|FAQ | Sergiroth's Profile | SPA Company ITA - Official Site |
A working Times New Roman font. *
Windows 2000/XP/Vista/7 ( and I'm sure it can be emulated with Wine, but I can't try it personally ).
2.0 GHz Intel(R) Pentium(R)4, similar or higher. **
256MB of system RAM ( 512MB recommended ).
A working Sound card.
* Remember: check if your Times New Roman font is working properly. Some Malwares are able to corrupt font files.
** A lot of maps are full of NPCs and events working on background ( actually, the events work in background only for a fraction of second. Still, the game is heavy ) and scripts. If your CPU is too old you will easily notice the framerate dropping sometimes, and the first playable area it's a lot heavy. I tried to add an Anti-Lag script to reduce the lag, but, for some "odd" reason, it was incompatible with all the over 9000 scripts the game had. I will try anyway to do something about that.
- Enu ( original creator of the SBS script ) and all the other people that contributed to the Sideview Battle System (ver 3.4d).
- Moghunter for the MOG_Battleback script.
- BulletXt for the Swap Tileset script.
- Noor Xp for the Map Effect Pack.
- Some credits goes even to Claimh because I based my "character secondary stats" script for VX on his "character biography" script he made for XP.
All the other credits will be added into the document inside the game folder.
On a side note: most of the scripts not created by me are either edited or customized. I didn't want to make a game that looks like just a pile of scripts mixed together like nothing matters.
So... let's start.
Something that I forgot to put in the description up there, is that the script D&D-style Restricted Inventory and Advanced Chest System by Overlord_Dave is in the project as well with some minor tweaking. For all of you that don't know what this script does, it basically adds weight to the items you hold, a maximum amount of weight you can hold and chests that remembers which and how many items you put into them.
Today, during my normal Italian breakfast consisting of milk, coffee and cookies, I realized something. The way I managed the maximum amount of items your party can hold, was just plain lame and unrealistic.
What I made was a "Common Event" ( In short: a series of commands that can be used in whichever map you are and call whenever you like ) always called via normal events, which, depending from the variable that controls how many party members you have, changed the amount of items the party can carry during their adventures. Now, it's sounds okay, but you soon realize:
"How is possible that three kids can hold the same number of items of three adult warriors?"
See? Now there's something wrong with it. Sooo... what I did? Well, I basically said "screw you" at it by redoing it better. A lot.
This how the Common Event now calculates how many items you can hold:
Variable A = Total party Strength stats + Extra units depending on which characters you have in your party ( they range from 1 to 6 and every character has its own ) + Number of Party Members * Number of Party Members
Variable B = Total party Defense stats / 2
Then, it proceed by calculating the final amount:
Max amount = 55 + Variable A + Variable B
Also, obviously, your equiped armors and weapons count in the amount of items your party is carrying around. It gives a new reason to level up and increase the stats of the characters.
Also, it makes the three different versions of the Weak status more of a pain in the ass, since they mainly decrease Defense and Strength stats.
The Common Event is called when you switch Party Members and by normal events, and it's called via Switch, in the Scripts, after a battle and when you go back to the map after closing the menu ( The Switch goes off right after the final amount is calculated, preventing the Common Event from flooding CPU and memory ).
So, yeah. I stopped working for a bit on the main, detailed quest, and started working on the first two side quests. The sidequests, and the almost free exploration of all the areas ( well, "almost" because you can't go too far anyway since you have to proceed with the main quest ), will be available as soon as you finish the introductory part of the game, 20-40 minutes after the beginning without counting a bit of level grinding.
Really. I don't think it needs a description. They will be available, as for side quests, shops and other stuff, after completing the introductory part. With the currency of the game, you'll be able to make the characters learn new spells and/or skills.
Credits goes to Nechigawara Sanzenin for the script.