway in siting to me where I can find help regarding my script problems)

Music:
Videogames
FamilyJules7x from youtube
Soundimage:
- Exotic Cruising
- Life Goes on
by Eric Matyas
www.soundimage.org

RMN link:


Spoiler: ShowHide
First of all, I would like to thank God for making this release a possibility. Despite the real-life harshness that I've experienced, I was still able to finish this game and make it come to life for people to enjoy. :)

Second, I want to thank all the extremely talented people in the credit sections of this game, for , without their skills, BlueSkies 2 would never be possible. :D

Last but not the least, I really am forever grateful for the amazing people who've supported this game through their words of encouragement/inspiration, beautiful fan-art and etc.. You all know who you are. ^_^

Now, the moment that I've always dreamed of! The Full version release of BlueSkies 2!!

I've been working on this game on and off for 2 years! xD My usage time of RMXP on Steam is equals to 716 hours. Which means that this game was completed at a total time usage of 29 days over 2 years. xDD

So much for that, you may now download the Full version of the game and I hope that you all enjoy it as I did making it. ^_^ God bless you all and have a happy journey around Vyen. :D

Note: Starting with a clean-save is recommended to avoid unwanted bugs/crashes. ^_^


Outro:
I would really be happy to get the feedbacks, comments and suggestions from the RPG maker community, as these are really important in helping me develop my games, living up to my goals and promises to provide a magical, emotionally driven and immersive fantasy world in an RPG game for you all! :) Thankyou so much!! xDD
22
Welcome! / Hi all!! Starmage here!
May 18, 2016, 09:45:22 am
Hello everyone!! I recently just discovered this site mainly because a kind person referred me here saying alot of talented scripters and programmers reside here!! (Though I'm sure they are eveywhere!)

firstly, I am actually very new to RPG maker, and in God's mercy, I was able to finish a complete game with RM2k3! I'm still learning alot when it comes to RPG maker, I'm currently working on an RMXP game this time, also eager to learn RMMV soon too! :)

I have no particular talent in graphics art, music, scripting and etc. but I can sprite a little xDD I guess! :D

RPG has always been a very wonderful gaming genre for me ever since I was a kid.. I've started out with the Final Fantasy series and the original Grandia.. I've enjoyed them all and which is why through RPG making, I can create a new fantasy world of my own! :)
23
Hi all!! I know that I am new in this site, but I really do plan to be a part of this site now that I've discovered it! a kind soul referred me here saying that there are many talented scripters and programmers here who might be able to help me in this problem and issues I have with moonpearl's scripts on RMXP! x(( (By the way, I'm quite newb to how scripts work and RPG making in general)..

there's currently an error in my project with MP's Animated battler system script when fighting with only 1 surviving party member (all other characters are dead).


I am also curretly contacting Moonpearl herself (the maker of the animated battler script I used) for help regarding this, hopefully I will get a response soon. but it seems she is indeed quite inactive nowadays! x(

Also, there's another error when dying while a character is under a state (confuse/venom/silence etc.):


I am really looking for help from RMXP Script experts out there or those who are very experienced with the RGSS!! x((

There is also a known issue with enemy's names in the battle-system that aren't showing correctly when you point the cursor on them..

Alot of the issues have something to do with Moonpearl's animated battler script.

You can DL my project's script file here:
http://www.mediafire.com/download/gauahjb7nc2a5as/Scripts.rxdata

Also, MP's scripts can be found here for more info:
http://moonpearl-gm.blogspot.fr/

Thanks so much to anyone who can help!! it will mean so much to me and I will be sure to credit you for helping me!! as it will be the most life-saving task ever! :)