(NOTE: Pen blocks are overridden by the HUD to prevent clone limitations and heavier processes. Also, this is not a game; it's an AY) (Uses high quality pen for third parties) (Hold Z for all character variables) In a fantasy world with little to no logic, your goal is to likely escape this world where you'll get to a "time land". To begin, your team started journey with few battles on a field and has set sail on a ship to get to your important destination for your team. However, while you were all sleeping, you have been alerted that a bunch of unknown creatures have boarded the ship, and you need to protect it by defeating all of them. The creatures you're encountering are one-limbed antennas. Their emotions are non-existent, and they're nothing more than "parasites". Some say that these were sent by certain evil organizations but that's yet to be proven. We'll call them "Antenna Arms" for now. Rules are inside the project, although please comment first to remix before remixing to keep the remix chain intact. CHARACTERS: [Jean B.]: A "rain preventer" napkin that is life-sized and came to life for some reason. Actions: - Head Bash: A head bash to a single enemy. Might have chance of her losing health, therefore cannot be used if below 121 HP - Beam Fire: A small beam is fired. Range of hit depends on direction - Water Soak (MP): Heals herself with special water - Sorrow Turbulence (MP): Although won't give damage, the wind decreases all enemy defenses - Flashbang Beam (MP): Gives a stronger beam which can stun a certain enemy - Rain Vanquisher (MP Rage): A thing is charged and gets sent with a rainbow-like appearance, heavily damaging all targets Specials: - Has chance of taking less damage with acid attack - She can save MP for strongest attack when the enemy leader is enraged (though can heal if needed) ENEMIES: [Antenna Arm (Leader)]: The one who called their mobs to this ship, seemingly sticked to that bell. There's no guarantee of beating this one first, so beating the minions down would be recommended. Actions: - Slap: The antenna goes to one target and slaps them with their arm - Circular Slap (MP, Leader): Does a 360 slap, damaging all the targets. Has a chance to stun them - Mega Bash (MP, Leader): Jumps and hits the ground, dealing great random damage to targets within range - Acid Soak (MP): Bizarrely has the ability to produce acid. They throw it, and steadily makes targets lose HP per turn. The minions borrow MP from the leader to use this - Bell ring (Leader): The leader rings the bell to increase enemy attack percentage. Additionally, it might decrease damage inflicted to the enemies or it gains MP when low on health - Healer (MP): Heals the leader antenna - Last Resort (Leader, MP & Low HP): It gives a devastating blow to the targets by multi slapping them and giving a large punch where the damages are dependable [Antenna Arms]: Minions of the leader. They're not as much as the leader, but they still prove to be a challenge. They have unique actions: - Throw: They have some object with them and throws at a person. Higher damage, but might miss - Lifesteal (Less than half HP): The minions would "eat" the target and give HP to themselves, sometimes sharing some to the leader - Double Slap (Minion 1 with both alive & ready): The upper antenna would ready in a position along with the bottom one and charges to a random position by the next turn, so they high likely misses
(Final fix I suppose: Although this project was delayed, critical HP values for boss condition is now uniform for every script. The problem is that its HP was constantly changed and forgot to change all of them. The previous fixes include description problems, stun problems with double slap as well as some of the other properties. All fixes except for critical boss HP are labelled with "patched". Please remind the prior remixers or patch them with what this project got) Project has now made a very late patch as of April 29. Pardon for the late patches, I wasn't able to get to this immediately and also overlooked other problems. Development was somewhat slacked off in the recent days, hence it took over a week after the supposed resume of work of this, plus several problems of how to balance this over multiple heroes (it's not that optimized, still). Wanted to make something that's more on the general part of AY RPG, so here's one (I think). Also the background could've moved, but for the sake of easier remixing (as to not accidentally keep dragging the BG and stuff), it's static. Originally proposed back in 2022, but lack of attacks and ideas on this RPG led to it temporarily shelved. I got back to it this year and I was forced to create a new hero for this, who is inspired by those Teru Teru Bozu (not sure if that's what they're called) thingies. Lore-ish is in her sprite. Also, I had to avoid myself from making the sprites having too many frames and colors for less usage of space. Credits: Game Arts (Grandia 2, 2001) (Can't find the extended version of the fight track) SCEI (Arc the Lad 2, 1995?) SNK (The King of Fighters '95, '98 & 2001) PSiKYO (Strikers 1945, 1995) Namco (Ordyne, 1988) Square-Enix (FFVII, 1997, FFVIII, 1999, Chrono Trigger, 1995 & Chrono Cross, 2000) Visco Games (Drift Out, 1991) Nintendo, Alpha Dreams & HAL Laboratory (Mario & Luigi, & Kirby) RPG AY People etc. Inspired by various AY RPGs over the years, as well as being somewhat inspired by Chrono Trigger (and Legend of Mana a bit) from Squaresoft (Square-Enix) P.S: Jean was supposed to have an item, but it was so ridiculous and overpowered it had to be removed (despite being almost finished) P.S2: This may be a series if I ever get on with it. I was suppose to do something like this years ago but they were scrapped entirely. This one was delayed for 3 years (as it was only planned), and I have some RPG remixes in limbo for years as well (tags) #All #Add #Yourself #RPG #Battle #Fight #Sea #Vessel