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White Sword Genki System Info

"What you think you need to know, but probably don't"





Systems


I have here just a short name and funtion listing of any special systems I'm using in White Sword Genki. There's not much else to explain, really...


Limit Break System a la FF8 (BreakerTechs)

--originally created by CaCtUaR (cactuar@terra.cl)


Elena's BreakerTech--Love Shine Breaker.

The system is quite simple, really. When a character's HP reaches 25% or lower, their BreakerTech becomes available as shown in the screen shot above. Only five of the 20 playable characters (Hiro, Elena, Raine, Marina, and Gauss) are able to use BreakerTechs. This makes for an excellent balance between characters.


Dynamic Party System (DPS)

--originally created by Fale Kunai


The re-ordering room of the Sky Sanctuary. Many more party members will become available as the player progresses through the game.

Because this DPS had to interact with the Elemental Spirit System, it is completely different from any other DPS (that's why I'm taking credit for it). Once White Sword Genki is aquired, the main character also receives the Sky Pendant. Possession of this item enables the option of teleporting to the Sky Sanctuary while standing on a save point but not from the world map. The Sanctuary will be explained in more detail later so this section only covers the party change portion. Any party members that have joined up will be available for placement in the current party. The HP and MP totals of all party members is tracked and remembered when they leave the party. However, when resting at an inn, all available members not in the party are still healed. Characters join the party by several different means: by story event, by sub-quest, or by simply talking to them. When a new character joins, he is simply transferred directly to the Sky Sanctuary. Characters not in the current party do not gain experience, but can still be affected by story events (i.e. a missing character or aquisition of a new firearm).


Triggered Ending

--(Can't really be credited to any one person. I'm sure many others have done it before me.)


The triggered ending entails a specific set of events that must take place during the game to enable a different ending. Triggered ending conditions for White Sword Genki are still undefined at this time.


Replay System

--(See previous credit note.)


The Replay System is a classic. Remember all those games that use the New Game+ function? Wasn't it cool? Soon enough, you'll be able to do a New Game+ on White Sword Genki as well! But instead of starting with all your old characters, you start with (and keep) every playable character!


Empowered Sword System

--originally created by Fale Kunai

Once the main character has the White Sword Genki, he is able to use it's special powers which are based on any elemental gems he has aquired. Each gem has 1 skill that's given upon aquiring it. Also, the sword's power increases with each new gem. The sword begins with only the Light gem. This gem is equally aligned with all the other gems, thus aiding in their location. The gems of Wind, Water, Fire, and Earth each have humanoid spirit incarnations. The ability to call these spirits into the party is available once the appropriate gem is aquired.


MP Regeneration System

--originally created by Fale Kunai

MP regenerates 2 points at the beginning of each combat round. MP is used for a character's special skills as well has his regular attack. All weapons (except for tonfa, which use 1 MP each) use 2 MP to attack. Characters using two 1-handed weapons use 4 MP to attack. Defending has no MP cost so it can be used to save MP while raising defensive power. All characters (except spirits) also have the Concentrate ability. This ability is always available (unless the character's skills are locked), costs zero MP to use, and always restores 8 MP. This makes a total of 10 MP gained when it is used. When a character's MP is 9 or less, he becomes exhausted and cannot act until MP is at least 10. This can be done by either waiting for it to regenerate normally or by using an item/skill. Gunsmiths don't suffer from exhaustion due to their lack of magic skills. They simply aren't affected by the drain of magical essence, seeing as they don't have any.


Gunsmith System

--originally created by Fale Kunai

Some characters have learned the ways of the ancient technology of firearms. Although these characters don't actually make their guns, they are known as Gunsmiths. These weapons are often very bulky so a character must choose between his available weapons. Characters that use firearms cannot learn any magical skills (not even from items). These characters have 4 'weight points' (WP) that they distribute among their available weapons when choosing what to take with them. More powerful/useful weapons have higher WP costs. Required WP is never more than 4 or less than 1. When a firearm is taken, the character learns the skill for that firearm. A character's max WP can never be increased. Firearms generally have very high MP costs. If more than one character is able to use firearms, they each have their own set of weapons and may not share. When new firearms are found, they always go to the character they were made for (as per the skill set in RM2K). A gunsmith's MP never increases by gaining levels. The only way to increase a gunsmith's MP is to use the Bullet Clip item. Other MP Boosters have no effect on gunsmiths.

Elemental Spirit System

--originally created by Fale Kunai

When the main character aquires a new elemental gem, the spirit associated with it can then be called into the party. To accomodate spirits at all times, the maximum party size is 3, not counting the spirit itself. Spirits never gain levels by experience points. Their stats go up when a new stone is aquired or when a special Spirit Essence item is used. They also gain new skills when a new gem is aquired. Spirits do not regenerate MP in combat, nor do they have the Concentrate ability. However, their standard attacks cost zero MP to use. When a spirit's HP reaches zero in combat, the spirit is returned to the Sky Sanctuary. However, the spirit's HP and MP are restored once it is returned to the Sanctuary. Spirits are brought into the party at the Sky Sanctuary just like normal party members, but only 2 members (in addition to the main character) and 1 spirit can be added to the party.


Sky Sanctuary

--Can't really be credited to any one person. I'm sure many other have done it before me, though not quite in this fashion.)

The Sky Sanctuary becomes available after the main character aquires the White Sword Genki. At that time, he receives the Sky Pendant, which allows him to travel to the Sanctuary from any save point except the world map. The Sky Sanctuary allows the main character to change the members of the current party, equip the appropriate characters with firearms, and view information on aquired characters or game functions. More uses of the Sky Sanctuary may come into effect as the game progresses.


Summon/Song Aquisition

--It's been done before, obviously.

During the course of the game, the player may be joined by a summoner and/or a vocalist member. These characters may start with a skill or two, but will never gain new ones by level. New skills must be found. In the case of the summoner, new skills can usually be aquired by visiting places with a high concentration of spirit energy (such as a place where a spirit was previously aquired). The vocalist character can learn new skills in any number of ways, but most notably in the form of sheet music. Eheh, me make pun... me smart...


Elemental Order

--RM2K rendition by Fale Kunai


The full elemental order chart. Easy, yes?

I, personally, have yet to see a solid elemental system in any of the RM2K games I've played. This system works around the idea that every living thing is associated with a single element (think Feng Shui). Naturally, these elements have positive and negative relations to each other as seen in the picture above. The four basic elements of Water, Fire, Wind, and Earth have a progressive relationship to each other. You can see that Wind is strong against Earth, but weak against Fire. So a Wind aligned character takes half damage from Wind and Earth attacks, but takes 1.5 times normal damage from Fire attacks. Since Wind is "paralell" to Water, the Wind aligned character takes normal damage from Water attacks. As for Light and Dark, these two elements are polar opposites. So Light aligned characters take twice the normal damage from Dark attacks, but take no damage at all from other Light attacks. Also, Light and Dark have a "paralell" relation to the four basic elements and will take (and deal) normal damage and vice versa. This order also applies to every enemy in the game. Each enemy's basic attack has been modified and given an element. Due to my oh-so-handy manipulation of the basic damage algorhythm, the player can't even tell the difference between the normal "Common Attack". Although this has changed, the "Serial Attack" (Double Attack) remains non-elemental... as does the "Split Oneself" (Sacrifice) attack. This makes the battles in White Sword Genki even deeper than before.