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Topics - AJNR95

Rage of Bahamut is a basic TCG (Trading Card Game) that has features of leveling up, trading, joining orders,
attacking and seizing treasures* (PvP).

The game in my opinion, may be repetitive but is satisfying with it's greater opportunity for high ranked cards, great artwork
and good side of the community (if you manage to find it).

The downsides of the game are the quest schematics that follow those of Facebook games and the limited amount of friends
you can have.

The game does have in-app purchases like every other App Game, but the features are not very excruciating
in comparison to other App Games and Facebook Games. They're just an alternative currency to purchase high standard cards,
you will get up to at least 4 chances to get a Rare (or up) Card. High Normal Cards can be obtained by chance daily and
many people are willing to trade multiple High Normals for a single rare.

Itunes App Store
Android App Store
Facebook Page

If you do get a hold of this game, it will give a (14 Step) tutorial on the basics. At the very end of the tutorial, it will ask
you if you have a referral code. The Referral Code gives you 100,000 Rupies** and a Rare Card "Angelic Knight"

A valid referral code you can enter is: yiu80015

* Treasures are a feature in the game that reward the Player with a PvP Skilled Card once they finished the set of treasures
** Rupies are a Currency used to Enhance and Evolve Cards, along with Donations to Orders to increase their size limit
New Projects / [Ace] "Silent Knight"
June 20, 2012, 08:22:11 pm
Silent Knight
Under Development

Areas in Red are considered Concept Ideas and are open to response!
< Segments contained in "< >", like this one, should be read out of context, meaning I'm telling you directly>

<It's unclear if the Protagonist will shift into a Fantasy World and back into Reality (eg. Scott Pilgrim vs.
The World and Pan's Labyrinth), or will constantly stay in a Fantasy world. However, this foundation will not significantly
influence the story itself, it will just increase or decrease the content within the game>

General Summary: ShowHide

The Player, "John", is set into a fantasized world where abundant conflict exists. Unaware of his time before his awakening at
the back of a farmer's house; that same night, he dreams a nightmare of a robed figure and a robed woman. The woman, whom
he has a familiar spark of, is his goal in the story.The following day, he is taken under arrest by Guards from the Empire. The Empire
is the Human Power that controls the continent they inhabit. John must escape this imprisonment and find the direction toward the
woman in his dreams who he recalls as a friend. On his way, he will meet new people, interact with them and aid them. Face the
conflicts of internal emotions such as Jealousy and Pride, along with internal aspects such as Fear and Failure, as he recollects his
past relationship to this woman. But there is a world out there too that he lives in that has issues in Society, Authority, and
Discrimination, that will not merely solve themselves.

Novel Style: ShowHide
The story starts in a alien, mystical land; abundant of people and resource. However, the time we are introduced to, is already aged
and built. Empires have been established, creation is imminent, and power is strong. The empire that controls that basic skirts of Human
settlement is obvious and shines it's power with pride. Recent feats of the Humans in this world is their completion with abolishing the
thievish, primitive Elves that inhabited the forests that stretched along the borders of the Human Capital. Along with their recent Alliance
with the "Titans" of the South by achieving naval exploration at large distances, their empire has stretched beyond the mountains that
isolated the continent.

Crime is flowing constantly within every area of the capital. In the streets, the port, the farms and the highways. The Armed Force of the
Empire has hustled out guards to watch, frisk and apprehend any culprits that are suspicious of criminal mischief. Along with the brawn of the
newly immigrated "Titans" of the South, the Guard of the Empire are successful with their tiny tasks. This is where the chain of events begin
to collide and merge with one another.

Tyrone, of the western farms, is under arrest for Thievery, Slander, Destruction, Rioting and Acts of Magic. Caught while sleeping, he surrenders to the guards, but is still tackled and thrown outside. Unnecessary roughness is a common trait of the guard. He is currently be escorted to the Capital for imprisonment and later, execution.

Lawrence, 1st Lieutenant of the Port Guard is meeting with the other Generals that serve different branches of the Empire, to carry out tasks and manage the businesses of Law Enforcement. The Officers argue and banter of morale codes and opposite ends of action. Lawrence's history as a former Empire Executioner has dulled his senses of Moral and is aggravated due to the 'ignorant' issues being argued and expresses his mind on what should done along with storming out the meeting. He has gained this authority because of his stature of being one of the "Titan" immigrants that stand at a mere seven and a half feet.

Elkra, blissful jewel in the basement, is continuing her alchemist studies in her room. She has lived in the basement of the tavern of a elder couple, who have taken care of the girl since she was of two years of age. Now, twenty-nine years of age, she has naturally tapped into her natural arcanic spirit. She daily questions the elderly couple why they aren't able to perform magic or have her leaf ears. But the question is always dropped. What she doesn't know, is that her people were killed off by the Empire and that she is the last in the continent, but it is unsafe for her to be exposed to the public because of her people's reputation of savagery and evil magic.

Selena, Captain and Navigator of the "White Lotus", is finishing off a trade of currency for alcohol and grain along with some
illegal items. She is one of the many on the "Wanted" List posted by the Port Guard. With the noise and activity going on, Selena and her crew don't notice the eight guards that entered. Three of them barricade the entrance of the Tavern tucked in the Port's alleys. While another three crowd the hallway leading to the door. The last two approach Selena from behind, and the Bartender finishing the deal quickly stops and shivers. Selena turns to the face of a guard, and quickly knocks him and a frenzy within the pub ensues. Selena and her crew quickly fight and run from the tavern, knocking off another four guards. They escape successfully but are soon to be on red alert within the capital.

The protagonist, John, is awakened by a Farmer the same day the prior events occurred. Night has engulfed the forest and the stocky Farmer holds a lantern in his hand with clothes in his other. Still half conscious, John is told of the large crack in the ground underneath and his naked state. He quickly falls back into sleep but is aroused by the Farmer once again. The Farmer, assuming John was drunk, pitches him a tent a while after and tells him to leave the area in the morning. The Farmer exits and John sluggishly makes way to the tent. Inside the tent, he falls in the straw bed and falls asleep into a nightmare.

Entering a cold hallways with stairs that lead to a room of three statues and an expensive looking chair. He turns back to the statues and examines them. The middle was a hooded man and the sides were of female angels. A sound emits from the chair and he quickly looks back to find nothing but hears steps from the stairs he ascended a moment ago. Looking from behind the statue, he sees a robed woman with dark skin and dark hair approach. He doesn't recall anything, but he recognizes her and enters a quick comfort and she announces,
"My Hero, you've come - you've finally come"

But the woman dissipates and forms into a black robed figure with a scythe, the face of him was hidden. But he repeats in a coarse voice:
"My Hero, you've come - you've finally come"
John tries to escape by running further into the room, but finds a wall blocking his path. He turns back to see the robed figure phase through the chair. He inches back just to have the figure charge and attack him. He's knocked out once again.

But a room comes to vision, and a woman is sitting there. The same woman ascending the stairs; And she's looking out the window.

The dream is abruptly ended when John is woken by the Farmer. Told that he should get going and quickly asked if he knows anything before last night and about the crack, but couldn't conjure an answer. John is offered to help the Farmer in order to stay a bit longer. A few hours later, after gathering lumber, completing the agricultural work, transporting water from the nearby river and ridding of the recent bandits, he finally rests alongside the Farmer at his front porch. After befriending the man, he is offered to stay if he is able to keep up the work. John accepts the offer but catches sight of a caravan of guards transporting three men. As soon as he does, the lead guard turns back to his caravan and they stop at the front of the farm's road.

The Guard approaches the Farmer and asks him to walk with him, the old man resists the invite knowing of their horrible manners. He is soon up and walking with the Guard down to the road. John quickly gets up to chase the Guard to stop him from apprehending the Farmer, but three other Guards rush him head on and arrest him. The Guard that took the Farmer let him go, all John could hear was:
"Thanks for cooperating, sir", and saw the face of a horrified old man that used to trust him. John is knocked out and put on to the caravan.

<This is the content of the Demo, and where it will end>

Key Events that happen after the Demo within Act 1
Spoiler: ShowHide
- John is introduced to Tyrone in the caravan
- Tyrone enlightens John on the events going on publicly
- John is sent to Prison with Tyrone, and later sent to interrogation
- John is introduced to Lawrence
- John escapes the Prison
- Lawrence is evicted from the Guard for letting John escape
- John hides in the Capital and is met by Lawrence, Lawrence joins the Party
- Tyrone reaches his death sentence, John feels the need to save him
- Lawrence is set as Decoy for arousing a Riot and John leads Tyrone out of the Gallows
- The three meet up to evacuate the city during the Parade at night
- They catch rest at a Tavern some distance from the Capital, here they meet Elkra
- Elkra is caught when she is performing Conjurations that emit explosions in the basement,
the Party investigates this before the owners stop them
- Here they meet Elkra and argue among themselves to leave her, take her or kill her
- Elkra fights the group but is soon stopped when she accidently kills the elderly man
- After internal and external disputes, the Party leaves the Tavern, after the elderly woman died of shock
- Elkra catches up and joins them out of spite and being left with no one
- Plot Gap :o During this Gap, progress of relationship is made with characters
- Party reaches Fortress that holds an artifact imperative to John
- In the Fortress (which is abandoned), John is mysterious separated from his Party and finds himself in front
of the stairs in his Nightmare
- Ascending into the same room of the Nightmare, he quickly searches but finds nothing, when he returns to the
stairs, he's confronted by the robed figure, who is (his) Fear
- Fear assaults John with 2 Cerberus' (*snort* *snort* Magic) and John fights them alone barely surviving
- Lawrence, Tyrone and Elkra find John by all the noise being made; at this time, Fear is only visible to John,
while the 2 Cerberus are visible to everyone
- After (imagine cool cutscene) the other three occupy the two cerberus, John is left alone to spar with Fear,
they start sparring. John gets knocked down and looks up into the figures hood, to see the skull of Fear but
is able to stab him
<lolwtf, he's already dead. That's true, but this scene is overcoming the aspect rather than killing it>
- John acquires the shield unique to only him within the fortress and the Party departs from the Fortress
- End Act 1, Commence Act 2


Spoiler: ShowHide


Plot Summary
- The Protagonist of the Story
- Nearly always the Party Leader
- Main Target of Main Quests (Aspect Boss Battles)

Gameplay Summary
- Sword & Shield Character (Mediocre Parameters)
- Combat Skills: Motivation (Support; All) , Bravery (Offensive; Single) , Survival (Defensive; Self)

Combat Features
- Motivation : Skills that allow John to motivate Allies and demotivate Enemies.
- Survival : Skills that enable Defensive actions and states that only enhance John.
- Bravery : Skills that deal more damage, ignore armor and overcome negative states.
- Guardian : Passive Skills that enhance Defense, Durability and special Cover actions

Spoiler: ShowHide


Plot Summary
- Secondary Character, 3rd Party Member
- Main Target in specific side quests (Avatar Infusion Quest)

Gameplay Summary
- Scythe and Sandals Characters (High Damage and Agility)
- Combat Skills: Ritual (Offense; All / Support; Self) , Cunning (Defense ; All) , Shadow Art (Defense; Self)

Combat Features
- Ritual : Exclusive skills that enable enhanced scythe attacks and enable Tyrone to transform into the avatars: Justice, Strength and Health
- Cunning : Skills that use Items and Agility to disrupt and disable enemies from performing effectively
- Shadow Art : Skills that enable Tyrone to cool off from the prime heat of battles by removing threat and evading magical attacks
- Scout : Passive Skills that enhance Accuracy, Critical Rates and special Element attacks

Spoiler: ShowHide


Plot Summary
- Secondary Character, 2nd Party Member
- Main Target in specific side quests ("Titans" of the South)

Gameplay Summary
- Berserker Tank Character (High Health and Armor)
- Combat Skills: Tactics (Defense; All) , Sword Mastery (Offense; Single) , Axe Mastery (Offense; Single)

Combat Summary
- Tactics : Similar to Motivation, enhances Allies for specific physical combat, also enhances Durability of Lawrence (Self-Healing)
- Sword Mastery : Skills that use Adrenaline to perform special attacks with Swords, Bleed and Disable concept
- Axe Mastery : Skills that use Adrenaline to perform special attacks with Axes, Break and Overpower concept
- Warrior : Passive Skills that enhance Armor, Damage and special Tactics actions

Spoiler: ShowHide


Plot Summary
- Secondary Character, 4th Party Member
- Main Target in specific side quests (Elves, Conjuration Spirits)

Gameplay Summary
- Magic Gunner Character (High Agility and Magic)
- Combat Skills: Death (Offense; All / Support; Self) , Conjuration (Defense; All / Support; All) , Tools (Offense ; All)

Combat Features
- Death : Skills that allow Elkra to absorb Health, decay Health, exploit weaknesses and summon Undead
- Conjuration : Skills that allow Elkra to summon Spirits, summon Guardians and manipulate physical traits
- Tools : Exclusive Skills that use Elkra's Rifle and various tools for an offensive edge
- Engineer : Passive Skills that enhance Magical Resistance, Hit Rate and effectiveness of Tool skills

Spoiler: ShowHide


Plot Summary
- Secondary Character, 5th Party Member
- Main Target in specific side quests (Naval Voyages, Espionage)

Gameplay Summary
- Rogue Illusionist Character (High Attack and Agility)
- Combat Skills: Lethal Art (Offense; All) , Illusion (Defense; All) , Duelist (Offense; Single / Support; Self)

Combat Features
- Lethal Art : Skills that disable and exploit enemies Armor and Skills
- Illusion : Skills that support Selena and her Allies, along with weakening an Enemies senses
- Duelist : Skills that enhance Selena's Defensive capability such as Evasion, Magical Evasion, and Critical Chance
- Rogue : Passive Skills that enhance Threat Control, Critical Evasion and effectiveness of Duelist skills

Spoiler: ShowHide


Plot Summary
- Secondary Character, 6th Party Member
- Main Target in specific side quests (Mage Academy)

Gameplay Summary
- Magician Priest (High Magic and Magic Resist)
- Combat Skills: Restoration (Support; All) , Protection (Defense; All) , Elemental (Offense; All / Support; Self)

Combat Features
- Restoration : Skills that enable rapid and immediate healing to Allies, also disinfects Allies of common states
- Protection : Skills that enhance an Ally's Parameters along with Damage Resistance and Regeneration rates
- Elemental : Skills of extreme offense that deal damage to enemies and capable of supporting Valencia herself
- Mage : Passive Skills that enhance Magic, Regeneration Rates and Resistance to Magic

Spoiler: ShowHide

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- Lighting System to add that 'Oomph!' to your Enviroment
Spoiler: ShowHide

- Yanfly's great battle system that is easy and attractive to your eyes
Spoiler: ShowHide

- Weapons and Armor have a more unique role rather than ranked by armor ratings
Spoiler: ShowHide

- I'll try my best to use pictures to the peak of their ability!
Spoiler: ShowHide

- Quest Information will be clear and not constantly pop in your face!
Spoiler: ShowHide

- ALL Quest will give more than just Experience and Gold! Unique Items that facilitate the game for you!
Spoiler: ShowHide

- Random Battles are seldom and are vastly replaced by evented battles!
Spoiler: ShowHide

- Unique Skills that Support your Allies, Defend the Party or Attack the Enemy! Every Character has these three functions!
Spoiler: ShowHide

- Substantial use of cutscenes!
Spoiler: ShowHide

Not Available, Coming Soon
Script Type:
Battle System Add-On, Add-On

Scripts in use:

Scripts marked with ** are scripts within the project, but not in use and not edited into the game

Script Description:
I would like the script to function with states and weapons that enable a specific damage
formula that overwrite the "Attack" Skill that is used as the game's "Attack" action.
Two examples would be:

A Mage equips a Wand that inflicts Magical Damage.
The ID, Weapon Type, or Element can correspond with the script to change the battler's damage formula.
This can cause the Mage's damage output formula change from this to that:
Default Formula(a.atk * 2) - (b.def * 0.5) --> New Formula(a.mat * 2) - (b.mdf * 0.5)

A Rogue casts a state to deal damage based on Agilty and ignore 20% of Enemy's Armor
This can cause the Rogue's damage output formula change from this to that:
Default Formula(a.atk * 2) - (b.def * 0.5) --> New Formula(a.agi * 2) - (b.def * 0.3)

Now, I can image that the script would require an id to recognize, and then process it into the entered damage formula.
Let's say the Mage's Wand ID is 037. So I'm guessing it would look like this.

# Weapon ID => ["Damage Formula"],
37 => ["(a.mat * 2) - (b.mdf * 0.5)"],

I don't comprehend the RGSS3 Script as much as the RGSS and RGSS2 Scripts, but I know enough to edit user friendly sections.
However, I don't know the method of creating this script, it is fine to be able to process it via Skill's ID, State's ID, Element's ID, Weapon's ID
and/or Weapon Type's ID. I know that each will have their own section if more than one is valid for use.

If my request is inaccurate or not understandable, tell me so I can fix that.
Thank you.
For some weird reason, I'm not allowed to Attack and Guard in the game.
My version has been gained in less conscientious methods. It's a japanese version,
with the .dll file converted to English. However, the scripts are still japanese.

I don't know if I need to make a "Skill" for a Simple Attack,
I don't know if I need "TP" to Attack or Guard.

I have 3 skills in the database and overlooked the actors and class traits and shit

Apparently, my actors are doing a skill when they perform a regular attack. How do I fix this?
I have not touched the basic scripts.

I have solved this myself. Delete this thread.
(Skill 001 will always be the basic attack of the game, where Skill 002 will always be the basic guard of the game)
Can you replace the black areas of default scenes such as Scene_Menu, Scene_Equip, etc.
with a transparent area that is similar to RMVX's menu?

My menu is just an ugly, fundamental version of the default with choices cut off
and windows re-sized.
Advertising / The Legend of Korra, Korra Nation
April 15, 2012, 03:01:39 pm
I don't like Advertising. But I love this show.

So. Just. Click it.

Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it Do it
Spoiler: ShowHide

By the way, I don't say 'Faggot'.
Not calling you a 'Faggot'.
The internet is discriminating you as one.
Not me.
My "Set Move Route" does not move the player or event in a set route.
The only movement manipulating events I have running is a Direction Fix and a Movement Speed common event system.
Scripts I'm using are:

ABS Rapid Fire
ABS Z-Hud Weapon Display
ABS Battle Music
ABS (Boss) Enemy HP Meter
Smooth Scroller
Modify Max Amount
New Projects / [XP] Rupture
April 14, 2012, 05:01:15 am
An attempt at Horror Survival
"Rupture": ShowHide

Please Read
Please understand that I am a one man team and don't intend to group up with anyone. I'm able to progress the game
but my progress is very unreliable and skeptical. This is why I don't wish to team up with people, because expectations
and due dates come, and we all have lives to live. However, I will post this out of enthusiasm and expression, to pass
on to you guys to share, create and play. I would love your ideas and questions, my story is very simple and flexible,
however, there is no spine in it yet. So most ideas are welcome, however, characters will not go under major revisions
although they're not heavily detailed yet. This forum makes me feel productive and enthusiastic again for RMXP
and I would love to tackle old challenges with a more experienced mind.

Notice Text that has been blacked out are considered spoilers. Select and drag your mouse over
them to read whats inside.

Vague/Sketchy Phase
Intro Storyboard (Novel Style): ShowHide

As of April 14 of 2012, the story starts here:
You - or - The Player, have woken in an abandoned hospital. Blanketed in darkness, you examine your surroundings
after temporarily overcoming your inundating emotions of fear - fear of change, fear of isolation, fear of imagination,
fear of fear itself. Across the room from you, is a broken door. You notice that the door is constructed of advanced
technology that couldn't match the power of whatever it was that destroyed it. It's door hangs limp, taunting you with a
silent beckon. Your vision starts to gradually adapt to the darkness and you muster your misfit courage for a false threat.

You walk pass the door, as it gently shoves you into the next room. You feel confident of your new energy and slowly walk
down the new room. You notice the wide area is scattered with boxes that you don't have interest in opening, however,
directly in front of you is a corridor. This entrance of the corridor bisects the wall it leans on. You notice two doors to each
side of the corridor. You walk closer to the corridor and more boxes develop within the seen darkness. There is a still silence
that clenches your nerves. As you begin to walk toward the corridor you notice that the entrance was originally a thin metal
gate, that is now just a gaping hole. You notice it was a clean destruction, for the hole is not jagged and there is no haphazard
cluster around the fraud entrance. But your eyes are too trained on the edges of the hole, that you miss the first action that
was followed by echoing footsteps. Footsteps that were not hostile and approached you, but those that were light and soft and
avoided you. You saw a small head darting left and right, getting smaller very quickly. You take a step closer, but you here a door
bang open. Was that a child? You hope to God it is, because your imagination now torrents your head, and some malicious
thoughts have bypassed your ignorance toward a less welcome part of imagination.

You check each door before you proceed down the corridor, the left one's handle was free and proposed the door was open.
But as you opened the door, it did not move. Something behind it was leaning on the door, obstructed it's way. You quickly
assume that nothing of importance is within the room and proceed to the second door. The door disallows you to enter,
learning that it's locking, and you immediately exclude yourself from that conflict. Your hopes light a little as you enter the
corridor, having to lazily weave through a small barrage of boxes that have no business inside the hallway. You see a single
door that is cracked opened, probably the lock was broken and the door can't close all the way.

You open it to a wider and much longer hallway. You quickly catch sight of a light glowing faintly from underneath door,
just one door, out of the many here. Seeing the barren place and vacant wheeled beds, still wheel chairs, and glossy white
and green (or whatever color that might be) textiles on the floor, you inference you're in a hospital. But seeing that light as
the only sign of human left here, you steadily proceed to it. Your hair jumps as you hear breathing, heavy breathing. But after
a second of stillness, you realize it was just you. The absence of sound was devastating. It was like standing in an empty,
black void. The start your walk again toward the door and touch the metal handle of the lit door -

Intro Storyboard (Game Style): ShowHide

You awake, not knowing what happened prior or during your 'coma'. The game will ask you if you wish to be given a
tutorial of the basic controls or not, the dialogue is odd, signaling you to question the source of the messages

After completing or skipping the relay of messages, you can proceed to the door above you. By now, you should notice
the darkness around you, the size of your view distance will increase and decrease over the course of the game, my lighting
in this game is a little more elaborate than your standard "Place Center of Image on Player" event system.
You're now
in the second room of the game. The bottom area, which you entered, is wide and further above, is a corridor. Within both
areas, is an abundance of boxes that obstruct your pathway. On each side of the entrance to the corridor are two doors, one
is learned to be constructed while the other is locked. When you approach the corridor, footsteps are emitted and a shadow
runs away from you, followed by the slam of a door. You proceed by navigate around a simple mess of boxes and approach an
open door

The third map is not constructed, but the "Novel Style" continues into an idea of the third map.

Summarization/Main Idea: ShowHide

The player is fighting with himself to overcome depression that has thrown him into insanity. His companions
that he meets up with, are his emotions and feelings, they will be introduced and/or killed off by the actions of the player

Setting is not very imperative at the time, but when it needs to be considered, it will be considered. Within the Player's new world,
he must progress through the story in order to find his final consequence. The remaining companions will judge how the game will end. This is the only purpose of the companions, they will only appear via cutscenes. Failure to survive within the mind of the Player will bring an earlier slumber to him, as we all know.


Main Character
The Player: ShowHide

General Purpose:
Protagonist, Player



Not much is known about you, but your recent turn of events have led you here. After the death of
your mother, being expelled from college, and being abandoned by your girlfriend you hit reality hard.
Your father, whom barely cared about, doesn't give a very hospitable vibe toward your recent change.
You never liked your father anyhow. So you decided not to go, delved into sadness and frustration you've
entered a time where you only coped with apathy. It was best friend, ignorance is bliss. But life hit hard one
last time as you departed from college, with little money and far from "Home". Although much has
not happened in numbers, much has happened in power. The power of change, that you cannot resist or
overpower. You just have to sit there and let it drown you. You start to spiral down in drugs with new friends
whom you barely cracked the ice with, but the sense of social connection tugged you to move. Move in any direction,
it did not matter.


Description: Your of average build, and a young adult, within early twenties. However, recently, you've
been wearing clothes that hide yourself and meld you in with others. Making you completely anonymous, and if it
keeps up, you'll be completely anonymous with yourself.


Secondary Characters

General Purpose: The Player's Emotion and Feeling of Happiness, Hope and Joy


Background: She was the girl that ran away from you in the beginning. She didn't
know who you were, but if you were able to, you've grown a relationship with her, or you'd rejected her several times.
She does not like to be alone, and embraces every warmth of light she can cling onto. She might accompany you
throughout the whole story if you allow her to, but look at her, you wouldn't want anything bad to happen to her,


Description: She's a small girl with a light yellow dress. Her little shoes however, create
a louder than necessary noise for a girl of such light weight. She is helpless physically, but powerful inside. It is difficult
to maintain her, but it is more difficult to maintain without her.[\glow]

Cory: ShowHide

General Purpose: The Player's Emotion and Feeling of Courage, Generosity and Bravery


Background: Introduction not created yet. He is a tall, dark skinned man who speaks
with a confident, low voice. He steps silently most of the time, but stands out when needed. He talks with a clinging
humor in his voice, never looking down. He is stubborn, but not arrogant, he would be a real nice friend.


Description: He's a tall, lean, dark man. He wears casual clothes, but a shirt of a bright
red color. His innocence is long gone, but his good will still remains. He is the first to venture into a new room, even
before the Player. His will is hard to change, he will do what he thinks is right or die trying. Die - trying.

Sally: ShowHide

General Purpose: The Player's Sadness, Regret and Overwhelm


Background: Introduction not created yet. She is a middle aged woman
that does not trust and rely on herself. She walks more alert than others at all times, she never lets her
guard and sometimes panics at a false illusion of her paranoia


Description: She's a thin, pale, middle-aged woman who is very dependent
because she cannot trust herself with anything. She wears a frail, white dress that's been wrung of color.
She does not have an ill will, but she is too confused to clearly think of her actions


General Purpose: The Player's Anger, Rage and Ambition


Background: Introduction not created yet. He is a young man,
to be around the age of the Player to be exact. But he stands a bit taller than the Player. However,
what others lack, he excels in. Flare, Ambition, and Determination, Roy will make many conflicts
easier for the Player, at some expense.


Description: The young man stands taller than the Player, and has a
stronger push than him, and a straighter back. Okay, let's stop comparing the two, we need to make
the Player feel good that he's around, not jealous. Although he shows less empathy toward the others,
he is a man with an able goal. He doesn't care if someone is lost or crying, it's his progress and he'll
make it own his own if he has to. Less weight to lug around.

Second Phase Characters: ShowHide

Summary: "Second Phase" Secondary Characters are the reincarnation
of the original Secondary Character, but with a complete opposite personality. If you venture this
deep, you can see how you've influenced them as a "Player"


Background Characters

- Girlfriend
- Mom
- Dad
- Drug Friends
- Doctor(s)

The Element of Horror: ShowHide
I will try my best to implement the feeling of the player being threatened to
be hummed through the whole game. Battle Systems work with 'lightweight' scripts, flourishing skill in sprites
and advanced AI. Guess what? I'm not good at that. There will be an Active Battle System (Blizzard ABS)
within the game. It's your choice to use it or not. You need it now and then, but not every single time.
There are monsters within the game. And in this version, they do heavy damage. Most will be evented enemies,
and some will be placed upon the terrain. There is not a horrible variety for monsters, you won't need a PokeDex.
But there is enough to start an idea for a strategy for each. A strategy to fight, and a strategy to evade. This is
what I aim for. I am tired of these generic, helpless, repetitive, dull horror games

The Element of Surprise: ShowHide
I will refrain from spamming images I found from Google with the safe search
off, and keep such an occasion as a rarity. A scary surprise is still scary and surprising, but dull after done too
many times. I will try to implement the ingenious mapping of events similar to Cry of Fear's, where enemies pop
up where they haven't after retrieving a key item, or making a door event into something more excited. Hopefully,
I won't wuss out of this project.

The Element of Survival: ShowHide
Yes, you will be able to fight back. But not like you're playing Dynasty Warriors.
You can choose to use combat, or run and survive a bit better. Whichever is better for you. I will make combat
limited, with ammunition and number of required fighting. Trust me, you'll figure it out after a Game Over or two.
There will be a scarce amount of recovery items among the game. And they don't heal immediately.

The Element of Roleplaying: ShowHide
I will aim for the variety of choice nearing that of Dragon Age: Origins (Dragon
Age 2 is crap, don't get me started) where you'll have plenty of choices, plenty of times, with plenty of actions
and plenty of consequences. This means plenty of Conditional Branches, Variables and Switches for me, oh joy!
To add on to that, you will receive traits that can benefit if you build a relationship with characters. You will have
a relationship status with Companions, and actions speak a lot louder than words.

The Element of Creativity: ShowHide
I have the fundamental events anchored down already. This game will allow
running, jump, sneaking, platform, puzzling, fighting and roleplaying. I will try to stay at a high standard when
it comes to writing, because every RM Horror game lacks writing. And some indirect humor wouldn't penalize the
game's horror so much.

(Jesus Christ, that's a lot of typing. Microsoft Word says this is near 2,500 Characters.)

Please leave any suggestions, advice or opinions. They are welcome with open arms, I guess.
The story is flimsy for now, but I'll bang in some nails and wood over time. If you have noticed any
grammatical errors that might misled you, please tell me. You will receive a trophy for reading it.

Please Read
I'm able to progress the game but my progress is very unreliable and skeptical. I would love your ideas and
questions, my story is very simple and flexible, however, there is no spine in it yet. So most ideas are welcome,
however, characters will not go under major revisions although they're not heavily detailed yet.

Lighting System
Spoiler: ShowHide
General Discussion / Concept of RM's Horror Genre?
April 13, 2012, 07:05:22 pm
What is your thoughts of Horror games in RPG Maker XP and RPG Maker VX? (I believe VX is scarce of this)

Do you believe Horror games need to flourish in Graphics, Music and/or Writing? Pushing pass the borders of the Fantasy
RPG Projects because of their new setting? or remain on par with Fantasy?

Does it make it more entertaining to have images thrown at you? Do you need to be shrouded by the audio to feel the game?
Do lingering events that happen in the border of the screen more appealing?

Are most or all Projects that are Horror generic, or do they stand out on their own? Do you believe in being a helpless victim
or be able to fight back against an enemy?

Do you want a one man game? Or a party of characters? Do they need to be deeply characterized? Or characters that lack any detail because it's not imperative to the game?

What awes you of the game? Graphics of Sprites, Tilesets and Icons? Elaborate scenes of events or images? Elaborate scenery?

And whatever the hell is you want to mention or say about the Horror Section of RMXP/RMVX, I'm sorry for repeating the genre of Horror, I just like Horror and would like to implement a game into RMXP.

If you need any examples of Horror Games, there's:

"Ao Oni"
TV Tropes
Video: Pewdiepie

"One Night"
Forum Topic:
Video: SorceressKyrsty

Those are the only two I have of resource right now, I know there's an old one in the hbgames site,
but that can't be found. I don't know where this thread will head, it'll most likely be ignored, but
what are your thoughts of Horror in RM and what would you like to see in it?
Script Requests / [BABS] Magazine Ammunition
April 07, 2012, 02:51:30 pm
The script I would like is a window that updates on the screen and limits the player's attacking/shooting.
Blizzard ABS has the ranged weapon, and the ranged weapon that consumes an item. However, the player
can continuously shoot until the consumed item reaches 0.

The top image of the first spoiler is a screen capture of the actual game.
The bottom image of the first spoiler has a simple window edited in with Paint .NET
Spoiler: ShowHide

The second spoiler contains the visuals of Optional 1 and Optional 2
Within both spoilers, there are 2 numbers within the edited window.
The top number represents TOTAL Ammunition, where the bottom represents the CURRENT Ammunition within the "Magazine"
Spoiler: ShowHide

How I would like it to work
  • The number of ammunition (bullets) changes to the weapon equipped
  • The window disappears when equipping a weapon not listed as "BOW_ARROW" or simply, a melee weapon
  • Optional 1 The weapon icon changes to the weapon equipped
  • If Optional 1 is Invalid If this is the case, the window can go without a weapon icon
  • Optional 2 The graphic for the bullets changes for the weapon equipped
  • If Optional 2 is Invalid If this is the case, the bullet's graphic can all be the same
  • The window can be hidden with an Advanced Script Command

Scripts I am using

  • Blizzard's Rapid Fire for Blizz-ABS
  • LiTTleDRAgo's Smooth Scroller
  • Blizzard's Z-HUD for Blizz-ABS
  • Nathmatt's BlizzABS Battle Music
  • RPGManiac3030's Weapon Equip HUD for Z-HUD
  • Game_Guy's Maximum Amount Modifier

This is not a major or serious project. If you wish to make a script then I would be glad,
but it is something not to be stressed on. If you would like to test your script on this specific
game, it is in the Resources Thread under the name, "Horror Template"

If there are issues with the current outline of Ammunition I've given, I can change it to a Cry of Fear
Ammunition outline, where the item does not represent 1 Bullet, but 1 Magazine, and is reduced by 1
when all the bullets are shot. However, this will need the item consumption in BABS Part 1 to be overwritten.
Resources / Horror Template (Version 2)
March 25, 2012, 08:30:05 pm
Horror Template

Menu: ShowHide

Weapon Equip: ShowHide

Dying: ShowHide

Evented Scene: ShowHide

Evented Scene: ShowHide

Evented Scene: ShowHide

Custom Darkness: ShowHide

The NEW 'Horror Template' contains the following:

  • Database Actor, Items, Weapons, Common Events, Enemies, Animations, System
  • Graphics Actors, Animated Weapons, Pictures, Icons, Windowskin, Title, Game Over
  • Audio BGM, ME, SE
  • Multiple Scripts
  • Original Content: Character Graphic, Icons, Common Events, New Z-Hud Pictures, Events, Scenes, Puzzle Format

The 'Horror Template' does NOT contain:

  • Database Custom Animation, Tilesets, Skills, Armor
  • Graphics Enemies, Animated Sprites, Tilesets, Autotiles
  • Audio BGS

New Template Download

The 'Horror Template' is a small resource you can build off of or tweak and have fun with.
This is not a full fledged resource, there are cases of low frame rate, specifically the rapid fire weapons and game over.
Be aware that this template contains a substantial amount of eventing. This takes a toll on the game's frame rate,
running background programs will increase the likelihood of choppiness. Some scenes will become choppy and out of sync
with the music if background programs are being run.


Blizzard for Scripts Blizzard ABS v2.84, BABS Rapid Fire, and Z-HUD
LiTTleDRAgo for Scripts Blizz ABS ENEMY HP METER and Smooth Scroller
Nathmatt for the Script BlizzABS Battle Music
RPGManiac3030 for the Script Weapon Equip HUD for Z-HUD
Game_Guy for the Script Modify Max Amount
YouTube Resource for multiple BGMs, ME and SE
Internet Resource for select pictures
AJNR95 for Icons, select pictures, and select sprites
Script Troubleshooting / [RESOLVED] Z-Hud Question
March 23, 2012, 03:54:11 pm
Short and simple. Can you change the Z-Hud while playing the game by using an Advanced Script Command?
(This is a RMXP Script)
Health and Mana Regeneration
Version: 2.0
Type: Combat Features


Health Regeneration for Blizzard's Active Battle System or any Live Action Battle system.

Version 1.1 Stamina/Mana Regeneration added.
Version 1.1 World Time and World Weather added.
Version 1.1 "Ring of Luck" mentioned
Version 1.1 Live Action Potion Heal mentioned
Update! KK20's Energy Consumption on Sprint
Update! Energy Bar (Similar to MGS' Psyche Bar)
Update! Recharge Skills (Blizz-ABS Action Recharge Time by Winkio)

HP Regeneration

  • Regenerates Health after a set time of not taking damage
  • Disables after taking damage
  • Disables after fully recovering, allowing a preemptive stop
  • Version 2! Recover 0.5% of Health instead of a set value
  • (Optional) Regeneration Rate increases when recovering for a prolonged time

SMP Regeneration Not available in Version 2!

  • Regenerates Mana/Stamina after a set time of not using spells/abilities
  • Disables Regeneration when Mana/Stamina is used (Not updated for Mana Drain Skills)

"Energy" Bar Version 2!

  • Recharges when you don't take damage, Drains when you have taken damage (Combat Enabled)
  • Influences the Player's Statistics based on it's value (Energetic, Normal, Tired, Stressed)
  • Changes how skills are used entirely
    World Time Discontinued!

    Live Action Potion Heal

    • Potions now heal rapidly over time until they hit their set time instead of heal instantly

    "Ring of Luck" Not available in Version 2!

    • Completely Random Chance to Heal for a Random amount of Health (Not created to be ON with a set armor equipped)

    Skill Recharge Version 2!
Sorry if I've posted in the wrong forum, I just have to pop in real quick because this is probably the only real active forum that is in the RMXP and RMVX Fields and I needed a question to ask out of curiosity and the fact that I have 0% Knowledge of making scripts by scratch.

All I would like to know is:

Can you rewrite the formula for how damage is received by both Player and Enemy?

If you can, are you able to rewrite a new script that has the value of PDEF and/or MDEF reduce the final value of the damage being dealt? Much like Dragon Age: Origin's "Armor" Statistic.

Spoiler: ShowHide

Y=Damage Given, X=PDEF, Z=Damage Taken
25 Damage Given - 10 PDEF = 15 Damage Taken

I have no interest in changing how damage is generated in RMXP, it's satisfactory, but is there someway to achieve this type of armor system in the game? And a note is that I mainly use the Blizz-ABS, just to add so if anyone comes up with an idea, it'd be nice if it was compatible with the Active Battle System.