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Messages - PrinceEndymion88

1
Script Requests / Re: [RMXP] Revive Item
February 15, 2021, 05:46:59 am
I tried it and it seems to work properly :) I'll do further test 😊😊😊 thanks again!!!
2
Script Requests / Re: [RMXP] Revive Item
February 14, 2021, 05:40:02 pm
it works like a charm but if, for example, I have two characters and only one is fainted I can use the Revive on the one that is not fainted... is there a way to avoid this and make selectable only the character fainted? :D However, always thanks for your precious help!
3
Script Requests / [RMXP] Revive Item
February 14, 2021, 01:05:40 pm
Hi, in RMXP when I create a Revive item (Tools -> Database -> Items -> Scope -> One Ally (HP 0) or All allies (HP 0)) it can be used in battle also when no characters have 0 HP. It makes no sense... Is it possible to disable "revive items" from the item menu when no characters with 0 HP are available?

Thanks in advance :)
4
Oh, it works very well! THANKS!!! :D
5
Thanks for your reply :)
I just want to edit the original script:
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

class Scene_Item
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, item window
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    # Associate help window
    @item_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @item_window.update
    @target_window.update
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
    # If target window is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(0)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Draw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # If unable to use because items ran out
      unless $game_party.item_can_use?(@item.id)
        # Remake item window contents
        @item_window.refresh
      end
      # Erase target window
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If items are used up
      if $game_party.item_number(@item.id) == 0
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply item effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # If single target
      if @target_window.index >= 0
        # Apply item use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      # If an item was used
      if used
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1)
          # Redraw item window item
          @item_window.draw_item(@item_window.index)
        end
        # Remake target window contents
        @target_window.refresh
        # If all party members are dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If common event ID is valid
        if @item.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If item wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

Just one column, just 8 item per page, no vertical scrolling and Q/W or LEFT/RIGHT to navigate through the pages.
6
Hi guys, I'm searching a way to edit the default Item menu and organyze it in pages. For example, if I have less than 8 item I can see them in a single page with a single column, otherwise the first 8 items will be shown in the first page an the other items in the other pages (with Q/W or LEFT/RIGHT I can navigate through the pages and each page can have only 8 items).

I hope that it's clear 😅 it would be possible to do this?

Thanks in advance
7
Hi guys, I just want to ask you if, with RMXP, is possible to call a message box (the one created with "Show text..." event) inside a script.
And if yes, how can I call a message box with a pre-setted text?

Thanks in advance :)

P.s.: I use the Universal Message System v1.8.0 by Ccoa
8
Script Requests / Re: [RMXP] Actor follower
January 16, 2020, 07:08:23 am
Hi thanks for your reply. I'll try to explain it 😅
I have a character (a cat) which is not playable in battle but will only follow my heroine in map.
So my idea is:
I create an event with the appearance of the cat. When my heroine speak interact with it the event is replaced with my unplayable actor (through a script call) and it will start following the heroine.

And with a script call I can stop my follower.

I hope this is understandable 😅
9
Script Requests / [RMXP] Actor follower
January 15, 2020, 11:56:28 am
Hi guys, I'm searching for a script that allow to an actor to follow the hero.
I found Zeriab's Caterpillar Script but it works only with actors in the party. For i.e. I want that when the script is enable actor with id "005" will appear in the map and follows the hero (it doesn't matter if the actor is in the party or not).

Is it possible?

Thanks in advanca
10
A version 0.2 is available. :) You can see the changelog in the first page
11
You're absolutely right :) I'll add it ASAP, thanks :)
12
Yes, you're right. I don't understand EB's choise...
13
Attack without Weapon and personal ATK/PDEF/MDEF/EVA statistics
Authors: PrinceEndymion88
Version: 0.2
Type: More Actor Base Stats
Key Term: Actor Add-on



Introduction

This script was created for those who want to add in their project the possibility to have a base attack, physical defense, magical defense, and evasion. So your hero, for example, can attack without a weapon and can defend himself without armor.


Features


  • You can customize your hero base attack power

  • You can customize your hero base phisical defence

  • You can customize your hero base magical defence

  • You can customize your hero base evasion

  • You can select a personal animation for the attack without weapon or you can choose a default one.





Updates
v0.2

  • Now you could define a default base attack value, a default phisical defence value, a default magical defence value and a default evasion value for those heroes which haven't a personalized value for the calculation of statistics.





Screenshots

None.


Demo

http://sailormoonanotherstory2.altervista.org/attack-without-weapon-and-personal-atkpdefmdefeva-statistics/


Script

v0.2
Spoiler: ShowHide

##Attack without Weapon and personal ATK/PDEF/MDEF/EVA statistics
##Created by PrinceEndymion88
##http://sailormoonanotherstory2.altervista.org
##version 0.2
##Thanks to ValentinoAvon for his base script

#{ID_HERO => ID ANIMATION}
#Instruction:
#First of all copy the script above Main
#This define the animation displayed when an hero have no weapon assigned.
#For example, if you want to assign the animation 386 at hero 1 you have to insert 1=>386
#You have to use comma to separe every personal animation.
#For example ANIMATION_NO_WEAPON = {1=>386, 2=>300, 3=>150}
#Istruzioni:
#Prima di tutto copiare lo script sopra Main
#Questa parte definisce l'animazione visualizzata quando un eroe attacca e non ha un'arma assegnata.
#Per esempio, se vuoi assegnare l'animazione 386 all'eroe 1 dovrai inserire 1=>386
#Devi usare la virgola per separare ogni animazione personalizzata
#Per esempio ANIMATION_NO_WEAPON = {1=>386, 2=>300, 3=>150}
ANIMATION_NO_WEAPON = {1=>10, 5=>11}

#Here you can define the default animation for the heroes which have no animation assigned.
#Qui potrai definire l'animazione personalizzata per gli eroi che non ne hanno una assegnata
ANIMATION_NO_WEAPON_DEFAULT = 12

#Here you have to insert the multiplier for your personal statistics.
#ATK, PDEF, MDEF and EVA will be calculated with the following formula:
#ATK= HERO_LEVEL * MULTIPLIER_ATK (for example if your hero level is 25 and your MULTIPLIER_ATK is 2, at level 25 your hero will have a base attack = 50)
#PDEF = HERO_LEVEL * MULTIPLIER_PDEF (for example if your hero level is 25 and your MULTIPLIER_PDEF is 3, at level 25 your hero will have a base phisical defence = 75)
#MDEF = HERO_LEVEL * MULTIPLIER_MDEF (for example if your hero level is 25 and your MULTIPLIER_MDEF is 2, at level 25 your hero will have a base magical defence = 50)
#EVA = HERO_LEVEL * MULTIPLIER_EVA (for example if your hero level is 25 and your MULTIPLIER_EVA is 4, at level 25 your hero will have a base evasion = 100)
#Naturally if you equip your hero with weapons or armor, statistics will be summet to base statistics (base statistics + additional statistics)
#Qui dovrai inserire i moltiplicatori per le tue statistiche personali
#Attacco (ATK), Difesa fisica (PDEF), Difesa magica (MDEF) ed evasione (EVA) verranno calcolate con la formula seguente:
#ATK= HERO_LEVEL * MULTIPLIER_ATK (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_ATK è 2, al livello 25 avrà un attacco base pari a = 50)
#PDEF = HERO_LEVEL * MULTIPLIER_PDEF (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_PDEF è 3, al livello 25 avrà una difesa fisica pari a = 75)
#MDEF = HERO_LEVEL * MULTIPLIER_MDEF (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_MDEF è 2, al livello 25 avrà una difesa magica pari a = 50)
#EVA = HERO_LEVEL * MULTIPLIER_EVA (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_EVA è 4, al livello 25 avrà un valore di evasione pari a = 100)
#Naturalmente se equipaggerai il tuo eroe con armi o armature le statistiche verranno sommate a quelle base
MULTIPLIER_ATK =  {1=>2, 5=>3}
MULTIPLIER_PDEF =  {1=>3, 5=>2}
MULTIPLIER_MDEF = {1=>2, 5=>3}
MULTIPLIER_EVA =  {1=>4, 5=>5}
#In base puoi definire un valore di attacco di base, un valore di difesa fisica di base, un valore di difesa magica di base e un valore di evasione di base per quegli
#eroi che non hanno alcun valore personalizzato per il calcolo delle statistiche
#Below you could define a default base attack value, a default phisical defence value, a default magical defence value and a default evasion value for those heroes
#which haven't a personalized value for the calculation of statistics.
MULTIPLIER_ATK_DEF = 5
MULTIPLIER_PDEF_DEF = 5
MULTIPLIER_MDEF_DEF = 5
MULTIPLIER_EVA_DEF = 5

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Define Attack Power with and without weapon
#--------------------------------------------------------------------------

  def base_atk
    n = 0
    weapon = $data_weapons[@weapon_id]
    n += weapon.atk if weapon != nil
if MULTIPLIER_ATK[@actor_id] != nil
    n += (@level *MULTIPLIER_ATK[@actor_id])
else
n += (@level * MULTIPLIER_ATK_DEF)
end
    return n
  end
  alias personal_animation2_id animation2_id
   def animation2_id
    weapon = $data_weapons[@weapon_id]
  if ANIMATION_NO_WEAPON[@actor_id] != nil
    return ANIMATION_NO_WEAPON[@actor_id] if weapon == nil
  else
    return ANIMATION_NO_WEAPON_DEFAULT if weapon == nil
  end
    personal_animation2_id
  end
 
#--------------------------------------------------------------------------
# * Define Physical Defense with and without weapon/armor
#--------------------------------------------------------------------------
  def base_pdef
n = 0
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    n += weapon.pdef if weapon != nil
if MULTIPLIER_PDEF[@actor_id] != nil
    n += (@level *MULTIPLIER_PDEF[@actor_id])
else
n += MULTIPLIER_PDEF_DEF
end
return n + pdef2 + pdef3 + pdef4 + pdef5
  end
 
#--------------------------------------------------------------------------
# * Define Magic Defense with and without weapon/armor
#--------------------------------------------------------------------------
  def base_mdef
n = 0
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
n += weapon.mdef if weapon != nil
if MULTIPLIER_MDEF[@actor_id] != nil
    n += (@level *MULTIPLIER_MDEF[@actor_id])
else
n += MULTIPLIER_MDEF_DEF
end
    return n + mdef2 + mdef3 + mdef4 + mdef5
  end
 
#--------------------------------------------------------------------------
# * Define Evasion Correction with and without armor
#--------------------------------------------------------------------------
  def base_eva
n = 0
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
if MULTIPLIER_EVA[@actor_id] != nil
    n += (@level *MULTIPLIER_EVA[@actor_id])
else
n += MULTIPLIER_EVA_DEF
end
    return n + eva1 + eva2 + eva3 + eva4
  end
end

v0.1
Spoiler: ShowHide

##Attack without Weapon and personal ATK/PDEF/MDEF/EVA statistics
##Created by PrinceEndymion88
##http://sailormoonanotherstory2.altervista.org
##version 0.1
##Thanks to ValentinoAvon for his base script

#{ID_HERO => ID ANIMATION}
#Instruction:
#First of all copy the script above Main
#This define the animation displayed when an hero have no weapon assigned.
#For example, if you want to assign the animation 386 at hero 1 you have to insert 1=>386
#You have to use comma to separe every personal animation.
#For example ANIMATION_NO_WEAPON = {1=>386, 2=>300, 3=>150}
ANIMATION_NO_WEAPON = {1=>10}

#Here you can define the default animation for the heroes which have no animation assigned.
ANIMATION_NO_WEAPON_DEFAULT = 11

#Here you have to insert the multiplier for your personal. Statistics.
#ATK, PDEF, MDEF and EVA will be calculated with the following formula:
#ATK= HERO_LEVEL * MULTIPLIER_ATK (for example if your hero level is 25 and your MULTIPLIER_ATK is 2, at level 25 your hero will have a base attack = 50)
#PDEF = HERO_LEVEL * MULTIPLIER_PDEF (for example if your hero level is 25 and your MULTIPLIER_PDEF is 3, at level 25 your hero will have a base phisical defence = 75)
#MDEF = HERO_LEVEL * MULTIPLIER_MDEF (for example if your hero level is 25 and your MULTIPLIER_MDEF is 2, at level 25 your hero will have a base magical defence = 50)
#EVA = HERO_LEVEL * MULTIPLIER_EVA (for example if your hero level is 25 and your MULTIPLIER_EVA is 4, at level 25 your hero will have a base evasion = 100)
#Naturally if you equip your hero with weapons or armor you have to sum base statistics + additional statistics
MULTIPLIER_ATK =  {1=>2}
MULTIPLIER_PDEF =  {1=>3}
MULTIPLIER_MDEF = {1=>2}
MULTIPLIER_EVA =  {1=>4}

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Define Attack Power with and without weapon
#--------------------------------------------------------------------------

  def base_atk
    n = 0
    weapon = $data_weapons[@weapon_id]
    n += weapon.atk if weapon != nil
    n += (@level *MULTIPLIER_ATK[@actor_id])
    return n
  end
  alias personal_animation2_id animation2_id
   def animation2_id
    weapon = $data_weapons[@weapon_id]
  if ANIMATION_NO_WEAPON[@actor_id] != nil
    return ANIMATION_NO_WEAPON[@actor_id] if weapon == nil
  else
    return ANIMATION_NO_WEAPON_DEFAULT if weapon == nil
  end
    personal_animation2_id
  end
 
#--------------------------------------------------------------------------
# * Define Physical Defense with and without weapon/armor
#--------------------------------------------------------------------------
  def base_pdef
n = 0
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    n += weapon.pdef if weapon != nil
    n += (@level *MULTIPLIER_PDEF[@actor_id])
return n + pdef2 + pdef3 + pdef4 + pdef5
  end
 
#--------------------------------------------------------------------------
# * Define Magic Defense with and without weapon/armor
#--------------------------------------------------------------------------
  def base_mdef
n = 0
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
n += weapon.mdef if weapon != nil
    n += (@level *MULTIPLIER_MDEF[@actor_id])
    return n + mdef2 + mdef3 + mdef4 + mdef5
  end
 
#--------------------------------------------------------------------------
# * Define Evasion Correction with and without armor
#--------------------------------------------------------------------------
  def base_eva
n = 0
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    n += (@level *MULTIPLIER_EVA[@actor_id])
    return n + eva1 + eva2 + eva3 + eva4
  end
end



Instructions

Instructions are in the script.


Compatibility

No issue found.


Credits and Thanks


  • ValentinoAvon




Author's Notes
-None-
16
New demo released (version 1.0.3):
Here the changelog:
-Completed chapters 2, 3 and 4 of the game!
-Decreased the EP request for special attacks
-Added animations for Locked and Sleep status(for enemies)
-Added an animation when you use an item during a battle
-Fixed the animations for some special attack of the Sailor Senshi
-Fixed some prize money at the end of some battles
-Reduced the prices of some items in stores
-Edited the introduction of the game
-New language selection menu
-Edited the video with the developer's logo.
17
ahahahah =) thanks!
18
Demo v.1.0.2 released
Changelog of 2015/09/15:
-Fixed Ningal's sprite in the introduction
-Fixed the issue with save
-Applicate some small improvements to the attacks of Jupiter and Mars
-Fixed the bug of the "Inn" in Tonatiuh and Balder city.
-Fixed some translations.

Thank goes to Venus Love Whip for reporting!
19
Sailor Moon Another Story 2: Perfect Edition

Why Another Story 2?
This game is the (unofficial) sequel of the famous game "Sailor Moon Another Story" for Super Nintendo.
Why Perfect Edition?
'Cause I've already released a first version of the game in December 26, 2010.  The Perfect Edition is profoundly different than the first version. Maps completely recreated, scripts rewritten and a different story.
Storyline:
After the destruction of his planet, Nanna, a young boy, joins to the Queen Tiamat in her goal to destroy the Earth and Sailor Moon. The latter defeated the mad Apsu, Tiamat's sister, who now seeks revenge.
Nanna and Tiamat will be flanked by 5 young warriors, originating from a different reality. They are:

Ningal: counterpart of Sailor Moon. For her Nanna is like a brother. Its powers are based on the darkness.

Nammu: counterpart of Sailor Mercury . Her powers are based on the water.

Ereshkigal: counterpart of Sailor Mars. Her powers are based on the fire.

Ashnan: counterpart of Sailor Jupiter. Her powers are based on electricity.

Belili: counterpart of Sailor Venus. Even her powers are based on the darkness.

The five girls, however, hide a secret. Their revenge is different than that of Tiamat but they also, blinded by hate, want to destroy Sailor Moon and the others Sailor Senshi.

But how can they defeat Sailor Moon and her friends? It's simple.
They'll do revive to Sailor Moon her worst nightmares, hurling against her some of her most powerful enemies already addressed in the past.

To complicate matters there will be the P-Crystal, created by Nanna, who, with its mysterious power will make life difficult for Sailor Moon.

Characters (Playable):
Spoiler: ShowHide


Sailor Moon:  an underachieving schoolgirl who lives in Tokyo. She meets Luna who is searching for the Moon Princess. Luna discovers that she is destined to save Earth from the forces of evil and gives her a broach to transform into Sailor Moon, and asks her to form the Sailor Senshi, find their princess and protect the "Legendary Silver Crystal." As Usagi matures, she becomes one of the universe's powerful warriors and protects her adopted home planet, Earth, from villains who wish to harm it. Usagi is depicted as carefree and cheerful when at ease but quickly serious and strategic-minded when fighting.

Sailor Mercury: is the first Sailor Senshi to be discovered by Sailor Moon, and serves as the "brains" of the group. She possesses powers associated with water, is highly intelligent, and can use a supercomputer to collect information on various battle factors.

Sailor Mars: is the second Sailor Senshi to be discovered by Usagi and the secondary leader of the Sailor Senshi after Minako Aino. She possesses powers associated with fire, as well as psychic and spiritual ones.

Sailor Jupiter: is the third Sailor Senshi to be discovered by Usagi Tsukino, and serves as the "muscles" of the group. She possesses powers associated with electricity and plants, and superhuman strength.

Sailor Venus: she is the leader of the Sailor Senshi. She possesses powers associated with love and beauty.

Sailor Pluto: she is the soldier who guards the gates of time.

Sailor Chibi-Moon: she is the daughter of Sailor Moon from the future. Her real name is the same as her mother's, but is called Chibi-Usa (Little Usagi).

Sailor Neptune: she is elegant, sophisticated, capable of sharp anger, occasionally cold, and fully dedicated to her duty as a Sailor Senshi. She possesses powers associated with the sea, precognitive ones, and various others granted by a mirror.

Sailor Uranus: she fights alongside her partner and lover Sailor Neptune. She possesses powers associated with the sky, precognition, and sword combat.

Sailor Saturn: she possesses powers associated with destruction, death, and rebirth; she has the ability to annihilate a planet and even an entire star system, as well as resetting the evolution of the same to zero.

Sailor Star Maker: is the most intellectual member of the Sailor Starlights.

Sailor Star Fighter: is the leader of the Sailor Starlights. She is arrogant and tends to be, at least on the surface, confident in her own abilities.

Sailor Star Healer: is a lonely person who does not like to socialize or do sports.

Sailor Star Kakyuu: she is the Princess of planet Kinmoku, destroyed by the hand of Sailor Galaxia.

Sailor Pallas:  one of the four protectors of Chibi-Usa. Childlike member of the Quartet.

Sailor Vesta:  one of the four protectors of Chibi-Usa. She is loud, brash, and somewhat violent.

Sailor Juno:  one of the four protectors of Chibi-Usa. She is athletic and somewhat impulsive.

Sailor Ceres: the leader of the four protectors of Chibi-Usa. She can manipulate flowers.


Difference with the first version of the game:
Spoiler: ShowHide
Language:
-You can select between english or italian language, every time the game start.


Battle System:
-The system now remembers the last selection in the battle system so if, for example, in the last round or in the last battle the last choice was "Magic" the cursor will automatically be placed on that choice, just like Sailor Moon Another Story.
-Graphics changed: new battlebacks, new graphics selection, new graphics of enemies and improved animations.
-Formation: Now every formation(SHOOT, ARROW, VICTORY or CLUSTER), in addition to enabling the special attack selectable according to the choice of the formation, will increase of 5% some statistics, different for each formation.

Title Screen:
-The opening scene now is totally different from that of the first version of the game. Thanks to StarSeed86 for allowing me to use her Princess Serenity.
Now from the scene of the title, you can also open the game's website.

Menu of the game:
-Now the game menu is divided into several sections.
-You can equip every Sailor Senshi with 3 weapons / armor / items.
-The "Magic" menu is now divided into "Magic" and "Link Tech", so as not to mix them all together.
-The "Items" menu is now divided into "Items" and "Rare Items".
-Now there is also a Puzzle completable finding the pieces scattered throughout the game.
-The "Settings" menu has been redesigned and has been also added a menu to exit the game or enable Full Sceen or Windowed vision.
-Graphics totally recreated
-Party and formation menu improved.

Game:
- Added "Story of Usagi" mode, for those unfamiliar with the story of Sailor Moon.
- New Storyline and new (and old) enemies.
- Improved graphics and environments and in some cases totally recreated.
- New environments
- Enabled the train and bus to move around Tokyo.
- Shop modified


Screenshots:
Spoiler: ShowHide








Other screenshots are avaible here: http://princeendymion88.deviantart.com/gallery/58991401/Sailor-Moon-Another-Story2-Perfect-Edition

Demo:
Demo avaible from here: http://sailormoonanotherstory2.altervista.org/

Full Game:
You can download the old version of the game (released in the far 2010) here: http://sailormoonanotherstory2.altervista.org
I'll post the full Perfect Edition when it'll be completed. Be patient and wait :D

Credits:
I want to say "THANKS" to all the people who helped me with the game. I've credited you in the game!!!

Tell me any problem, also relating to translations.
20
UP! I've configured it, but sometimes the script doesn't work properly...=(