PUDDOR'S PROFILE

Puddor
if squallbutts was a misao category i'd win every damn year
5702
aren't you tired of being nice? don't you just want to go apeshit?

there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
Nachtheulen
Two vampires. One plot to change all they know.

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Commission Art Sale! Get it while it's hot!

Hey guys! If you don't know who I am, I'm SorceressKyrsty, but I'm primarily known as Puddor these days. I'm an artist (and pixel artist) but with what work I'm doing on games projects right now, I'm mainly focusing on normal art.

Basically I'm having a sale to make up some lunch/travel money for school since while I'm looking for work I've had little luck finding positions that are flexible enough with my school hours. I won't bore you to death with my situation so here's the deal.

I'm looking to make around $50 with this sale.

Prices (in AUD) are:
$5 for a coloured chibi


$10 for a coloured bust


Style will be like these (cel-shaded), no negotiations.

This is a great opportunity to get cast sets from me or what not, but I won't take more than three of the $10 torso-ups from one person. This is a really dramatic discount and I can't afford to be doing entire cast sets for less than a day's wage =A=

I take payment via Paypal (which I will give out via PM).
If you're interested in the sale (or even commissioning me fully) please don't hesitate to message me!

A strange request - approximating costs for a Kickstarter 'project'

Hi guys, I know I haven't been around for ages, but I need your help with something.
I'm currently trying to work out estimates for a Kickstarter project (it's a school assignment, but I'd also like to eventually launch the project.) So I'm calling out to musicians and coders for their estimations/what THEY would charge for a project.

Required Code:

Movement and Animation: Field Animation system. Allows the character sprites to display emotion animations, increase the RPG Maker VX Ace frame limit from three to 6-8, increase directions from 4-8, allow nicer transitions between running and walking to stopping, idles, etc.

Message System: Displays character portraits. Functions like text formatting, colorization, image and icon display, etc.

Skill Tree: Character development grid, with three different and specific sections for each character: offensive, defensive and magic. Each character specializes in each section differently, and this allows for a flexible playstyle.

Battle AI: RPG Maker's AI is slightly limited with only one variable accessible at one time, so it needs an additional AI system in order to makes battles interesting and strategic. Since Blood Rose has a difficulty emphasis, this is a key system.

Battle System: Conditional Turn Based. Character's actions are shown in a row, and their actions will speed up or delay their next turn, as well as certain skills having the ability to delay an enemy's turn as well.

Battle UI: Display incorporating the character's status, the CTB gauge, names, etc.

Menu UI: Menu system for skill tree, items, equipment, etc.

Side-View Battle Animation System: Animated battle system for characters, including field-wide movement, action sequences, variable frame numbers, etc.

Tweaks: Adjustments to the rest of the system, building on what RPG Maker already possesses.


Music (each track is approximately 2 minutes long)


Elize’s Theme
Sidian’s Theme
Emile’s Theme
Adair’s Theme
Fionn’s Theme
Gabby’s Theme
Normal Battle
Boss Battle
Game Over
Title Screen
Valencia Town Theme

Town Theme
Peaceful Melody
Forest Theme
Ending 1

Town 1 Theme
Siege
Forest Theme 1
Town Theme 2
Ending- Onward
Melancholy Theme
Approaching Darkness

Revelation 1 (Rose)
Revelation 2 (Brethren)
Tower 1 Theme
Tower 2 Theme
Death’s Theme
Final Battle
Mourning- Elize Theme Reprise
Ending – Until The Sunrise
Reawakening
(Total: 32)


If it's easier, you can view my spreadsheet here: https://www.dropbox.com/s/jvtumsyw7mg00dp/budget.xlsx
which has some approximation already done.

Fast responses would be great! because i didn't realize this assignment was budget focused until wednesday and it's due this evening, shoot me please

New American Bill Proposes making selling non-ESRB rated games illegal

Invalid YouTube URLhttp://www.youtube.com/watch?feature=player_embedded&v=65vO9JvPlTk
I'm not sure whether it'll carry through, since it seems like a pretty difficult thing to pass with Steam and other indie groups getting bigger every day, but it might be enough to be alarmed about.

SorceressKyrsty's Christmas Commissions

~SORCERESSKYRSTY’S CHRISTMAS COMMISSIONS~



Hi everyone! It’s the holiday period and rather than being allowed to relax I am being hounded by my parents to find work. There really aren’t many positions available for entry-level on-break university students, and Christmas casuals hire in October (and I was applying then, so I don’t even know what happened). In short, I need moolah to make them shut up. I also happen to be dead broke until Christmas, as well (that’s my next payday…of $25 per fortnight)

So I’m opening up commissions. If you set up a commission before the 18th of December, I intend to have it complete by Christmas Eve (unless it’s ridiculously huge). I’m not really expensive, and a nice piece of art as a Christmas gift could go a long way!


So, here are my prices:

  • -Digital Linearts ($8) (single character, full body) $5 (bust or a head)

  • -Digital Cel-Shade ($12) (single character, full body) $7 (bust or a head)

  • -Digital Full Colour ($18) (single character, full body) $7 for a head, $12 for a bust

Additional characters are an extra $3, $5, and $8 for each respective type for every character after the first. A background will increase the price of the piece.

If you’re looking for emotion busts, apply the original bust price, plus 25c, 50c or a dollar depending on the colouring style per each emotion. I will reduce the price slightly for buying in bulk, but remember you may not get these before Christmas. All prices are in USD.

Pixel art prices are on my commissions page which is here. I won’t do VX style sprites but I may consider other templates and quote prices. If something’s off the spectrum of what’s offered here, PM me and I’ll give you a quote.

I accept payment through Paypal and if the commission is under $10 I require a down payment of 50% (above and it is 25%) before I start your commission. Please make sure to tell me who you are when you pay so I can get started right away.

PLEASE tell your friends! You’ll be helping someone out immensely with this. This could be a great opportunity to get your character art completed (and not at a massive expense either).

I DO FANART, for the record, and my only barrier is full-on sex because I have little experience with it. I will draw kisses and things (though I hold the right to say n. o. if you’re crossing barriers with me). Just be specific and detailed in your PM.

sorry for my extended hiatus

I've been gone for a while but I'm trying to come back and do some stuff. I've kind of retreated to tumblr a lot and role-playing, drawing fanart and general escapism since life has been bashing me on the head with a mallet.
Message me if you want my tumblr or something.

That said....
CRAZE YOUR AVATAR WHAT IS THIS

I was yukio first o3o
edit: i decree that psychopath face is necessary

My innate browsing happens upon a curious item...

So, I was browsing VXAce.net and came across this baby:

http://www.rpgmakervxace.net/topic/849-vx-ace-conversion-program/

It was just recently updated and works like a charm. I just ran Blood Rose through the program and was astounded with how perfectly everything ran. I don't have retype out my skills! And now I have more control over them! YAY
*ahem* anyway this also converts stuff like imported audio files and most importantly MAPS. The only thing it doesn't convert is mostly scripts...which kinda sucks but I'll deal with it. All my events and text has been converted, too, though I know faces won't run right now I'm sure I can find a fix!

This is especially perfect for anyone who's mainly sticking to VX because of previously made maps rather than scripts. VXAce is overall a better program and converting means that I have way more freedom with my mapping *weeps*

Give it a shot and see what comes through! It's definitely handy, and even if you're not planning on using the project you convert, you could always use it to transfer EVENTED SYSTEMS, since it converts your events for you too! That detailed cutscene you made in VX can now be transferred with minimum hassle~

Help me out? (City Mapping Request)

I'm an atrocious city mapper. You can ask anyone, apparently. The problem with that is that I thought my city maps were ok, so I have no real idea how to fix them, or how to do them right, or what I'm doing wrong...
Herein lies my request.

Is there anyone who's good at city mapping willing to give it an attempt? I would be forever indebited to you, and I'm willing to do something in exchange (facesets? a couple of monster sprites? If you take up my offer I'll negotiate what I can do in return). There's a lot of maps here so the reward will be substantial...unless you want to do it out of the goodness of your heart (hah).
Also I am avoiding asking for Oak to be remapped...because I am not touching that damn city.
So, here goes...

Acaridae Residential District
This is made up of two different tilesets. One is the apartment area, and the other is the housing area.
Apartment Maps:
Tileset used:

Autotiles that may be helpful:


Map 1:

-Needs to have a larger apartment building and several small ones
-Needs to have a gate or entrance to an alleyway
Map 2:

-Nothing specific, basically a map for NPC interaction
Map 3:

-Needs to have a path leading backwards to a field, i.e this connects to the Orphanage map
Second Tileset:

Map:

-Needs to have a single blue house with a driveway
-The richer area of ARD

-All these maps need to be connected (which is why that house map is meant to have staggered levels).

Acaridae Town Square

Tileset Used:

Autotiles Used:


Map 1:

-Needs to have an entrance to a grocery store
-Needs to have an exit leading to Map 2
-Needs to have an exit that leads to a train station (is currently the bottom of the map
-Needs to have an exit that leads to the freeway
Map 2:

-Needs to have a candy store, coffee shop and McDonald's
-Needs to connect to Map 1
-Has no roads- solely shopping area
-The back part of the map needs to have a gated off entrance (leads to the Omniax Building).


Tokyo (This is actually a fairly large city).

Tileset Used: Same as Acaridae Town Square
Map 1:

-Needs to have a big blue building (the hotel which the characters stay in)
-Needs to have a bar
-Needs to have room to move
Map 2-5: (This is a dungeon on the left side of Tokyo)

-Needs to connect to map 3
-...It should probably connect to map 1 though I have not done this
Map 3:

-Needs to connect to map 2
-These maps are large for a reason- to make sure the player is a high enough level for the boss fights to come. The encounter rate is 35 steps, so it isn't too bad.
Map 4:

-Needs to connect to map 3
-Can probably be reduced in size
Map 5:

-Needs to connect to map 4
-Needs to have an exit leading to the Back Alleys
Alleys:
Tileset used:

Map:

-Needs to have three exits: One which you come in, one which leads to the subway, and one that leads to the back entrance of a building.
-Needs to have an area where you can encounter three people and should be the end of the 'dungeon'.
Outskirts:
(these maps are even more terrible)
Tileset used: Same as the rest of the city
Map 1:

-Needs to have an exit on the right (leads to a bridge)
-Needs to have room to move and room for a Save Point
Map 2:

-Connects to map 1
-Again room to move (there are touch encounters in these sections that you are supposed to avoid)
Map 3:

-Needs to have a subway entrance
-Needs to have a world map exit
-Connects to map 2 and map 4
Map 4:

-This path should probably be longer (this connects to the first Tokyo map)
-again, room to move
-Connects to map 3


Last one that I need help with since I am terrible at using this tileset:
Exhibition Entrance

Tileset Used:

Map:

-Needs to have a large building with at least one big window, two tiles high and three tiles wide (Kumo drives a motorbike through it)
-Needs to have an road exit
-Needs to have another exit (the place where you come in)


I provided my versions so you could a) see how terrible I am and b) see what I was going for ^^;
If anyone is willing to help me out, I need the maps made in RMXP and preferably sent over in a project file. I know RMXP is ancient, but this game's three years old and I started with XP so...
You can use any of the autotiles provided in this thread in these maps.
Try to hold back on using events for tileset purposes if you can.
You...might want to give the cities a uniform road size ^^;
You can mix the tilesets with other tilesets/these tilesets but please tell me if you do and include the remixed tileset file so I can set passabilities and stuff.

Kyrsty Writes!

These days I'm probably better known as an artist than as a writer around the community, but first and foremost my love is crafting worlds with words. If you even took a brief gander at any of my game scripts, you'd find they read more like stories then games.

Not saying I don't love game creation, but~

Anyway, I thought I'd share something with you guys. This is an overlapping first person story told from two perspectives. I haven't gotten up to Chapter 3 yet (which is where the second character's perspective kicks in) so this is all one character.

Just before we begin- his name is Derek. Everyone just calls him Dere.
It isn't really obvious because I'm not 100% proficient with setting, but the year is 1487, fifteen years after the events of Blood Rose.
And post Chapter 2 Blood Rose spoilers start showing up.

I've decided to title this Cherry Blossoms.
"I've heard that cherry blossoms are a beautiful shade of pink-
Don't you think it's odd that they call them 'cherry blossoms' when cherries are blood red?"

Chapter One
I've been having nightmares.
Well, it's not like they just started... I'd had them occasionally all throughout my childhood. But lately...lately they've been worse than ever before, and they're beginning to mix with the times I'm awake, too.
I dream of red. Flowing red. Rivers of it, that fill the crevasses in my palms and finger tips, and gently flow over my parched lips. Yeah. Vampirey, right? And lately, I'll see flashes of red on my palms and my hands, and out of the corner of my eye, but when I turn, they're gone.
And then, there's the nightmares where the red is in my eyes, glowing like hot coals.
I guess I could attribute it to an absolute terror of becoming a vampire. Not for the reason you think, either. I don't particularly like the idea of killing humans, of course, but there happens to be the very real issue of my mother being a vampire hunter. And she stresses the importance of not letting relationships get in the way of hunting, so you can see why it'd be a problem, right?
Here's the issue with what I want to attribute to- I'm not that scared of becoming a vampire. Besides maybe getting slaughtered by mother, it isn't something that particularly phases me. So I don't understand why I'm having these dreams... Why my brain seems so naturally drawn to vampires.
It was early morning, mid Autumn- the temperature was quickly dropping, and the trees had lost a majority of their leaves. Cold, grey lines of sunlight filtered through my bedroom curtains, which were mostly shut (my brother and I never open them). I was sprawled out on my bed with my arms under my head, mulling over my nightmare dilemma while staring at the roof.
"Hey, Dere, you in there?"
"Yeh."
The bedroom door swung open and my brother quickly shuffled inside, shutting the door behind him just as fast.
His name is Kenneth- he dislikes having his name shortened nowadays, though I used to call him short versions when we were children. We're identical twins- it's actually very hard for people who don't know us to pick the difference. The main thing is that Kenneth is a tad taller than I am, and that he keeps his hair cut very short while mine's quite long. We both have the same chocolate brown hair, and the same golden hazel eyes that we get from our mother.
Kenneth walked into the room and slumped into his bed, looking distressed. I sat up, a worried bubble sitting in my throat like an omen.
"Dere... I've been having these weird thoughts lately. And these crazy nightmares..."
"Like what?" I asked, probably too quickly. But my brain had immediately jumped to a conclusion and I was determined to pursue it.
Kenneth flinched at the question and squirmed in his seat anxiously. "I'm scared that you'll tell Mum."
"I'm not going to tell Mum, Kenneth" I assured him. "Cross my heart and hope to die."
Kenneth bit his lip, and then nodded. "I keep...having dreams about red."
I felt my eyes go wide with shock. I was never right about these things but here I was, right about the one thing I didn't want to be...
"You mean blood, don't you?" I whispered. Kenneth stiffened, terror flooding his face while I let out a long breath.
"I've been having the same dreams" I mumbled.
The look of terror didn't leave his face as I said this, in fact I'd almost say it became worse.
"You're messing with me right?" said Kenneth, his voice slightly high pitched with panic. I shook my head, and Kenneth's shoulders sagged, biting his lip.
"If it was just me I could say its because I'm afraid of vampires, but you as well... If its you as well there has to be more to it."
He exhaled. "What makes it worse is that lately there's been vampire attacks in town, and every time they come up around Mum it looks like she's swallowed a brick. I was beginning to think..."
I raised my eyebrows. "You thought it was you?"
"No. I still think it's me" he retorted miserably. "I don't have any reason to think otherwise at this point."
"How about 'we've never been bitten'?" I hissed at him. "You attacking people makes no goddamn sense."
"What if we're predestined?" he asked, citing the stories our mother had told us. "We'd be naturally drawn to it. And what if it isn't even that? I don't know, Dere. This whole thing is terrifying."
I nodded, trying to think of something, anything, that would make him think that it wasn't him. Suddenly, an idea popped into my head. A reckless, life-changing idea.
"Let's go after the vampire that's doing it" I suggested quickly, my voice full of excited energy. Kenneth looked at me with wide, disbelieving eyes.
"You can't be serious?" he asked incredulously, but one look at my face was enough to tell him I was completely serious about this.
"We could die" said Kenneth. I shrugged.
"At least we'd know it isn't you."
Kenneth grimaced. "And what if it is? What then?"
"Well if you're doing it, then I'm probably not far behind you. If that- which I highly doubt, mind you- is indeed the case, we'll both run. I don't want to face the confrontation with Mum."
Kenneth bit his lip, and then nodded. "We'll need to prepare. Maybe we should pilfer Mum's journal."
I shook my head. "She's told us enough stories. I know what we need."
I stood up and pulled a leaf of parchment from the shelf, along with the ink well and quill. I checked the ink (we were almost out, but we had enough for this.) I carefully dipped the quill into the ink and began to scratch out a list, while Kenneth read it upside down.
"Holy water" he murmured. "Blessed silver weapons. The holy cross. Garlic...garlic? Really?"
"Apparently they're allergic to it" I said with a shrug, and Kenneth chomped down on his lip with enough force that I almost thought he'd draw blood.
"WE are allergic to garlic, Dere!" he spat, his knuckles going white against his bedspread.
"Hm, I never thought of that" I said, thinking. I had honestly never thought of it like that before. Kenneth and I being allergic to garlic had always been a fact of our existence.
A brief flash of a memory popped into my head. A dark alley, Mum gripping my hand so tight that I could feel it going numb while she was carrying Kenneth.
"Hey, Kenneth" I said, rubbing my head. "Have you ever eaten garlic before?"
"No, I don't think so... Well, one of us must have for Mum to realize we were allergic to it, I guess."
"I can remember something happening when we were little. Talking about the garlic allergy reminded me."
Kenneth shook his head. "I don't remember."
I exhaled, and shrugged it off. What was happening now was more important, so I continued with my list.
"Stake them in the heart is wrong" said Kenneth quickly as I wrote it. I raised my eyebrows.
"Really? Then where-"
Kenneth stood up and jabbed a particular spot on my chest. As though reacting to it, I felt cold fire begin to flow through my fingertips, my breath catching in my throat. The room flashed into strange colors for a moment, and I could've sworn I could hear a rushing sound- like a rapidly flowing river.
"There" said Kenneth shortly.
I rubbed the spot he poked absent-mindedly. "Don't poke me that hard next time."
"I barely touched you" replied Kenneth, pouting. I rolled my eyes and looked at the list.
"Sunlight and fire are also effective" I murmured. "They burn to a crisp in moments."
"Ahhh, I remember" said Kenneth, nodding. "Is that all?"
"Never attack a vampire while it's feeding" I said quietly, remembering a grisly story my Mum had told Dad. Kenneth raised his eyebrows.
"But what if-"
"No buts" I said quickly. "We'll end up dead if we do."
Kenneth exhaled. "Let's split the list in half and meet up later tonight. We should probably take an afternoon nap too so we're fresh."
"Do you think we should take Memoria?" I asked quietly. Kenneth bit his lip again. Memoria was a sword my mother had received as a gift, but was too big for her to use.
Kenneth exhaled and then shook his head. "Mum will come after us if we do that. And imagine if my worst fears are right? I don't want to go through that, Dere."
I nodded solemnly, knowing exactly where he was coming from. I divided the list in half and handed it to him.
"We'll meet up at the usual spot" I said. "You know the one?"
"Of course, the lamp post just outside of town. I'm not a ninny, Dere."
I smirked at the comment. "Sometimes I wonder."
Kenneth grimaced and punched me in the shoulder, before getting up and leaving the bedroom.
I fiddled with my list of items for a few minutes, a million thoughts rushing through my head, a million questions I didn't have answers to. I guess I was pursuing this 'quest' of sorts in the name of truth, but I think if I tried to explain what we were doing to anyone else they'd think we were suicidal.
Maybe we are.


Chapter Two

Later that evening I found myself sitting in the shadows of the buildings next to the lamp post, the sky tinged orange by the sunset and dramatically lengthening shadows.
I heard footsteps and looked up from my musing to see Kenneth approaching me, carrying a rucksack that was haphazardly swung over his shoulder.
"Did you get your stuff?" asked Kenneth, and I shrugged.
"I couldn't get the holy water, but I got everything else."
"Do I want to hear your reason?" asked Kenneth irritably, and I shook my head.
"It's a long story" I said. Kenneth sighed, running his fingers through his hair.
"I think we should split up" he said quietly, and I stood up immediately, anger flowing through me.
"Are you insane?!" I snapped, and Kenneth sighed again.
"If it is me, I probably won't do it if you're around. So I think it's better if we do this separately."
"And what if it isn't you? One of us might end up having to face a full-fledged vampire on our own."
"Please. Dere" said Kenneth, looking distraught. Although I try to pretend that his puppy dog face doesn't work on me, it kind of does.
"Fine" I said reluctantly. "Just don't get yourself killed."
Kenneth gave me a weak smile and handed me items from his half of the list. I gave him the ones I had (we'd both gotten enough for a full supply set each) and put them in my satchel.
"Let's do this" I said, and Kenneth nodded, just as the light from the sun really began to fade, the sky full of purples and navy blues.
"Think he'll be running amok yet?" asked Kenneth, shielding his eyes and looking up at the sky. Even at this time of day it was still quite bright- well, according to us at least.
"Well, if I were a vampire, I'd want to get 'breakfast' over quickly so I has time for other things."
"Other things? Like what?" asked Kenneth, raising an eyebrow. I shrugged.
"They live forever, so I'd assume they do more with their time than eat."
Kenneth thought about this for a moment, and then shrugged. "I guess. Well, time to get moving. Meet you back here in four hours?"
I nodded, and he walked into town, quickly disappearing down a street.
I exhaled, shifting my satchel and also heading into town, my footsteps loud against the cobblestones. I could see people saying quick goodbyes to each other and hurrying into their homes- the town was quite actively aware of its current vampire problem, despite there only being to deaths so far.
You'd think they'd worry more about you know...the plague. Actual devastating killers.
I slapped my forehead a few times. "Those are vampire thoughts, Dere, quit it."
You know, now that I think about it, my mother is the only one who calls me Derek. Even my dad calls me Dere.
Though he's not really my dad. We've never actually discussed it as a family, but Kenneth and I have always known. Mostly because both our 'parents' are blonde and we're dark brunettes. Plus, the only one we actually look like is Mum.
I've always been tempted to ask what my real dad was like, but I think mum thinks she's tricked us.
She can be a bit dense sometimes.
I turned the corner and headed down the street, suddenly wondering exactly what I was looking for. I mean... How do you find a vampire?
I sighed and kept walking, looking at the houses as I passed. I walked past a particular pub and felt myself instantly stop in my tracks.
I'd never walked past it at nighttime before so I hadn't recognized it, but now in the dark I knew I'd been here before. How, though? Mum had never taken us out for dinner.
Curiosity nagging at me, I pushed the door of the pub open to the smell of mead and woodsmoke. Travelers sat at circular tables drinking and telling stories, filling the pub with a comforting familiarity.
I walked up to the bar and looked for the bartender, but he found me first, a big burly man in a stained apron.
"How can I help you?" he said, and the suddenness of it left me speechless for a few moments before I regained my composure.
"Do you know someone named Gabriella Peringway?" I asked, and the bar tender rubbed his stubbly chin.
"You don't mean Gabby, do ya?"
Wow, Mum, talk about a suitable nickname.
"Yeah, Gabby."
"She's a vampire hunter 'round here. Comes in for a drink sometimes after a hunt."
"Has she ever been here with her kids?"
The bartender rubbed his chin again. "Hrm... Now that you mention it I think she did bring her kids here bout a decade ago. Left in a rush 'cause one of them got sick."
I bit my lip. So Mum had taken us here.
"Do you remember what the sick kid ordered?"
The man raised his eyebrows. "What are ya askin for neway?"
"A friend of mine asked. It's nothing serious of anything."
The bartender tutted. "I'll never forget what he ate, 'cause we found out that he'd been sick around the corner- thrown up his own blood. He had the chicken."
"The chicken?" I asked. "Anything special about it?"
The bartender rubbed his chin again. "Not really. Just seasoned- pepper, chilli, garlic..."
I felt a cold wave pass over me the moment he said garlic. So this was where mum had found out about it.
But throwing up his own blood...?
"Then what do you think did it?" I asked. The bartender shrugged.
"It's baffled me to this day. Gabby hasn't taken her kids out since then, I believe. They'd be... Eh, fourteen, fifteen now? Yeah."
"Thanks" I said. "I better be going, I'm meeting up with a friend tonight."
The bartender shrugged again. "Come back any time if you actually want to drink instead of talk."
I nodded and went to the doorway, pushing it open to reveal fresh night air, far contrasted to the smells present in the pub.
I took a deep breath of night air a suddenly caught something that seemed eerily familiar. Sickeningly sweet, alluring, but at the same time repulsive and frightening.
I felt my mouth begin to water a little and shook my head rapidly. That sort of smell, that strong- I wanted to know what it was.
What a stupid cat I am.
I looked around the street, trying to get a bead on where the smell was coming from. I almost would've looked past it if I hadn't been searching for it. Across the street, a door had been smashed in. And by smashed in, I meant reduced to splinters. No human was strong enough to do that.
I headed over to the door with a brisk pace, my heart beginning to thud like a drum in my chest, anxiety rising up inside me like an ominous bubble. I walked up to the door frame, and almost felt like I'd been slapped- the smell was much stronger here. Much, much stronger.
I wiped saliva from the corner of my mouth. Was it the vampire that was generating this, like a fly trapped in honey, luring me into a sticky delicious demise? Surely mum would've mentioned that at some stage though, so as of that moment I had no clue what I was getting myself into.
I drew my silver dagger (a well-aged birthday gift from my childhood) and headed inside the house, trying to quell the trembling in my finger tips. I couldn't let nerves get to me.
I silently crept into the back room, careful to not let floorboards squeak from underneath my feet. I could see a wet smear glinting on the ground, as I walked through another door to see a figure standing over a lump.
My breath caught in my throat. The posture, the very feelings his presence gave off-a vampire in every way.
He turned, slightly, to face me, and uttered "What are you doing here?"
I licked my lips feverishly at the question. He had said it with such familiarity- like he knew me.
He turned fully, raising an eyebrow. He had burnt-orange hair, short at the front, but he had a massive plait down his back. His skin was pale and grey-ish, as expected of a vampire, and at the moment his eyes were static red, not the crazy glow of a hunting vampire.
"Who are you?" he asked curiously.
I bit my lip, my knuckles going white on the dagger's handle. "Why does that matter?" I hissed. The vampire shrugged.
"Well, if I kill you, then I know what name will go on your grave stone. And if I turn you, then I know what to refer to you by. Haven't decided which one I'm going to do yet, however."
I stiffened. Somehow, that hadn't crossed my mind, not once, in the whole process. Death, sure. But the possibility of being turned... And it wasn't like I had forgotten about it, it was just like... That can't happen to me.
I grimaced angrily, trying to stop my hand from shaking. Whatever that smell was, it was most intense here. But it wasn't coming from him, I knew that much. Where, then?
Something inside me wanted to seek out that smell and just forget about the damn vampire. It was invading all my thoughts and turning them into incomprehensible mush, a foggy cloud of once-coherent consciousness.
My body trembled, no longer from fear, but the want to pursue that smell.
I saw curiosity invade the vampire's expression, but barely acknowledged it. I slipped the dagger back into my satchel, trying to ignore the smell, to focus, but I couldn't. Pain was beginning to shoot through my chest rapidly, and cold fire was flooding my fingertips.
"What is it?" I whispered, almost incomprehensibly, but the vampire heard me.
"What is what?" he replied, putting a hand on his hip.
"T-That" I stuttered, struggling to piece sentences together, "that smell. I-it's every where."
The vampire's slowly went from confusion to shock, and I placed my head in my hands, my knees buckling. All I could think... All I could breathe... That smell. That damned, beautiful smell...
I looked up, and the room flashed strange colors again, but this time I saw why- what my eyes were looking for. Everything was distorted bar one colour- red. The smear on the vampire's cheek and shirt, the smudge on the ground, the tiny puddles near the lump of the human the vampire had just killed.
Oh god. Oh my god. That smell is-
I took in a deep gasp of air, realization and terror flooding through me, as I tried to stop thinking about it, tried to pull my mind away from it, but I was too far gone for that. Far beyond hope.
Rationality, sense, morality- it blacked out. I- me, as a conscious thinking person- blacked out. What took over...

Chapter Three

I don't want to be here.
I want to go home and lean on his shoulder at home on our comfy couch.
But no, he asked me to do this, so I will. But that doesn't mean I have to wait around bored to death, does it?
So I ended up helping myself to the 'local cuisine'.
It was dark, fairly early, that I found myself standing over some poor sap who happened to give me a wayward look. I'd broken the door on the way in, so I'd had to drag him inside in order to finish the job. I'd made a little bit of a mess, but with my cloaking abilities no human should notice til morning.
I heard a very slight, soft creak from behind me and I turned. I felt my brain do an inward back flip in my skull. What- why was Emile here? Wasn't he-
I decided to ask, easy enough.
"What are you doing here?"
He licked his lips nervously, and didn't reply to my comment. I turned fully to face him and suddenly realized that this wasn't Emile- but he was an incredibly close match, all the way to the oddly sticking up fringe. However this kid- he couldn't be more than fifteen- had golden hazel eyes, and he was human.
"Who are you?" I asked curiously, wondering if he did have any relation to Emile. Coming after a vampire like this... He's just as reckless, that's for sure. Sidian would probably find it amusing.
"Why does that matter?" he hissed in retort, and I almost chuckled. What a fool.
"Well, if I kill you, then I know what name will go on your grave stone. And if I turn you, then I know what to refer to you by. Haven't decided which one I'm going to do yet, however."
He stood stock still for a few minutes, his shaking getting worse, as he slowly slipped his knife back into his satchel. I raised an eyebrow, not quite sure what to make of this kid. 
"What is it?" he whispered, too quietly for a regular human to hear. Sometimes supernatural senses come in handy.
"What is what?" I replied. What was he talking about? The lump of flesh at my feet? My cloak? (people tend to ask about that). 
"T-that...that smell" he mumbled. "I-it's everywhere..." 
I stared at him confusion for a few moments before I suddenly noticed something that actually made me feel genuinely terrified for the first time in a few decades (last time was when Sidian nearly died). This 'human's' aura was rapidly changing- tendrils of black and red creeping through it, the entire vibe he gave off shifting. He put his head in his hands and fell to his knees, taking in deep gasps of air as he looked up at me again, and I saw his pupil distinctly shift to catslit, his eyes widening with fear and realization as I watched in astounded wonder.
He looked back down again as I saw his chest move, like he was about to vomit, a movement I knew all too well. I moved my foot slightly, knowing in my head that I was probably going to have to fight him. 
I could hear his gasps of pain becoming violent snarls, his fingernails turning into wickedly sharp claws. 
He slowly staggered to his feet, his head hung. He slowly looked up at me, and I felt my heart jump into my throat (this is pretty embarrassing for a 200-year-old vampire by the way) as I saw his eyes- the undeniable glowing red catslits of a vampire.
Somehow, this kid had gone from distinctly human to full-blown vampire in five seconds all because he'd caught a whiff of human blood. What the hell was this kid?!
Without warning the kid suddenly lunged at me and I quickly dodged sideways away from him. He was slower than a normal vampire, I noted- but still fast enough to be incredibly dangerous. 
He turned, crouched, and bared his fangs at me. I felt my upper lip twitch with a desire to do the same, but I couldn't let my primal instincts mess with me here- I needed to stay as objective as possible- and that meant making sure this kid didn't get an actual taste. If he did...well.
I moved fast and delivered a heavy kick to the side of his head, not quite using my full strength and inwardly hoping that it was both enough and not too much.
I'd obviously gauged it right, because the moment it connected his eyes rolled back slightly before snapping shut as he collapsed in a heap.
I stood there, breathing heavily. I hadn't even realized how badly seeing that had terrified me until I stopped for a moment. I'd see predestined vampires before- I am one, in fact- but this was far beyond that. Far, far beyond that.
I walked over and poked him hesitantly. He didn't move, but he was breathing. I checked his fingers to see he still had the razor sharp claws of a vampire.
I exhaled. I knew where I had to take him. Surely Gabby had encountered his type before on her hunting trips.
Gabby was the reason I was here, actually. Sidian had asked me to check up on her. He'd seen her a few years ago, but he was beginning to think she was hiding something, so he had asked me to go see her.
Boo.
I scooped the boy's limp form into my arms (he was curiously light) and headed outside in the direction of Gabby's house.
She lived just outside the town outskirts in a cottage with her husband, or so I'd been told. She hadn't mentioned children to Sidian- which is why I'd been sent here. He wanted to know what she was hiding.
The kid suddenly arched his back in his arms, taking a deep gasp of air as his vampire traits regressed and his aura faded back to human. I chewed on my lip. So it hadn't been my imagination- his aura really did shift like that.
I reached Gabby's house and looked at it for a few minutes, intrigued by the rows of blood roses out the front.
I walked up the dirt path to Gabby's door and used my foot to knock on it. The door immediately swing open to reveal a flustered Gabby.
She'd aged, noticeably, the last fifteen years. Aging is one of the reasons I don't like hanging around humans. She'd developed worry lines on her brow and around her mouth, and her hair was slightly darker than it used to be.
"Fionn?!" she shouted at first, before looking at the boy in my arms and covering her mouth.
"Oh my god, you found him!"
I felt my mouth slide open. That expression, that maternal worry in her face...
He was her son.
Fuck, Sidian, what have you gotten me into this time?! No sex for you when I get home >:(
"Where should I put him?" I asked, trying to keep my face neutral and not explode at her. She obviously didn't notice how pissed I was, so she led me inside to a room with two single beds and a single window with the curtains drawn. I bit my lip. Two?
I placed the boy on the right side bed and left the room, carefully shutting the door behind me and looking at Gabby.
"We need to talk" I hissed. Her eyes widened at my tone, but she shrugged. She was currently seated at their dinner table with her husband- who was as far from brunette as one could possibly get.
"Funny how you've never mentioned having kids" I said flatly, and blood rushed into Gabby's cheeks.
"It never came up" she said quickly. A lie.
"Gabby, who is this?" asked her husband. "It's not everyday you just let vampires into the house."
Gabby frowned slightly. "His name is Fionn. We met fifteen years ago. He's Sidian's...friend..."
"Lover" I snapped. She flushed red again and her husband raised an eyebrow.
"Well, I heard that's normal for vampires, so" he said with a shrug. "I'm Emanuel."
I also raised an eyebrow. "You're odd" I stated. "Most people freak out just with me in the room."
"My sister is a vampire" he said. "We keep in contact, so..."
I smiled slightly. "That explains it."
Gabby exhaled loudly. "So, what did you want to talk about, Fionn? If I'm seen conversing with you-"
"I think I'm the vampire who's going to cause you the least grief, actually" I replied irritably, before folding my arms.
"Don't you think it's odd that I didn't know you had children, but I brought him to you anyway? Why do you think that is?"
Gabby looked at the table for a few moments, before her eyes went wide and she looked at me with terror on her face. Oh, she knew. She'd probably known from day one.
"I brought him to you because I didn't know what he was, and I thought you might know. Given you encounter -his- kind on a daily basis during your little hunting trips."
I put intentional emphasis on his- just to make sure she knew I wasn't referring to myself whatsoever.
"How do you know?" she whispered. I grimaced.
"Why do you think I knocked him out, Gabby? Because I thought it'd be funny?"
She sighed regretfully, but I couldn't help but feel anger welling up inside me. The terror I'd seen on the kid's face when it'd happened- he had no idea what was going on. She hadn't told him. And that made me so frustrated and angry- that he wasn't even aware of what he was, that she'd hidden it.
"You're cruel" I stated coldly, and she looked at me angrily.
"How?!" she retorted angrily.
"How?" I whispered. I spun on my heel to face her, anger filling my chest. For a creature that needs double the amount of emotional stimuli to feel what a human feels, this was beyond extreme. I don't think I've been this angry in two centuries.
"You should have seen the look on his face, Gabby!" I snarled, unable to fully control myself because of how pissed I was. I knew my eyes had flared red by now, and my teeth had turned sharp. Hopefully it'd drill it in a bit better.
"He was absolutely fucking terrified. He had no goddamn idea why he'd managed to find me, or why he was being lured by that smell. He didn't even know what it was. What did you tell him, Gabby? Why kind of bullshit lies did you feed him so he wouldn't figure out he was a vampire?!"
Gabby looked at the table, her eyes beginning to fill with tears, but by that point I didn't care. What she'd done was unforgivable.
"Emile, right?"
She looked up at me with shock on her face.
"He's his father, isn't he? The age fits. When I first saw him I thought he was Emile until I saw his eyes. Your eyes."
I rubbed my eyes. "Goddamn, Gabby, why the hell would you have sex with a vampire? And don't try and turn that statement back on me because I'm allowed to screw my own species."
"I didn't think it could happen. That I'd end up having his children."
I stiffened, suddenly realizing. Two beds. Two kids.
"Where's the other one?" I asked quickly. 
"Kenneth should be waiting at the lamp post near the town entrance" mumbled a voice from behind me and I spun on my heel. The bedroom door was open and he was standing there, looking exactly as one should when they've been kicked in the head. His right eye was black and puffy, and he was struggling to keep his eyes open.
"Derek!" said Gabby in shock. 
"Get back in your room and shut the door" I instructed. He sighed and did as he was told, the door closing softly.
"Don't tell my son what to do!" growled Gabby in fury, but I ignored her.
"I'm going to go get his brother. Keep away from sharp objects, he's probably still touchy" I said, trying to keep my voice down so Derek wouldn't hear me, but he probably could anyway. 
I left the house, shutting the door behind me and heading towards down as fast as I could, my plait whipping around behind me as I closed the distance between me and the town incredibly fast. In a few moments, I found myself on the outskirts of town, looking for a lamppost.
I scanned the area and quickly found what I was looking for. A fifteen year old kid leaning against a lamppost with an anxious expression- a short haired version of Derek.
Oh, Sidian will have a field day...
"Kenneth" I said, and he spun to face me, pulling out a dagger identical to the one Derek had.
"Who are you?"
"I'm a friend of your mother's. I'm not going to kill you."
"But what about turning?" he asked, keeping his dagger steady. I tried to hold back on the retort, I really did- but I couldn't help myself. I've always been a tad cheeky.
"I don't need to do that" I said slyly, and began walking back towards the house. "C'mon, your brother's already home."
Kenneth stared at me pale-faced for a few moments before putting the dagger away and following me towards the house.
We trekked up the dirt path at a steady pace, Kenneth having no trouble keeping up with me. Although I didn't want to, I found myself gauging him against his brother and myself, an innate habit of mine. I hadn't seen too much of Derek so I couldn't make good comparisons, but-
"Who hit Dere in the head?" asked Kenneth suddenly, and I raised an eyebrow at him.
"How do you know about that?" I asked curiously. Kenneth shrugged.
"We're identical so sometimes we get some of the same feelings or pains. And someone hit him in the head really hard, because I still have a headache."
"I did" I admitted. "I'll tell you why later."
"Did you turn him?"
I turned fully and looked at him. "Like I said before, I don't need to do that."
Kenneth grimaced and hung his head, and we continued walking up to Gabby's house, passed the rose bushes to the front door.
I rapt lightly on it and Gabby opened the door and immediately smothered Kenneth in a hug.
"I'm so glad you're safe!" she shouted, almost in tears. I exhaled and walked into the house, up to Derek's door. I knocked on it, lightly, knowing he'd have a pounding headache.
"Who is it?"
"The vampire from earlier. Let me in, please."
"What if I say no?"
"Houses and bedrooms are two different things, Derek."
I heard him get off his bed and he opened the door. I walked inside and shut it behind me.
"How are you feeling?" I asked softly. He snorted, throwing himself back on the bed.
"My head's going to explode. Did you really have to kick me that hard?"
"You remember the kick?"
"Not really" he said, putting his hand to his head. "Bits and pieces keep filtering in."
I exhaled. "My name's Fionn. Well...officially my name is Ralph Alderban, but I stopped calling myself that a long time ago."
"You already know who I am" muttered Derek, before rolling over. "Did you find Kenneth?"
I nodded. "He's fine."
Derek exhaled, sitting up properly. "I don't know what happened. And I only caught the end of your conversation with Mum..."
"About-"
"When mum said she didn't think she'd get pregnant was when I walked in."
I sighed. He'd probably gotten some idea from the incident, but there was still so much to explain...
"Mum can't have kids anymore, you know" mumbled Derek. "Kenneth and I- apparently we did something and now she can't carry a baby. So, before you ask her why she kept us, please keep that in mind."
My mouth slid open slightly, and I nodded. "I'll do that."
Derek exhaled in relief, as someone knocked on the door.
"Dere, you in there?"
"Can Kenneth come in?" asked Derek solemnly.
I nodded. "Kenneth, bring your mother in too."
The door opened and Kenneth came in, followed by a disgruntled Gabby.
"Sit next your brother" I said to Kenneth. "Your mother and I need to speak to you."
Kenneth swallowed loudly and sat down next to Derek.
"Dere, you look like hell."
"I know."
Gabby looked at me furiously, and I pointed at the other bed. She stood for a moment, before I glared at her and she sat down.
"Now, since your mother hasn't wanted to get this ball rolling for fifteen years, I'll get this started so she can't dart around the subject. Neither of you two are human."
Derek sighed and Kenneth squirmed in his spot, looking upset. But neither of them objected. Neither of them burst into dramatic tears of shock and rage. 
"Now, Gabby. Your turn."
"Fionn, you bastard."
"So you still think you were in the right to not tell us?" murmured Derek coldly. Gabby stared at him in surprise.
"I think you assume we're stupid sometimes" he continued. "Like not saying Dad isn't our real dad. Or thinking we wouldn't think it was weird that we've never been to church."
Kenneth sighed. "The reason we went after the vampire in town was because I thought it might've been me."
I folded my arms. "And this is why I called you cruel."
Gabby looked at the floor, grabbing handfuls of the bed sheets as though she was trying to hold back tears. But when she looked up, her face was calm.
"Your father's name is Emile Sandarian. Memoria is his."
"So you thought it was an intelligent idea to sleep with the man who murdered our grandmother?"
Gabby's lips pursed immediately at this. "I'm still your mother, young man."
"And I'm the son of an idiot."
I wanted to laugh, but kept in mind that Gabby was still an efficient vampire hunter and held it back.
Gabby exhaled. "Yes, I'm an idiot- I was an idiot back then and I'm an idiot now. For many reasons."
Derek looked at the floor, and I knew what he had to be thinking. 'An idiot for keeping them'. Right now, I couldn't feel more sorry for the two kids- kids. By any standard, they weren't ready for this sort of crap.
"I never wanted to broach the subject with you two because I was afraid you wouldn't get to live normally."
I slapped my hand to my face. "Are you kidding me, Gabby?"
"Butt out!"
"No!" I snapped back with a growl. "'Live normal lives'? What the hell are you smoking, woman?! They can't have your version of a 'normal life'. Normal for them is what doesn't usually come to others until adulthood- I'd be willing to bet that there is barely any physical difference between them and me...besides the fact I roast in sunlight. That's 'normal' for them, Gabby. And it's your 'normal life' crap that could've gotten them killed tonight. And by that, I mean hunted down and staked like your kind loves do. Do you want them to have normal lives- or do you want them to live?"
Gabby stared at me open-mouthed, before gritting her teeth and looking at the floor.
"By physical difference" murmured Derek, "Do you mean-?"
I walked over and put a careful finger over the spot where that particular organ sat- the organ that processes the blood a vampire drinks, that drives them into a frenzy. Of course the capability is in their minds, but it's that -thing- that really causes the havoc.
"You can feel it there, right?" I asked quietly, and Derek nodded solemnly. The organ behaves almost like a combination of the heart and liver- processing to quench hunger, pumping and throbbing to create the frenzy. That's why a vampire's chest hurts whenever they begin to get blood-hungry or angry- and that's why staking it will instantly kill any vampire.
"They have that?" murmured Gabby, and I sighed.
"They can't stay here anymore. They're coming back with me."
Gabby looked up at me with such rage and hatred in her eyes I was almost sure she was going to stake me right there and then. "You are not taking my sons anywhere near Sidian."
"Obsidian Rose?" asked Kenneth, and Gabby turned and looked at him.
"I've never told you that name."
"No" said Derek. "But he was the vampire who bit our father, correct?"
I rubbed my chin, intrigued. "Perhaps.... They know who he is because despite the generation gap, he is still where their abilities originated from?"
Gabby grimaced. "I'm not going to let you use them as an experiment or a project."
"Investigation is in my nature, Gabby, but I'd never formalize it with these two."
I exhaled, pacing across the room. "You're probably not aware because the only vampires you really had interaction with were Sidian and Emile, but in normal circumstances a vampire who turns someone will stick around the person in question for at least three years afterwards to make sure they can get by on their own."
I leaned against the door, folding my arms. "In a sense, it's the same way humans raise their young, but we have less to teach since we usually rely on parents to teach the basics."
"So they should stay with me until they're old enough!" jabbed Gabby, still angry with me.
"In case you haven't noticed, their vampire instincts are beginning to come forward at full force- it isn't safe for them here. If they turn, you have an obligation, and quite frankly I don't think any of us like the idea of you having to kill your two sons."
Gabby bit her lip and remained silent for a few minutes, before nodding despondently. "Fine. You're right."
I exhaled , and looked at the two boys. "Are you alright with that?"
"Yes" murmured Derek, while Kenneth merely nodded.
"In that case, lesson one begins tonight. Both of you, come with me."
"You're not taking them hunting" stated Gabby flatly, and I turned to her.
"I'm not going to take them back to town, Gabby, nor am I going to take them human hunting in general. But Derek's already turned tonight and Kenneth probably isn't far behind. If we put this off we're putting yours and Emanuel's lives in danger."
Gabby said nothing, but it was clear that she knew I was right.
"Alright, move, now. The both of you."
Kenneth and Derek reluctantly stood up and followed me out the door. We walked through the kitchen and out the front door- Emanuel saying nothing, having clearly heard the conversation in the back room.
I gently shut the door behind me and closed my eyes. I had decided to take on this obligation. I would follow it through to the end.

Chapter Four (Final)
I found myself shoving clothing into a cow hide rucksack the next morning. As always our curtains were drawn, but now it was a painful reminder of what we were.
The bedroom door swung open and Kenneth walked in, shutting the door behind him. He watched me pack silently for a few minutes, before clearing his throat.
"You should get started too" I said, as I walked over to my clothes chest and began pulling out more clothing. Kenneth exhaled.
"You need to apologize to Mum" he stated. I stopped packing, looking at the clothing and trying to think of the best way to put how I felt.
"Why?" I murmured, and Kenneth sighed again.
"Because you hurt her last night."
I tutted and resumed packing. "I'm not going to apologize, Kenneth" I said flatly, buckling the bag closed and sitting down on my bed. "I shouldn't have to."
Kenneth sat down on his own bed, looking upset. He'd been the first to lose it last night in the forest. So, maybe his opinion was different because he hadn't seen me like that, but that wouldn't change how I felt about this.
"Are you going to tell me why?" he asked softly, and I exhaled.
"If I apologize to Mum about what I said, then I'm also apologizing for being what I am- and I shouldn't have to apologize for that."
Kenneth grimaced. "What kind of logic is that?"
"Nothing I said last night would've had an impact if we weren't vampires."
Kenneth flinched at the referral, but said nothing.
We sat in silence for a little while, the only sound being the friendly chirping of birds outside and the sound of Mum cooking in the other room. It was almost an awkward silence- but at the same time it was tense, nerve-wracking. As though we were waiting for something.
"Dere."
I looked at Kenneth, and he put his head in his hands. "Do we even have the right to exist? People...things like us...should we even be allowed to live?"
I stood up, walked over to him, and clipped him in the back of the head, just hard enough for it to hurt.
"Ouch!" yelped Kenneth, rubbing his head.
"Out of the several million chances that our mother and father would meet, they did. Out of the even lower chance that they'd have sex, they did. And out of the billion to one chance that we'd actually be conceived, we were. So, do you think that every single aspect of that is a coincidence? That we're as we are by 'chance'?"
Kenneth stared at me open mouthed for a few moments.
"Every now and then there's order to chaos. There's reason to madness. We are here for a reason, Kenneth- and by that logic, we have as much right to exist as everyone else."
"Who are you and what have you done with my brother?" asked Kenneth, half joking. I exhaled.
"I didn't sleep last night because I was asking myself that same question, and that was the answer I came up with."
Kenneth took a deep breath of air and stood up. "I think you should apologize to Mum based on principal, not how you actually feel. Who knows how long it'll be before we see her again?"
I sighed. "Perhaps you're right."
Truth be told, I was just saying it to make him leave the subject alone. I wasn't going to back down regarding this.
Kenneth gave me a half hearted smile, pulling out his own pack. I dropped mine onto the ground and threw myself onto my bed.
"What are you doing?"
"We're going to be traveling at night, aren't we? Might as well sleep while I can."
"You're adjusting to this way too fast."
I stuck my tongue out at him, before rolling over and putting my pillow over my head.
I was asleep in less than five minutes.
*
I woke up to someone shaking my shoulder. I blearily opened my eyes to see Fionn, who looked almost as sleepy as I felt.
"Come on" he said drowsily. "We'd better get a move on."
I sat up, rubbing my eye of sleep. "Why do you look so tired?" I asked.
"Sun's still up. This is the equivalent of waking up at the crack of dawn for me, which I never do."
I felt a smirk creep up on my face, before swinging my legs over the side of my bed and stretching.
I looked up at him and raised an eyebrow. "I need to get dressed" I said, and he looked confused for a moment for taking the hint and leaving my room. I quickly pulled on a set of tights, my boots and a dark purple tunic, before haphazardly running my fingers through my hair (it wouldn't stay down even if I did brush it properly).
I picked up my pack and went out into the kitchen, trying to keep my face as stoic as possible- because I knew the moment I saw Mum's face everything I felt about all of this would come rushing forward- I didn't want to deal anymore damage than I already had.
...I'd dealt damage, huh? With everything she'd hidden from us...
It had always been one of those things you know of but do not speak of under any circumstances. We'd known. We'd caught ourselves staring at wounds too often to not suspect something. That was why we'd jumped to the conclusion so quickly...
I stepped into the kitchen with trepidation, almost unwilling to meet either of my parents' eyes. But I did anyway, knowing that I had to. My mother's eyes were red and puffy, but her face was calm. It was my father's face that gave away how they really felt about the situation- hurt, guilty and sad. I suppressed the heavy lump that rose up in my throat with a loud swallow and looked over to Fionn, who was standing next to Kenneth, already holding the handle of his rucksack with a white-knuckle grip.
"I don't know when we'll be coming back, so say your goodbyes" said Fionn calmly, glancing over to my mother. I chewed on my lip, before nodding reluctantly. I walked over to my mother and hugged her. It was a few moments, almost like hesitation, before she hugged me back, murmuring "Don't get yourselves killed."
I nodded and let go, walking over to Fionn. Kenneth looked at me, almost in tears, but he said nothing.
"I love you both" said Mum, very clearly.
"We love you, too" we replied simultaneously, as Fionn pulled open the front door and we stepped out into the dark night.
I don't know what awaits us on the dark path we've been destined to tread from birth. I don't know what I'll come to applaud or regret in my later years- but as it stands, I want to live in the now.
And with that, I'll take the consequences.

-End Cherry Blossoms-


Related Art:


(The man in this picture is Emanuel, by the way)

edit: there maybe errors in here, it was typed on my iPhone which is pretty hard to edit on.

Looking for some script help- desperate!

Hello, everyone. At the moment I'm working on a horror RPG called Blood Rose in RMVX. To put this post simply, I'm using a 640x480 screen size, and because of this, my area to put enemies is limited.
By default, the lowest I can possibly put enemy graphics is here:


So I set out to try and move the overall enemy drawing place down. I've toyed with viewports and I ended up creating a new one (since battlebacks and enemy graphics are normally in the same viewport) called viewport4 and designated that solely to enemy graphics. I managed to move it down, but now I'm encountering other issues:



The game is still cutting the graphic off as though she's at the top of the screen, which is where she would be without the edit. Additionally, animations are now completely off-kilter. I have little to no idea how to go about fixing this and for the life of me can't find any relevant references in RMVX's or my scripts to the enemy graphic that might fix these issues. This kind of graphic issue isn't one I can just ignore, I'm trying to get some help here.

I can't offer anything in return...just my thanks and gratitude. I wouldn't be asking if I hadn't already attempted it myself ^^;

Script Help Please!! :)

So, I'm using DerVVulfman/Lambchop's Vehicle system. It works great, I've gotten everything figured out about the script and how to use the calls and etc...however the script has one major issue and I'm not sure if it's even fixable, but I thought I'd try just to get everyone off my back.

The actual airship is an event that appears on the map. Now, in normal circumstances and in RPGs saving is permitted on the World Map, but as of right now I can't enable saving because if I do, the airship returns to where the original event is rather than staying in the place it was when the game was saved (essentially stranding the player and rendering the save completely useless- not cool)
Events not retaining their present state through save games seems to be an issue RMXP has (I've noticed it elsewhere) but unlike those events which I can fix through switch creation instead of just changing graphics, this one I cannot.

I'm thinking this may be solvable through common event, but I'm not sure how to go about grabbing the X/Y coordinates of the event before saving and restoring them when the player reloads...

Anyway, here's the script:
#==============================================================================
# ** Super Simple Vehicle System - Enhanced
#------------------------------------------------------------------------------
# by DerVVulfman (Original code by Lambchop)
# version 8.0
# 10-13-2007
# Notable SDK Compatability (Rewrites Game_Character's passable? method)
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# INTRODUCTION:
# =============
#
# This system allows you to create and manage 'vehicles' in your RMXP project.
# You can have simple vehicles that travel in rivers or oceans, or can fly
# through the air over all the mountains on the map. You can even create
# mobile headquarters such as those in the Final Fantasy™ games.
#
# The only thing you can't do is go into the default menus when riding, unless
# you're IN a mobile headquarters.
#
# That's pretty much it. :)
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# THE BASICS:
# ===========
#
# Normally I would delve into the actual configuration system of a script, but
# this system uses map events to create the vehicles and default RMXP switches
# to manage them.
#
# Still... it's the best one I've seen so far.
#
# There are at least three things to touch on with this system... the config
# array in this script, the map event you're using for a vehicle, and an RMXP
# switch. These three things are key when making a vehicle.
#
# Oh, and some graphics for the vehicle would be good too. :)
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# CONFIGURATION ARRAY:
# --------------------
#
# The configuration array in this script (called VEHICLES) is where you set up
# the information on your vehicle... the name, graphics, music played... even
# the speed the vehicle travels. However, the important ones to consider are:
#
# NAME * GRAPHIC * TERRAIN * SWITCH ID
#
# The NAME of the vehicle must be in the map event's name (which I'll get to
# later). Likewise, the GRAPHIC and TERRAIN will be discussed later. As far
# the SWITCH ID... that too is crutial.
#
# The NAME of the vehicle in the array actually identifies the event on the
# map and allows the system to track its location. So as you can tell, this
# is very important. Also, no two vehicles may share the same name.
#
# The SWITCH ID for the vehicle corresponds to the RMXP switches you would
# turn on or off in a map or common event, even with the
# command in the Event Editors. What makes this so important is that you use
# this to hide the map event you've created for a vehicle. When your actor
# uses a vehicle, this pre-defined 'switch' is turned on. And since it is a
# specifically 'chosen' switch, we know which one it is so the map event can
# be hidden.
#
# Now to cover the other two: GRAPHIC and TERRAIN:
#
# The GRAPHIC in the array points to a characterset graphic that the vehicle
# uses. Typically, this is the same one that shows up on the map before the
# actor boards the vessel.
#
# As your RMXP uses terrain tags from 0 to 7, the values you can enter into
# the TERRAIN array for your vehicle are from 0 to 7, like the ones in your
# map's tileset. This small array can indicate one or more terrains that a
# vehicle can move along. The only exception to this is by replacing the array
# with a setting of 'nil'. If the value is set to 'nil', then the vehicle can
# move along any and all terrain as if it was flying.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# SWITCHES:
# ---------
#
# Only one switch is needed for any one vehicle. These are the same ones you
# find in things like the common event editor's command, or
# in the map event's list of conditions in the top right:
# ______
# | |-----
# | 1 | 2 |
# | |_____|___________________________________
# | List of Event
# | ______________
# | -Conditions------------------- |
# | | ||
# | | Switch ____________ <----------------------- Like this
# | |
#
# Being able to assign a specific switch to a vehicle is a GOOD thing. You
# may want to have certain plot points occur if a vehicle is boarded, turn off
# some objects like teleport events, or what ever floats your boat.
#
# Still, it would be a good thing to go and name them in the RMXP editor like
# most people would, so you can keep track of them. And there's the debugger
# built into the system so you can see when it's turned on.
#
# For the unknowing, running a project in the editor allows you to press
# to bring up a debug window. You can see the variables and switches being
# used by the project.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# MAP EVENTS:
# -----------
#
# Here's all you need to do to configure a map event to generate your vehicle.
# But first, let's look at the event page:
#
# Name:
# -------------------
# | boat-MAP001 |
# -------------------
# ______
# | |-----
# | 1 | 2 |
# | |_____|___________________________________
# | List of Event
# | ______________
# | -Conditions------------------- |
# | | ||
# | | Switch ____________ ||
# | |
#
# Regardless of the data on each page in your event, the name of the event is
# based on the 'NAME' of the vehicle (just like I described above) and on the
# Current Map Name. As such, the above example shows that a vehicle called
# "boat" will be using this event and that this event is on MAP001.
#
# NOTE: Other than including the map's name in the event, there was no clear
# cut way to prevent equal numbered events from different maps from
# changing positions accidentally. As such, event #3 from one map and
# event #3 from another may BOTH change position if one of the two hap-
# pened to be a vehicle.
#
#
# PAGE 1: The Graphic: Change/insert the graphic image of your vehicle
# as you would see it before the actor boards the
# vessel.
#
# Stop Animation: An option. When this switch is left OFF, the
# characterset graphic is left unanimated. But
# when this switch is ON, then the graphic becomes
# ______ animated. The description for the switch seems
# -----| | a little reversed.
# | 1 | 2 |
# |_____| |___________________________________
# | List of Event
# | ______________
# | -Conditions------------------- |
# | | ||
# | | Switch 0001:Dragon is ON ||
# | |
#
#
# PAGE 2: The Graphic: Erase the graphic. This page is used to hide your
# vehicle event when the actor has boarded it.
#
# A Switch: One of the Switch Conditions. When a vehicle is
# boarded, it turns on a switch that is defined in
# the VEHICLE array. This Switch Condition looks
# for that switch and turns on the second page if
# and when it finds that switch turned on.
#
# NOTE: In the above example, page #2 would be
# activated when Switch '0001:Dragon' was
# turned on.
#
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# And, that's really about it for configuring the events. So in general, there
# may be really only four to five things to configure per each event, with the
# actual name of the event included.
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# CONFIGURATION:
# ==============
#
#
# CONFIGURING THE VEHICLE ARRAY:
# ------------------------------
#
# Here's a small breakdown of all the values that you are to include in the
# vehicle array:
#
# Name * Graphic * Music * Sound Effects * Terrain * Undockable Terrain
# Speed * Event Block * Encounters * Stepping * HQ Settings * Switch ID
# -----------------------------------------------------------------------
#
#
# NAME: (String) This is a 'Unique' ID used by the system to identify
# a single vehicle in your project. You may have two boats in
# your game, but neither one may share this name. This value is
# key in that it helps to identify the map event using it, the
# switches that the vehicle uses, and other niceties.
#
# GRAPHIC: (Array) This is the characterset that the actor changes into
# when the system makes it look like he's boarded a vehicle. It's
# a simple array that includes both the filename and the hue of
# the characterset.
#
# NOTE: The basic entry is two-parter like which
# can set a 'canoe' graphic in your Graphics\Characters
# folder with a hue of 40. But using is just
# as legal as the hue would be defaulted to '0' which is
# the normal setting.
#
#
# MUSIC: (Array) This is the music that plays when the vehicle is cur-
# rently active. You may choose any music in the Audio\BGM fol-
# der, or 'nil' if you do not wish to change the music.
#
# NOTE: To create a music selection, you must set it up as an
# array. This array consists of three parts: file, volume
# and pitch. The volume and pitch settings are optional,
# but the array must at least have a file (again in the
# BGM folder). As an example, you could use an entry of
# to play the 6th default piece in
# the RTP at half volume and sped up a little.
#
# You may also use arrays such as or
# . The first sets the file to play
# at half volume but regular pitch while the second plays
# at regular volume (by default) and a slower pitch speed.
#
# SOUND (Array) This is the background sound effect that plays when the
# EFFECTS: vehicle is active. It replaces the map's background sound ef-
# fect with its own until the vehicle is exited. You may choose
# any sound file within the Audio\BGS folder, or 'nil' if you do
# not wish to change the background sound effect.
#
# NOTE: This follows the exact same rules as the MUSIC array.
#
# TERRAIN: (Array) This is a small array that holds the terrain tags which
# your vehicle is limited to moving across. If the array contains
# a single digit (let's say... '4'), then the vehicle will only
# be able to move across tiles with that terrain tag. If it's set
# to 'nil', then it will move along any and all terrain tags.
#
# NOTE: If a vehicle is set to nil, it will also bypass special
# directional tiles such as ones used for cliffs and holes.
#
# UNDOCK* (Array) This is a small array that holds terrain tags that your
# TERRAIN: vehicle cannot land upon. Whether a ship cannot land at a rocky
# shore or an airship cannot land in a swampy region or two, this
# array informs the system what type of terrain a vehicle cannot
# land. Or... it too can be set to 'nil' so it can land on any
# terrain.
#
# NOTE: Conditions such as 'blocked by events' and impassable
# tiles still hold true however.
#
# SPEED: (Numeric) This controls how fast the vehicle moves. You can
# enter a range of 0 (being the slowest) to 8 (being pretty fast.
# Values can be accepted in the array that are outside this range
# (like -1 or 12), but it generally won't move the vehicle any
# slower or faster than the system allows.
#
# EVENT (Boolean, or true/false) This switch (typically defaulted to
# BLOCK: 'true') informs the system that the vehicle can't move through
# events. About the only time that this switch would be set to
# 'false' would be for vehicles that would fly overhead of these
# events.
#
# NOTE: This is an all-or-nothing deal. Either you block all of
# the events, or none at all. You can't select some events
# for blocking and leave the others.
#
# ENC: (Boolean, or true/false) This switch (typically defaulted to
# 'true') informs the system whether or not random encounters may
# occur when in or on a vehicle. This is a simple true/false
# value... good for things like airborne vehicles.
#
# STEPPING: (Boolean, or true/false) When this is set to 'true' (typically,
# the default), then the actor will step forward when boarding
# and/or exiting a vehicle. This switch can be set to 'false' so
# boarding can appear instantaneous.
#
# HQ (Array) This array holds information so you can switch from the
# SETTINGS: vehicle to your mobile headquarters, or just 'nil' if the vehi-
# cle doesn't have a mobile HQ. Small and simple, this array
# consists of six values: Map, X, Y, Direction, Fading & Sounds:
#
# NOTE: Unlike the previously described arrays (for Music and
# so forth), this array does not have default values. It
# must contain all settings like so: .
#
# The first value in the array contains the actual ID no.
# of the mobile HQ's map.. the map you will be teleporting
# into. The 'name' of your map is typically based on this
# ID number, but for those unaware, the ID number is also
# visible in the Map Properties window, or in the bottom-
# right corner of the map editor (like ID:004). Just re-
# member to trim off any excess zeros.
#
# The second and third values are the X and Y coordinates
# where your character will appear on the map. Rather sim-
# ple, these are the tile coordinates, just like the ones
# you set with the map event.
#
# The fourth value (direction) sets the direction that the
# actor will face after teleporting to the map array. The
# value is currently usable with even values of 2 to 8:
#
# ( 2 = Down, 4 = Left , 6 = Right, 8 = Down )
#
# Though other values may be accepted, the results may be
# a little off.
#
# The fifth switch (transitional fading) is a true/false
# value. Set it to true if you want to 'fade to' the HQ,
# or set it to false to just 'pop in'.
#
# The sixth and final switch (background sounds) is a true
# or false value. Set it to true if you want the background
# sound effect of your vehicle to continue to sound within
# the mobile headquarters, or set it to false to disable it
# if you don't plan to use the 'vehicle' sound effect. In
# either case, the mobile HQ's own sound effect overrides
# this effect.
#
# SWITCH ID: (Numeric) Finally, this is ID number of a single switch that is
# turned on when you have boarded a vehicle. This is important,
# as the switch being used allows you to 'hide' the map event you
# have used to generate the vehicle.
#
# NOTE: This switch would also be important to prevent one from
# accidentally teleporting from map to map while still in
# a vehicle.
#
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# The actual 'ORDER' of the vehicles listed in the array does not matter as
# the system compares the name of a map event and finds the exact match in
# this array.
#
# What does matter is that you must be careful about the brackets sur-
# rounding the data and the data itself. The main array does hold smaller
# arrays that describe each vehicle. And each of these smaller arrays hold
# seven types of data as already described above. Missing quotes, missing
# commas, missing end brackets... these can cause errors.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# MISCELLANEOUS SETTINGS:
# -----------------------
#
# PASSABLE_TERRAIN: This is an array that holds the ID values of terrain
# tags your character can move along without a vehicle.
# Typically, this array doesn't hold the IDS used in
# the VEHICLES array, but there isn't anything stopping
# the user from making a game where the character can
# walk along multiple terrain types and a vehicle that
# can only move along one of those types.
#
# LANDING_SFX This is the sound effect file that plays if you try
# to land or dock on a terrain that prevents movement.
# This may sound if you try to land on a terrain whose
# tag is not 'walkable', if the terrain itself may not
# permit movement due to directional/blocking flags, or
# if the vehicle attempts to land on or next to another
# map event.
#
# NOTE: To create a landing sound effect, you must set
# it up as an array. This array can consist of
# three parts: file, volume and pitch. The vol-
# ume and pitch settings are optional, but the
# array must at least have a file (which is
# stored in the SE folder).
#
#
# V_BOARD_KEY: These values hold the keystroke CONSTANT used to get
# V_EXIT_KEY: onboard or exit a vehicle, or to go from a HQ vehicle
# and V_HQ_KEY: to the Headquarters itself. This is the same type of
# keystroke used in general Input commands. Currently,
# set to a setting of Input::A (or the Shift Key).
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# VEHICLE MAPS:
# =============
#
# Call them what you will... world maps, city maps with cars, whatever. These
# maps are the ones that contain vehicle events. But... there is one slight
# visual glitch that as of yet has not been resolved.
#
# Teleporting to these maps will (for a small time... 1/2 second?) have the
# vehicles in their 'starting' position. As such, if you drove a Ferrari
# across the map and went into a building (teleporting into another map), once
# you left the building... the Ferrari won't be there. Well... for a split
# second anyway.
#
# As a cheat, the best way around this is to use common events to fade out the
# screen before you teleport to any Vehicle Map and fade in right after:
#
# @> Call Common Event: Fade Out
# @> Transfer Player:, (12, 13), Down, No Fade
# @> Call Common Event: Fade In
#
#
# The above example is from a map event. It shows two common events on either
# side of a teleport event. The first one is merely a used to fade out the
# screen while the second one fades it back in.
#
# Oh, and for best results, set the teleport event to 'No Fade'.
#
# Here's the coding for the two common events:
#
# Fade Out:
# @> Change Screen Color Tone (-255,-255,-255,0), @10
# @> Wait: 10 frame(s)
#
# Fade In:
# @> Change Screen Color Tone (0,0,0,0), @10
# @> Wait: 10 frame(s)
#
#
# That's it. Very simple.
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# MOBILE HEADQUARTERS:
# ====================
#
# This system allows you to turn a vehicle into a mobile headquarters such as
# the Highwind from Final Fantasy 7 or Balamb Garden from Final Fantasy 8.
# These HQs are nothing more than an additional 'map' that your character can
# teleport into when riding a vehicle, with the noted exception that he/she
# returns to normal and can once again use the menu & save/load features.
#
# Obviously, this is a three-step process...
#
# First, MAKE A NEW MAP! It could be anything, but reasonably closed off from
# the rest of the world. Well... you can have smaller maps inside, like having
# a bridge, an engineering section, a ship's galley, or whatever.
#
# The second step is to edit your configuration for that vehicle to point to
# that map. This is done by creating a smaller array that contains the MapID
# for the HQ map, the x and y position where your character appears, the di-
# rection he'll be facing, a true/false value related to how he teleports to
# the HQ, and another true/false value if it uses the same background effect
# that the vehicle itself does.
#
# WAIT!!! HOW DO I GET OFF THIS CRAZY THING!
#
# That... is the third step. Somewhere in your HQ, you have to make a map
# event that returns you to the vehicle. This can be basically ANYTHING like
# a doorway, floor button, lever... whatever you wanna draw. The only thing
# is that this specific map event must include is a scripted call:
#
# $game_player.hq_exit
#
# Nothing more is required, though I do recommend calling some common events
# to fade out and into the vehicle again (like I mentioned above). When you
# leave the HQ itself, you are returned to the vehicle. The data regarding
# the map, vehicle, x & y position and etc. is automatically saved and ready
# for transport.
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
# NOTE ON AUDIO:
# ==============
#
# Audio effects, whether they be music or sound effects are now entered as an
# array so each audio clip may contain their own pre-set volume and/or pitch
# settings. As such, a battle music piece may be entered like the following
# example:
#
#
#
# While the volume and pitch settings are optional (and can be set to 'nil'),
# the actual file must be entered.
#
# Safeguard routines have been entered into this system to check on the exis-
# tance of the audio files. Prior to this, cases where 'listed' audio files
# were not present in the project caused the system to crash. As of now, the
# system will detect whether or not the actual file exists in your project or
# RTP and play it through the Game_System class, or 'not' if it doesn't exist.
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# COMPATABILITY:
# ==============
#
# Currently, this system is designed only for the default RMXP system and may
# conflict with other map/movement systems. As it is, it will not be compat-
# ible with any script that redefines the 'passable?' method in Game_Character
# as this one likewise does so.
#
# As far as modifications to this system, it is not recommended. But stand-
# alone patches that allow this system and other scripts to work together are
# welcomed.
#
#
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#
#
# CREDITS AND THANKS:
# ===================
#
# To Lambchop... DUH! And to SephirothSpawn who inspired and showed her how
# to make the first version of this script. Thanks to Regimos and Monk for
# detecting a minor (yet stubborn) bug that occurs when landing next to a map
# n event (now fixed). Another thank to Regimos for detecting a glitch where
# the main menu was accidentally re-enabled in a regular vehicle. To Alistor
# and mephisto for supplying the code for animating vehicles in motion, and
# again to Alistor for discovering the ability to accidentally debark a vehi-
# cle when exiting a mobile HQ. And to shannon who suggested terrain tags
# that may not be 'landable', even if they are passable. Also, thanks goes
# to Regimos for noting that 'landed' vehicles permitted other vehicles to
# pass across/into impassable terrains. Finally, thanks to
#
#==============================================================================



#======================================================================
# ** CONFIGURATION ** #
#======================================================================


# Name Graphic Music SE Ter. Undock Spd Ev-Blk Enc Step HQ Coords. Sw
VEHICLES = [ ["s_canoe", , , nil, , nil, 3, true, true, true, nil, 4],
["boat", , , , , nil, 4, true, false, true, , 2],
["RAGNAROK", , , , nil, , 6, false, false, false, , 125],
["canoe", , , nil, , nil, 3, true, true, true, nil, 1] ]


# Terrain ID(s_ for on-foot travel
PASSABLE_TERRAIN =


# Landing Error SFX
LAND_SFT =


# Keys used to board or exit a vehicle
V_BOARD_KEY = Input::A
V_EXIT_KEY = Input::A
V_HQ_KEY = Input::B



#======================================================================
# ** END OF CONFIGURATION ** #
#======================================================================

# Do not touch... used for map system.
$d_v_maps = load_data("Data/MapInfos.rxdata")



#==============================================================================
# ** Visual Basic
#------------------------------------------------------------------------------
# This module includes routine(s) that mimic Basic/Visual basic statements.
#==============================================================================

module V_Basic
#--------------------------------------------------------------------------
# * In String (recreation of 'basic' string function)
# Returns position of tested string, or nil if doesn't exist
# text : string being checked
# check : string searched for
# start :(optional) characters to skip before search
#--------------------------------------------------------------------------
def instr(text, check, start = 0)
textstart = (text.length) - start # Get start position of text
temp = text.slice(start, textstart) # Get text from calculated start
return nil if temp == nil # Return nil if empty
chklength = check.length # Get size of check string
testpos = 0 # Reset position counter
for txt in 0...temp.length # Perform loop through text
testpos += 1 # Increase counter by 1
char1 = temp.slice(txt, chklength) # Get portion of text
return testpos if char1 == check # Return counter if found
end # End of loop
return nil # Return nil if not fount
end
end



#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :orig_move_speed # Original character movement speed
attr_accessor :vehicle_number # vehicle ID number (or 0 if none)
attr_accessor :vehicle_name # vehicle event name
attr_accessor :vehicle_movex # vehicle position save array (x)
attr_accessor :vehicle_movey # vehicle position save array (y)
attr_accessor :prehq_map # Map ID number before HQ transition
attr_accessor :prehq_x # X position before HQ transition
attr_accessor :prehq_y # Y position before HQ transition
attr_accessor :prehq_d # Direction before HQ transition
attr_accessor :prehq_v # Vehicle before HQ transition
attr_accessor :prehq_l # Leaving the HQ (back to map)
attr_accessor :v_transfer_f # Transfer finished flag
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias vehicle_init initialize
def initialize
vehicle_init
@vehicle_number = 0
@vehicle_name = ""
@vehicle_movex = {}
@vehicle_movey = {}
@prehq_map = 0
@prehq_x = 0
@prehq_y = 0
@prehq_d = 0
@prehq_v = 0
@prehq_l = false
@v_transfer_f = true
end
end



#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Automatically Change Background Music and Backround Sound
#--------------------------------------------------------------------------
alias vehicle_autoplay autoplay
def autoplay
# Exit if HQ (transfer back) flag is true
return if $game_system.prehq_l == true
vehicle_autoplay
end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
include V_Basic
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :move_speed # Character Movement Speed
attr_accessor :step_anime # Character Stop Animation
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Obtain map name for comparison
map_name = $d_v_maps.name
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
return false
end
# If through is ON
if @through
return true
end
# Flyover flag
flyover_tag = false
v_flyover = $game_system.vehicle_number
unless v_flyover == 0
flyover_tag = true if VEHICLES == nil
end
# Only block direction if they can't fly over it
unless flyover_tag
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y, d, self)
# impassable
return false
end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y, 10 - d)
# impassable
return false
end
end
# Check terrain for vehicle
check_terrain(new_x, new_y)
# Event block flag
event_block = true
unless $game_system.vehicle_number == 0
event_block = false unless VEHICLES
end
# Set block-bypass
block_bypass = false
# Block event if blocks true
if event_block
# Loop all events
for event in $game_map.events.values
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
@state = true
# Test for vehicle event
v_test = instr(event.name, map_name)
block_bypass = true if $game_system.vehicle_number != 0 && event.name != v_test
# If through is OFF
unless event.through && !block_bypass
# If self is event
if self != $game_player
# impassable
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
# impassable
return false
end
end
end
end
end
# Return false if event/terrain state is false/blocked
if @state == false
return false
end
# If player coordinates are consistent with move destination
if $game_player.x == new_x and $game_player.y == new_y
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
# impassable
return false
end
end
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Determine if Landing is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def land_possible?(x, y)
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y, 0, self)
# impassable
return false
end
end
#--------------------------------------------------------------------------
# * Determine if Landing on specific terrain is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def land_terrain_possible?(x, y)
@terrain = $game_map.terrain_tag(x, y)
unless VEHICLES == nil
return false if VEHICLES.include?(@terrain)
end
end
#--------------------------------------------------------------------------
# * Determine if Landing on or next to event is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def land_event_possible?(x, y)
# Loop all events
for event in $game_map.events.values
# Loop all directions
for dir in 1..4
d = dir * 2
# Cycle outwards
for tiles in 0..1
# Get new coordinates
new_x = x + (d == 6 ? tiles : d == 4 ? -1*tiles : 0)
new_y = y + (d == 2 ? tiles : d == 8 ? -1*tiles : 0)
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
# Skip if the event being tested is the take-off event
unless event.name == $game_system.vehicle_name
# impassable
return false
end
end
end
end
end
end
#--------------------------------------------------------------------------
# * Check the terrain for the vehicle
# new_x : future x position
# new_y : future y position
#--------------------------------------------------------------------------
def check_terrain(new_x, new_y)
@state = false
@terrain = $game_map.terrain_tag(new_x, new_y)
vehicle = $game_system.vehicle_number
# Normal passable state
@state = true if vehicle == 0 && PASSABLE_TERRAIN.include?(@terrain)
# Vehicle passable states
if vehicle != 0
# Passable if terrain is nil
@state = true if VEHICLES == nil
# Passable for matching terrain
if VEHICLES!= nil
@state = true if VEHICLES.include?(@terrain)
end
end
end
end



#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Obtain name
#--------------------------------------------------------------------------
def name
return @event.nil? ? '' : @event.name
end
end



#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================

class Game_Player < Game_Character
include V_Basic
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :encounter_count # Encounter count
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias vehicle_update update
def update
# Original Call
vehicle_update
# If waiting (added for vehicle speed transition)
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# if not in vehicle, check for boat exit
if $game_system.vehicle_number == 0
if Input.trigger?(V_BOARD_KEY)
vehicle_enter
end
else
if Input.trigger?(V_EXIT_KEY)
vehicle_exit if $game_system.v_transfer_f == true
elsif Input.trigger?(V_HQ_KEY)
unless VEHICLES == nil
hq_enter
end
end
end
# Change to Vehicle speed
if $game_system.vehicle_number != 0
@move_speed = VEHICLES
end
end
#--------------------------------------------------------------------------
# * Change Actor Graphic & Vehicle
#--------------------------------------------------------------------------
def actor_change
# Change actor appearance
actor_memorize
v_graphic = VEHICLES
# Cycle through Vehicle Array
for v_counter in 0..VEHICLES.size-1
# Set game switch off
$game_switches[VEHICLES] = false
end
$game_switches[VEHICLES] = true
return v_graphic
end
#--------------------------------------------------------------------------
# * Actor disembarks Vehicle
#--------------------------------------------------------------------------
def actor_disembark(map_name)
# Set Current Vehicle
v_counter = $game_system.vehicle_number - 1
# If the listed vehicle is used
if $game_switches[VEHICLES] == true
for vehicle in $game_map.events.values
if vehicle.name == VEHICLES + '-' + map_name
vehicle.moveto(x, y)
$game_switches[VEHICLES] = false
$game_system.vehicle_movex = x
$game_system.vehicle_movey = y
# Perform movement if Step is true
if VEHICLES
@through = true
move_forward
@through = false
end
end
end
end
# Get off vehicle
actor_restore
# Reset Vehicle to none
$game_system.vehicle_number = 0
return v_counter
end
#--------------------------------------------------------------------------
# * Memorize actor graphic
#--------------------------------------------------------------------------
def actor_memorize
@actor_speed = @move_speed
tmp_id = $game_party.actors.id
@actor_name = $game_actors.character_name
@actor_hue = $game_actors.character_hue
@battler_name = $game_actors.battler_name
@battler_hue = $game_actors.battler_hue
return true
end
#--------------------------------------------------------------------------
# * Restore actor graphic
#--------------------------------------------------------------------------
def actor_restore
tmp_id = $game_party.actors.id
actor = $game_actors
actor.set_graphic(@actor_name.to_s, @actor_hue, @battler_name.to_s, @battler_hue)
@move_speed = @actor_speed
$game_player.refresh
return true
end
#--------------------------------------------------------------------------
# * HQ Enter
#--------------------------------------------------------------------------
def hq_enter
# Obtain map name for comparison
map_name = $d_v_maps.name
# Enable save and menu
$game_system.menu_disabled = false
$game_system.save_disabled = false
# Store Vehicle location
$game_system.prehq_map = $game_map.map_id
$game_system.prehq_x = @x
$game_system.prehq_y = @y
$game_system.prehq_d = @direction
$game_system.prehq_v = $game_system.vehicle_number
# Get Off Current Vehicle
v_counter = actor_disembark(map_name)
# Vehicle Animation is turned off
@step_anime = false
# Set transferring player flag
$game_temp.player_transferring = true
# Grab the data
hq_map = VEHICLES
# Set player move destination
$game_temp.player_new_map_id = hq_map # MapID
$game_temp.player_new_x = hq_map # X
$game_temp.player_new_y = hq_map # Y
$game_temp.player_new_direction = hq_map # Direction
if hq_map == true # Fade
# Prepare for transition
Graphics.freeze
# Set transition processing flag
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
# Restore old sound
$game_system.bgs_restore if VEHICLES == false
# Advance index
$game_player.refresh
$game_map.refresh
end
#--------------------------------------------------------------------------
# * HQ Exit
#--------------------------------------------------------------------------
def hq_exit
# Set the HQ (transfer back) flag to true
$game_system.prehq_l = true
# Disable save and menu
$game_system.menu_disabled = true
$game_system.save_disabled = true
# Obtain original Vehicle Number
$game_system.vehicle_number = $game_system.prehq_v
# Change Actor Appearance
v_graphic = actor_change
# Set transferring player flag
$game_temp.player_transferring = true
# Set player move destination
$game_temp.player_new_map_id = $game_system.prehq_map
$game_temp.player_new_x = $game_system.prehq_x
$game_temp.player_new_y = $game_system.prehq_y
$game_temp.player_new_direction = $game_system.prehq_d
# Set Vehicle Graphic
tmp_id = $game_party.actors.id
actor = $game_actors
v_file = v_graphic
v_hue = v_graphic
v_hue = 0 if v_hue == nil
actor.set_graphic(v_file, v_hue, @battler_name.to_s, @battler_hue)
# Vehicle Animation is turned on
@step_anime = true
# Required Refreshes
$game_player.refresh
$game_map.refresh
# Change Vehicle Music
vehicle_music
# Change Vehicle Background SE
vehicle_sound
end
#--------------------------------------------------------------------------
# * Enter a vehicle (Check Condition)
#--------------------------------------------------------------------------
def vehicle_enter
# Only function if outside of vehicle
if $game_system.vehicle_number == 0
# Obtain map name for comparison
map_name = $d_v_maps.name
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y
# Obtain event name
event_name = event.name
end
end
# Test if standing on event
if event_name == nil
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y
# Obtain event name
event_name = event.name
end
end
end
# Only perform for legal condition
unless event_name == nil
# Test for separation string
separation_string = instr(event_name, '-')
if separation_string != nil
event_name_length = event_name.length - separation_string
type = event_name.slice(0, separation_string-1)
v_map_name = event_name.slice(separation_string, event_name_length)
# Only for properly named Vehicles w/ map name
if v_map_name = map_name
vehicle_enter_step2(type)
end
end
end
end
end
#--------------------------------------------------------------------------
# * Enter Vehicle (Actual Transfer)
#--------------------------------------------------------------------------
def vehicle_enter_step2(type)
# Disable save and menu
$game_system.menu_disabled = true
$game_system.save_disabled = true
map_name = $d_v_maps.name
# Obtain vehicle number & event
for v_counter in 0..VEHICLES.size-1
v_array = VEHICLES
if type == v_array
$game_system.vehicle_number = v_counter + 1
$game_system.vehicle_name = v_array + '-' + map_name
if v_array
@through = true
move_forward
@through = false
@wait_count = 40
end
end
end
# Memorize old BMG
$game_system.bgm_memorize
# Memorize old BMS
$game_system.bgs_memorize
# Change Vehicle Music
vehicle_music
# Change Vehicle Background SE
vehicle_sound
# Change Actor Appearance
v_graphic = actor_change
# Set Vehicle Graphic
tmp_id = $game_party.actors.id
actor = $game_actors
v_file = v_graphic
v_hue = v_graphic
v_hue = 0 if v_hue == nil
actor.set_graphic(v_file, v_hue, @battler_name.to_s, @battler_hue)
# Vehicle Animation is turned on
@step_anime = true
# Required Refreshes
$game_player.refresh
$game_map.refresh
return true
end
#--------------------------------------------------------------------------
# * Exit a vehicle
#--------------------------------------------------------------------------
def vehicle_exit
# Obtain map name for comparison
map_name = $d_v_maps.name
# If on a passable terrain
unless PASSABLE_TERRAIN.include?(@terrain)
# Play buzzer SE
vehicle_sound_buzzer
else
# If airborne vehicle tries to land on impassable terrain
if land_possible?(x, y) == false
# Play buzzer SE
vehicle_sound_buzzer
elsif land_event_possible?(x, y) == false
# Play buzzer SE
vehicle_sound_buzzer
elsif land_terrain_possible?(x, y) == false
# Play buzzer SE
vehicle_sound_buzzer
else
# Enable save and menu
$game_system.menu_disabled = false
$game_system.save_disabled = false
# Vehicle Animation is turned off
@step_anime = false
# Get Off Current Vehicle
actor_disembark(map_name)
# Restore old music
$game_system.bgm_restore
# Restore old sound
$game_system.bgs_restore
# Required Refreshes
$game_player.refresh
$game_map.refresh
end
end
end
#--------------------------------------------------------------------------
# * Change Vehicle Music
#--------------------------------------------------------------------------
def vehicle_music
# Play vehicle BMG
unless VEHICLES == nil
music_set = VEHICLES
# If the music set isn't nil
if music_set != nil
# Extract from array
music_f = music_set # File
music_v = music_set # Volume
music_p = music_set # Pitch
# For default values
music_v = 100 if music_v == nil
music_p = 100 if music_p == nil
# Ensure valid Music File
begin
@trd = RPG::AudioFile.new(music_f)
Audio.bgm_play("Audio/BGM/" + @trd.name, 0, 100)
rescue Errno::ENOENT
# Music file is invalid (restore default)
music_f = nil
end
# Play the Music File
if music_f != nil
# Recombine into audio format
music = RPG::AudioFile.new
music.name = music_f
music.volume = music_v
music.pitch = music_p
# Pass to master system
$game_system.bgm_play(music)
end
end
end
end
#--------------------------------------------------------------------------
# * Change Vehicle Background Sound
#--------------------------------------------------------------------------
def vehicle_sound
# Play vehicle BGS
unless VEHICLES == nil
se_set = VEHICLES
# If the se set isn't nil
if se_set != nil
# Extract from array
se_f = se_set # File
se_v = se_set # Volume
se_p = se_set # Pitch
# For default values
se_v = 80 if se_v == nil
se_p = 100 if se_p == nil
# Ensure valid BGS File
begin
@trd = RPG::AudioFile.new(se_f)
Audio.bgs_play("Audio/BGS/" + @trd.name, 0, 100)
rescue Errno::ENOENT
# BGS file is invalid (restore default)
se_f = nil
end
# Play the BGS File
if se_f != nil
# Recombine into audio format
se = RPG::AudioFile.new
se.name = se_f
se.volume = se_v
se.pitch = se_p
# Pass to master system
$game_system.bgs_play(se)
end
end
end
end
#--------------------------------------------------------------------------
# * Play Vehicle Buzzer FX
#--------------------------------------------------------------------------
def vehicle_sound_buzzer
# If the error se set isn't nil
if LAND_SFT != nil
# Extract from array
se_f = LAND_SFT # File
se_v = LAND_SFT # Volume
se_p = LAND_SFT # Pitch
# For default values
se_v = 100 if se_v == nil
se_p = 100 if se_p == nil
# Ensure valid SE File
begin
@trd = RPG::AudioFile.new(se_f)
Audio.se_play("Audio/SE/" + @trd.name, 0, 100)
rescue Errno::ENOENT
# BGS file is invalid (restore default)
se_f = nil
end
# Play the BGS File
if se_f != nil
# Recombine into audio format
se = RPG::AudioFile.new
se.name = se_f
se.volume = se_v
se.pitch = se_p
# Pass to master system
$game_system.se_play(se)
end
end
end
end



#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias vehicle_update update
def update
# Set No Encounter flag to true (No encounters)
no_enc_tag = true
# If in vehicle
if $game_system.vehicle_number == 0
# Turn encounters back on
no_enc_tag = nil
else
# Turn Encounters back on if vehicle has encounters
no_enc_tag = nil if VEHICLES
end
# Reset 'count' to start (prevent encounters) if flag is true
$game_player.encounter_count = $game_map.encounter_step if no_enc_tag
# Perform the original call
vehicle_update
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
alias vehicle_transfer_player transfer_player
def transfer_player
# Transfer start flag
$game_system.v_transfer_f = nil
# Original transfer
vehicle_transfer_player
# Reset HQ (transfer back) flag
$game_system.prehq_l = nil
# Obtain map name for comparison
map_name = $d_v_maps.name
# Cycle through vehicle list
for v_counter in 0..VEHICLES.size-1
# cycle through vehicle events
for vehicle in $game_map.events.values
# Prevent nil vehicles
unless vehicle == nil
# If vehicles share the map name (same map)
if vehicle.name == VEHICLES + '-' + map_name
x = $game_system.vehicle_movex
y = $game_system.vehicle_movey
unless x == nil
unless y == nil
vehicle.moveto(x, y)
end
end
end
end
end
end
# Transfer finished flag
$game_system.v_transfer_f = true
end
end


Anyway you can help me out with this would be great and save my players a lot of grief. Thanks in advance! ^^
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