Real Medieval Weaponry for RPG Maker Ace - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Event Systems Database (https://www.save-point.org/forum-38.html) +--- Thread: Real Medieval Weaponry for RPG Maker Ace (/thread-8400.html) |
Real Medieval Weaponry for RPG Maker Ace - Mike_Everley - 11-08-2021 This completes the trilogy of Herbalism, Armour and Weapons. The range of weapons is far from complete. Since the first stone age person hit their neighbour over the head with a rock, the human race has proved to be extremely inventive when it comes to producing new and better rocks. It is a shame that the same effort hasn't been put into healing neighbours! But, that is another matter. Also the categorisation of weapons is a little arbitrary. A sword, for example, can be used too cut, slash, thrust, stab and batter enemies. What a weapon is used for can cut across the categories set for it. Also, these categories are mainly modern and imposed upon Medieval weapons, rather than being Medieval themselves. The game itself is a fairly straightforward 2 map affair aimed at providing information. Just ask the person behind the desk and all will follow. Graphics Used: Weapons Icons - Graphic River Archer Sprites, Faces and Busts - Low Scripts Used: Face in Choices - Nana Larger Choices - Hime Info Window - Boros Notebook System - EST Gab Window - Yanfly Ace Message System - Yanfly Actor Message Codes - Yanfly Mediafire Download: https://www.mediafire.com/file/ybqimawgeesgfio/Medieval_Weaponry.zip/file |