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[2k3] Touhou Fantasy

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****
Touhou Fantasy Developer and all around cool person. :)
Rep:
Level 85
T.G. "Thunder God" Xenomic
And now, time for even MORE new stuff! Taken from the Read Me so you can get all of the data for each new thing. Also trying a different formatting here, so let me know if this works for ya'll or if you think something else works. Trying to make it a bit easier to read these kinds of updates. ^^;


ABILITIES (COMMANDS/SECONDARY COMMANDS/PASSIVES):


Reimu:

*Secondary Command Upgrades: Bless (Restores 20% Max HP to party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Pray normally.)


Meiling

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).
*Secondary  Command Upgrades: Chakra Level 3 (Heals other party members equal to Meiling's current HP divided by the number of other party members, cures Blind, Poison, Silence and Sap. Only occurs while equipped with the Star Breaker.)


Momiji:

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).


Reisen:

*New Battle Passive: Disinfectant (If a party member is inflicted with a negative status, status level is halved. Only works if Reisen is not KO'd.


Komachi:

*Battle Passive Upgrades: Ransom (Every time non-fatal damage is taken, pay yen equal to damage instead of taking damage, and then recover damage taken.)


Yuuka:

*New Secondary Command: Threaten (Forces all enemies whose level are not more than 3/4 of Yuuka's level to flee from the battle. Gain 10% of each monster's EXP and Yen values that flee, as well as double the chance to gain that monster's Item drop before they flee. (I.E. if Yuuka's level was 100, all enemies less than level 75 would flee).)


Remilia:

*Secondary Command Upgrades: Amok (Sacrifice all but 1 HP to inflict an equal amount of damage to all enemies. Will not kill Remilia if continuously used at 1 HP.)


Mokou:

*Secondary Command Upgrades: Sacrifice Level 3 (Restores HP/MP of everyone in the party and recovers from Blind, Poison, Petrify, Silence, Berserk, Confusion, Sap, Sleep, Slow, Stop, and Freeze. Drains Mokou's HP/MP and removes her from the battle. )


Hope:

*New Secondary Command: Revive (Revives all KO'd party members with 1 HP.)


Yumemi:

*Updates to Secondary Command: Bluff (Chance to force the enemy to use "Observe Battle" or "No Action" if successful. After using the command, Yumemi must wait 20 turns before the command becomes available again. If used during a spellcard declaration, nullifies the spellcard declaration if successful. After each succesful Bluff, the Bluff's success rate is halved. Success rates go as follows: 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> and eventually 0.)


Suwako:

*New Overworld Ability: Find Pits (Activate pits before falling into them without activating their effects. Effects can still be triggered if stepped in however.)
*Overwordl Ability Upgrades: Find Passages (Hidden passages are marked with a sparkling spot. Only usable while Suwako is equipped with one of her exclusive armors.)


Advent Cirno:

*New Battle Passive: Restore MP (While in critical HP, restores 5% Max MP each turn.)


Yuugi:

*New Secondary Command: Berserk (Uses the Attack command between 1-8 times. Requires Yuugi to be under Bravery status to work.


Lunasa:

*New Secondary Command: Bardsong (Randomly play a song. Lunasa cannot perform any other actions until X turns have passed. The amount of turns required to pass depends on the skill used. When songs end, any statuses given by the song will also end.)

Silent Verse: While playing the song, enemies are under Silence. (20 turns)
Life's Anthem: While playing the song, party has Regen. (20 turns)
Hero's Rime: While playing the song, party has Bravery, Protect, and Faith. (20 turns)
Romeo's Ballad: While playing the song, enemies are under Stop. (10 turns)
Hastemarch: While playing the song, party has Haste. (10 turns)
Seraph Song: While playing the song, the party's HP is restored equal to 10% of Lunasa's Max HP each turn. (30 turns)
Magic Ballad: While playing the song, the party's MP is restored equal to 10% of Lunasa's Max MP each turn. (30 turns)


Hina:

*New Secondary Command: Misfortune (Inflicts unblockable non-elemental damage to one enemy equal to the total amount of damage Hina has substained before using the command. Damage is reset after using the command, or when inflicted with Death, Venom, Stop, or Petrify. Damage accumulates a turn later from when damage was dealt.)


Shizuha/Minoriko:

*New Secondary Command: Synchro (Can only work while Minoriko and Shizuha are alive, if both have the MP required to use the skills, and both are able to act when the ability activates. Uses one of 5 abilities at random. If used when Shizuha cannot act, will instead sacrifice all of Minoriko's remaining MP to restore MP to all other party members equal to x10 the MP sacrificed.

*Autumn Wind: Moderate non-elemental damage to all enemies. 30% chance to occur. Costs 20 MP.
*Sorrow Harvest: Moderate non-elemental damage to all enemies and 40% chance of Sap. 30% chance to occur, costs 20 MP.
*Blessing of Fall: Grants party Bubble status. 15% chance to occur. Costs 50 MP.
*Whisperwind: Deals damage to one target and restore party's HP evenly to the damage dealt. 20% chance to occur. Costs 26 MP.
*Fall United: Deals 9999 damage to all enemies. 5% chance to occur. Costs 99 MP.
NOTE!!!! Not finished, as I have nothing for Shizuha when she's alone


Nazrin:

*New Secondary Command: Steal Yen (Steals a random amount of Yen from target equal to a number between 0 and Nazrin's Level * Target's Level, then damages target with a regular attack.)


Wriggle:

*New Secondary Command: Swarm (Summon a random animal for various effects. Effects depend on a random number between 0 and Wriggle's Level.)

*Level 0: Nothing happens
*Level 1: Bee: Low damage to one target, 20% chance of Poison.
*Level 5: Stag Beetle: Low to moderate damage to one target, 20% chance of inflict Deprotect.
*Level 10: Bee Swarm: Damage is based on level of the target(s)
*Level 20: Scorpion: Moderate damage to one target and 20% chance of Venom.
*Level 30: Firefly: Grants Bubble status to party.
*Level 40: Hornet: Damages one target equal to 1/4 of target's current HP.
*Level 50: Rolypoly: Damages one target based on target's Defense.
*Level 60: Gigapede: Major damage to all targets. May remove targets from battle.


Tewi:

*New Secondary Command: Bribe (Bribe (Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe)


Yorihime:

*Subcommand: Deathblow (Low % chance to inflict 25% Max HP worth of damage to target)


Shou:

*New Secondary Command: Lancet (Drains HP and MP from one target. MP drain is equal to 1/16th of the HP drain. Damage formula for Lancet is as follows:)

Damage = (Shou's ATK * 12) /5 - Target's Defense
Variance for the damage is equal to between half the damage of the above formula to double the damage of the above formula.

Spoiler for:
Alice:

*New Secondary Command: Grimoire (Levels up skills during battle, up to max level, until after battle. After each use, the command will disappear and takes time to recharge depending on the level of skills. Level 1 skills makes the command require 5 turns to recharge, while level 5 skills makes the command require 25 turns to recharge. After all skills have been maxed out, the command will always require 25 turns to recharge and will instead .) [Not finished]


Rinnosuke:

*Main Command: Pandora (Uses the power of Pandora and the Kusanagi to unleash powerful attacks. Requires the Kusanagi to be equipped in order to use skills marked with *)
Judgment Blade*
Duskblade*
Shadowblade*
Cosmic Liner*
Auto-Life*
*
*
Ragnarok*
Pandora's Box*
Odyssey*
*New Secondary Command: Bribe (Bribe (Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe)


Shinki:

*New Secondary Command: Finisher (31.25% chance to fail, 37.5% chance for Critical Hit, 31.25% chance for 9999 damage.


Youki:

*New Secondary Commands: Bushido (Only appears after using Focus at least once, replacing Attack. Depending on Focus level, will perform one of 8 different attacks.)

Level 1: Inflicts physical damage to target, increasing in power as HP lowers.
Level 2: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to 10% of the damage taken.
Level 3: Halves the HP of one target and inflicts Sap.
Level 4: Inflicts non-elemental damage and cancels pending action of target.
Level 5: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to 33% of the damage taken.
Level 6: Deals non-elemental damage and inflicts Stop on all enemies.
Level 7: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to the damage taken.
Level 8: Inflicts Instant Death with 100% accuracy on all enemies not immune to Instant Death.


Focus (Changes Attack to Bushido after one use, and adds +1 to the Focus charge per use, up to a maximum of 8 charges. Affects the outcome of the Bushido command.)


Tenshi:

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).


Chaos:

*New Secondary Command: Awaken (Fully restores HP, MP, and statuses, triples Chaos's Speed, and grants all buffs. After using the command, it will be removed from the command list until the timer expires. Once 20 turns has passed, Awaken will return to the command list, and Chaos's Speed will return to normal as well as be reduced to 1 HP.)


Eirin:

*New Secondary Command: Treatment (Cures all negative statuses.)


Shikieiki:

*New Secondary Commands: Condemn (Various effects for Shikieiki. Takes 5 turns to occur after using the command.)

Cleansing: Moderate to major non-elemental damage (800-2000 damage) to all enemies.
Blessing: Restores moderate to major HP (1000-2000 HP recovery) to all allies.
Pestilence: Extreme non-elemental damage to party. (1000-2500 damage)
Starfall: Inflicts minor to major non-elemental damage (0-1500 damage) to all enemies and allies as well as Instant Death.
Divine Judgment: Inflicts moderate to major non-elemental damage (1000-3000 damage) to all enemies and restores major HP (1000-2000 HP recovery) to all allies.
Healing Wind: Restores major HP (1500-3000 HP recovery) to all allies as well as removing negative statuses.
X-Zone: Removes all enemies from battle at 100% rate. Does not work on bosses.
Roulette: Randomly KO one target, friend of foe. Fails on bosses.


Doom (Inflicts a countdown to instant death one target with 80% accuracy. No target is immune to Doom, but each target has its own individual timer (targets resistant to Doom such as most bosses will have their timer set to 999 turns).



SKILLS:

Reisen:
Poison Smoke Curtain: Now Poison-elemental (starting at base 50 damage, adding 75 damage per skill level, to a maximum of base 725 damage at max level). MP costs have been adjusted accordingly (2 > 5 > 8 > 11 > 14 > 17 > 20 > 23 > 26 > 29). Can inflict "Poison: 5" on bosses. Now inflicts "Boss Poison: 5 turns" on all levels. Adds "Sap: 5 turns" per skill level, up to "Sap: oo turns" at max level.

Suwako:
*Amnesia: Renamed to Ribbon. Now prevents all status effects for a brief time, at the cost of 99 MP.

Koishi:
*Flare Star: No longer deals Fire-elemental damage to all enemies. Now deals damage equal to each enemy's Level * 40.

Hope:
*Return: Revive Excluded party members who did not willingly remove themselves (such as Mokou and Utsuho).

Yumemi:
Green Gear: No longer has a 50% chance to inflict Poison on all enemies or all allies. Now deals non-elemental damage on all enemies and allies with a level that is a multiple of last digit of the party's current yen.
Gold Battery: No longer has a 50% chance to restore 10% Max MP to either all enemies or all allies. Now does one of the following for each character alive:
**Restore all HP (20%)
**Restore all MP (20%)
**Restore all HP and MP (10%)
**Reduce HP to 1 (15%)
**Reduce MP to 1 (15%)
**Reduce HP and MP to 1 (20%)
Black Ingot: No longer has a 50% chance to inflict Fear on all enemies or all allies. Now does one of the following for each enemy and ally in battle.
**20% for 1 damage
**20% for 10% Max HP
**20% for 25% Max HP
**15% for 50% Max HP
**15% for 75% Max HP
**10% for 96% Max HP



Still looking for more ideas for ability upgrades as well as secondary commands for the following:


Spoiler for:
Mystia
Letty
Iku
Mima
Chen
Daiyousei
Medicine
Kyouko
Koakuma



The following are still missing a battle passive:

Spoiler for:
Suwako
Sanae
Keine
Rinnosuke
Alice

****
Touhou Fantasy Developer and all around cool person. :)
Rep:
Level 85
T.G. "Thunder God" Xenomic
Today, I will be starting an in-depth look at each character in Touhou Fantasy, to explore their strengths, weaknesses, and anything that may be changed. I will be trying to do one of these a day.


First up on the list is Reimu Hakurei, one of the main protagonists of the game. For those who are curious, she doesn't necessarily fall under any specific class, instead being a jack-of-all-trades type of character. She can keep up with most characters and fill in a variety of roles, but several characters can outdo her in just about any role. Reimu's all-around in her stats, being average in everything.


COMBAT ABILITIES:

Reimu comes with a whopping 17 skills in her arsenal, but only starts the game with 2 of them, being Fantasy Orb and Hakurei Amulet.

Fantasy Orb: Deals Holy-elemental damage to one enemy. At level 10, upgrades to Fantasy Seal.
Enigmatic Pearl: Deals non-elemental Magic damage to one enemy.
Dimensional Rift: Deals non-elemental physical damage to one enemy.
Ascension Kick: Deals non-elemental physical damage to one enemy that ignores Defense.
Youkai Buster: Deals Holy-elemental damage to all enemies.
Hakurei Amulet: Restores HP to one ally.
Rain Dance: Restores HP to party.
Spread Amulet: % chance to reduce all enemies Holy-elemental resistance.
Cautionary Border: Grants Blink to the party.
Yin-Yang Jade: Revives one KO'd ally. Max revive will only revive an ally with 10% of their Max HP.
Permanent Border: Cures negative statuses from one ally. More statuses are cured the higher the skills level.
Duplex Great Border: Grants Absorb Damage: X% to the party.
Demon Binding Circle: Grants Return Damage: X% to the party.
Spiritual Orbs: Drains HP from one enemy.
Persuasion Needle: Inflicts Berserk on one enemy.
Binding Border: Inflicts Paralysis on one enemy.
Fantasy Heaven: Inflicts massive Holy-elemental damage to all enemies. Reimu's ultimate attack.


As can be seen, Reimu has a toolbox skillset, filling whatever role is needed just about. However, she can only do so much, as other characters can perform at these roles much better than her (for instance, with statuses, Cirno and Komachi are much better, and for healing, Sanae, Meiling, and Cirno are all much better). Add to that with her average stats, and she's...decent, at best. You would expect the main character to be one of the best, if not the best character in the game, but Reimu is far and away from being the best at all.


SECONDARY COMMAND:

Pray: Restores 10% Max HP to the party.
Blessing (Pray Level 2): Restores 20% Max HP to the party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Pray normally.
Level 3: ????


Reimu's secondary command is...well, it's not bad, as free healing is always welcomed, but it's not spectacular, as you can probably heal a lot more than what Pray can heal with other characters or with items. Blessing, which hasn't been implemented yet, is a much better addition, but only has a 50% chance of happening, making it a bit less useful than it could be. However, cures for Sap are rare, so having a quick way to remove Sap is always welcomed!


BATTLE PASSIVE:

Purification: Removes all negative statuses excluding Death after battle ends to Reimu. During battle, 10% chance each turn to remove all negative statuses from Reimu.


Reimu comes with this nifty little battle passive, making it so that the player never has to worry about curing her status ailments (except Death) after fights, and having a small chance to cure herself automatically at the start of every combat round. It's useful, but the 10% is pretty low. There may be equipment that increases the chances of the ability activating however...


Reimu also comes with innate immunity to Cursed, making it so that her equipment is never locked, and has an astounding 80% resistance to Instant Death, making her a good choice when fighting against undead enemies or enemies that like to use instant death attacks. She does have a crippling weakness to Shadow attacks, hurting her usefulness a bit more due to the abundance of Shadow-elemental monsters. Overall, regardless of what happens to Reimu in the future with upgrades, she will probably still remain forever at C or B rank. The only main reason for her ending up at B rank being due to her unique skills that allow Absorb Damage and Return Damage, as well as having a revive spell.


Future Ideas:

*Have equipment that increases the chances of Purification happening in-battle.
*Give Reimu a Level 3 Pray ability.
*Possibility of gaining an overworld ability.


SKILLS FROM EQUIPMENT:

*Multiplex Barrier: Increases Mystic-elemental resistance to the party.
*Youkai Repelling Charm: Inflicts massive damage to Demon enemies.
*Fantasy Seal -Circle-: Grants Omni status to one target for 50 turns.
*????
*????

These 3 skills currently listed will probably shoot up Reimu's usefulness by a good deal. There is no way to increase or decrease resistances to Mystic-elemental attacks, and Reimu will be the ONLY way to temporarily increase Mystic-elemental resistances, which is vital for those weak to the element to survive in tougher fights. Fantasy Seal -Circle- is another unique skill in that Reimu can temporarily grant resistance to the normal elements (Fire/Ice/Thunder/Earth/Wind/Water/Holy/Shadow) all at once. Youkai Repelling Charm is your standard Slayer attack. Expect both Multiplex Barrier and Fantasy Seal -Circle- to cost quite a bit of MP to use however.


Feel free to give your ideas and criticisms on Reimu, and if there is anything that you think should be done with her!

****
Touhou Fantasy Developer and all around cool person. :)
Rep:
Level 85
T.G. "Thunder God" Xenomic
Next on the list, is the second protagonist of Touhou Fantasy, Marisa Kirisame. Marisa falls under the Thief class while still maintaining some mage-like qualities, and focuses heavily on Speed and Magic, but also boasts some pretty good Attack. Marisa's generally better than Reimu in every stat BUT HP, and can generally hit a lot harder as well, but suffers a bit from lower accuracy on several of her attacks, particularly her sparks in general.


COMBAT ABILITIES:

Marisa comes with 13 unique skills. Her Master Spark can be be upgraded into 2 different skills only once, meaning the other version is forever lost for now. Marisa starts with 3 of her skills, being Magic Missile, Illusion Laser, and Master Spark.

Magic Missile: Deals non-elemental Magic damage to one enemy.
Illusion Laser: Deals Thunder-elemental damage to one enemy. 80% accuracy and ignores Defense.
Narrow Spark: Deals non-elemental Magic damage to one enemy. 85% accuracy and ignores Defense.
Meteonic Debris: Deals non-elemental Magic damage to all enemies.
Stardust Reverie: Deals non-elemental physical damage to one enemy.
Master Spark: Deals Thunder-elemental damage to one enemy. 75% accuracy and ignores Defense, and is Marisa's strongest attack. Can be upgraded to either Dragon Meteor or Final Spark.
Orreries Sun: Increases various elemental resistances per level to one ally.
Orrery's Universe: Chance to increase Magic resistance per level.
Devildom Torch: Can dispel various buffs per level and inflict extremely minor Magic damage to one enemy.
Grand Stardust: Chance to reduce Magic resistance to one enemy.
Luminous Strike: Reduces one enemy's MP.
Green Spread: Inflicts Confusion to one enemy.
Harvest Master Spark: Inflicts massive Thunder-elemental damage to one enemy. Marisa's ultimate move.


Marisa comes packing with high-powered skills that can deal really good damage at decent MP costs, but they're hampered by accuracy rates. Master Spark is by far and away her most powerful move, but due to the accuracy modifier and the MP costs, it's never fully practical to use. Marisa's also one of few characters capable of reducing the enemy's MP, which doesn't matter right now, but may in the future. The main fault with Marisa's skillset is if she's inflicted with Silence and has no way to recover from it or is constantly inflicted with it, she only has Stardust Reverie to rely on.



SECONDARY COMMAND:

Steal: Attempts to steal an item from one enemy.

UPGRADES:
Mug (Steal Level 2): Attempts to steal an item from one enemy and damages enemy with a regular attack.
Bandit: Doubles Steal% rate.
Master Thief: Upgrades stealable items by one tier. For instance, P become Lapis, 1-Up Piece becomes 1-Up, etc.


Marisa's main focus is stealing various items whenever she's not attacking. While the default Steal command is standard, the upgrades are all there to help maximize the usage of the command. Bandit makes it easier to get whatever item the enemy has without wasting too many turns, Master Thief makes some items far more valuable to try and get, and Mug makes it less of a waste to try to steal by making up with damaging the enemy. It is possible to combine all three of the upgrades as well, making it far easier to get better items as well as damaging the enemy in the process.


BATTLE PASSIVE:

Auto-Collect: 5% chance each turn in battle for Marisa to find a random generic item or money. Item/money depends on encounter fought. Will not occur if Marisa is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk.


Marisa comes with this handy passive, and though it may not activate very often, getting a free item or some yen in the middle of a fight can never hurt, especially if it turns out to be a halfway decent item. There may be an upgrade to make the chances of this happening to 10% later.



OVERWORLD ABILITY:

Kleptomania: If in the party when opening a chest,  50% chance to obtain extra items. Items obtained depends on the difficulty mode of the story that the dungeon is in.


Marisa is also one of the few characters to come with an overworld ability, which makes it easier to stock up on specific items if lady luck favors the player. Items are generally what could be bought in stores, won, or stolen from enemies, and can also include various items such as crafting items. Just another way to get more items without having to try very hard.



Marisa is built in with 80% resistance to both Slow and MP Sap, making it easier to keep her on the offensive at all times without having to worry about losing time or MP. Marisa also comes with the handy innate 50% Magic resistance as well, so any Magic attack thrown at her will only deal half damage. Of course, this also applies to healing skills, so do keep this in mind! In addition, Marisa cannot equip both a shield and a weapon at the same time, so she loses out on some defensive options that many of the other party members have access to.


Despite all of the flaws that Marisa has, she stays as a pretty solid character throughout the entire game thus far, and ranks as one of the better, more constant damage dealers available to the player from the get-go. If you need damage, pack Marisa into the party! Ranked at A currently.



Future Ideas:

*Have possible upgrade for Auto-Collect to increase chances of it activating.


SKILLS FROM EQUIPMENT:

*Fairy Destruction Ray: Inflicts massive damage to Fairy enemies.
*Shooting Echo: Inflicts massive damage to Magicians. Attempts to inflict Silence.
*????
*????
*????

****
Touhou Fantasy Developer and all around cool person. :)
Rep:
Level 85
T.G. "Thunder God" Xenomic
Next up, we have the ice fairy Cirno. Cirno falls under the Summoner class, being able to summon her various friends for various elemental and status attacks, which is her main draw to her character. She also comes with her own special skillset for her own moves, but they're generally not looked at very much due to the shear power of her summons. In the early games, Cirno is one of the stronger party members due to her high HP and power of her skills, but as the game progresses, Cirno falls behind the other party members in terms of damage even when upgrading her skills. Her Ice command skills are amongst the weakest in damage, and her summons don't get very many upgrades to keep them up to speed with the rest of the party until the optional summons. All in all, Cirno's not terrible, but she's not exceptional either.



COMBAT ABILITIES:

Cirno comes with 6 Ice skills and 9 Call skills. She starts with 1 Ice skill and 1 Call skill, being Icicle Fall and Great Fairy.


Icicle Fall: Deals minor Ice-elemental damage to one enemy. Can inflict Freeze.
Minus K: Inflicts Freeze to all enemies.
Cold Divinity: Inflicts Ice-elemental damage to one enemy. 85% accuracy and ignores Defense.
Diamond Blizzard: Inflicts Ice-elemental damage to all enemies.
EYE'M THE STRONGEST: Increases Cirno's stats and grants buffs per level.
Icicle Fall -EASY-: Inflicts major Ice-elemental damage to one enemy.
Great Fairy: Restores HP to the party, and later cures some statuses.
Dark Side of the Moon: Inflicts Shadow-elemental damage to all enemies and Blind.
Night Sparrow: Inflicts Wind-elemental damage to all enemies and Silence.
Swarm of Bright Bugs: Inflicts Earth-elemental damage to all enemies and Poison.
Fluster Escape: Inflicts non-elemental physical damage to one enemy and Paralyze.
Shikigami: Grants buffs depending on level to the party.
Little Devil: Inflicts Gravity-elemental damage to all enemies.
Diamond Dust: Inflicts Ice-elemental damage to all enemies.
Dragon Envoy: Inflicts Thunder-elemental damage to all enemies.



All of Cirno's summons, excluding Diamond Dust, Dragon Envoy, and Great Fairy, have 2 levels each, while Diamond Dust and Dragon Envoy both have only 1 level each. Great Fairy has 3 levels in all. Cirno has great synergy with other elemental users such as Momiji and Patchouli due to her ability to cover various elements, but once again, falls a bit short due to her inability to power up her summons. She does have access to the rare Gravity-element, otherwise exclusive to Utsuho. Due to Cirno coming with both Ice and Call, she does not have a secondary command ability at all.



BATTLE PASSIVE:

Eternal Bond: If Cirno is inflicted with a status that prevents her from acting (Confusion, Berserk, Sleep, Venom, Petrify, Stop, Heat, Paralyze, and Disable), Daiyousei will restore 10% Max HP to the party and remove all negative statuses to the party except Death. Occurs only once per battle.


Even though it's a one-time deal per battle, being able to restore all statuses and 10% Max HP on the spot makes it a pretty decent ability. It may be possible that future upgrades will focus on making this happen more than once.



OVERWORLD ABILITY:

Provocation: Doubles encounter rate while in the party.


Grinders and farmers will love this, everyone else will hate this. The only real way to counteract this is to have Reimu equipped with the Demon Charm, or have Yuuka in the party as well to nullify this ability, as this will persist while she's in the party at all. I do not know if there will be any upgrades to this or not yet.




Cirno is immune to Freeze, but has a high susceptibility to Heat due to being an ice fairy. In addition, she has little resistance to both Confusion and Berserk, making it easy to disable her in battle. Cirno is also one of few characters who has no exclusive weapons as well as very limited access to any type of weapon in general. Despite this, she does carry an innate 100% critical bonus, so anything she can use will be much more powerful in her hands. In addition, Cirno can reduce damage by 75% instead of 50% while guarding.

As much as I like Cirno in canon and in this game, Cirno probably falls around Rank B or C due to her limitedness in damage options past the early parts of the game, as well as being outranked by other characters that can do what she does, but even better.



Future Ideas:

*Need to give 5 abilities usable via equipment.
*Perhaps upgrades to Eternal Bond and Provocation are in order?

****
Touhou Fantasy Developer and all around cool person. :)
Rep:
Level 85
T.G. "Thunder God" Xenomic
The character analysis is on hold for now. Right now, I need help/ideas/suggestions/criticism for the new stuff that's been put into the game recently:


Some notes, of which I need to note myself and fix later:

*Upgrades for secondary commands are generally found on WEAPONS.
*Upgrades for overworld abilities are generally found on ARMOR.
*Upgrades for battle passives, depending on the passive, can be found on either WEAPONS or ARMOR. Some are exclusive to one or the other however.


Also of note, the spoilers contains a special little thing, for those who don't mind spoilers. Please though, if you wish to talk about anything in the spoilers, keep it in spoilers as to not spoil anyone who don't want to know about them yet. Thank you.



============================================
I. CHARACTERS:
============================================


*Reimu:
**SECONDARY COMMAND UPGRADES
Bless: Restores 20% Max HP to party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Pray normally. Only usable while equipped with the Shrine Maiden Sleeve, Arm Warmers, or PC-98 Garb.
Purify: Restores 30% Max HP to the party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Blessing normally. Only usable while equipped with the Divine Red-White.
**NEW BATTLE PASSIVE
Purification: Removes all negative statuses excluding Death after battle ends to Reimu. During battle, 10% chance each turn to remove all negative statuses from Reimu.

*Marisa:
** NEW BATTLE PASSIVE
Auto-Collect: 5% chance each turn in battle for Marisa to find a random generic item or money. Item/money depends on encounter fought. Will not occur if Marisa is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk. Chances of activation increases by +1% for every 127 points worth of Ps and Large Ps in the player's inventory, to a maximum of +4%. Ps are worth 1 points while Large Ps are worth 5 points.
**SECONDARY COMMAND UPGRADES
Mug: Deals damage and then attempts to steal.
Bandit: Doubles Steal% rate.
Master Thief: Upgrades quality of item being stolen by one level.
**NEW OVERWORLD PASSIVE
Kleptomania: If in the party when opening a chest,  50% chance to obtain extra items. Items obtained are determined by difficulty level of dungeons.

*Cirno:
**SECONDARY COMMAND UPGRADES
Double Summon: Uses Call ability twice in a row. Can only be used while equipped with the Baka Dress or 0K.
**NEW BATTLE PASSIVE
Eternal Bond: If Cirno is inflicted with a status that prevents her from acting (Confusion, Charm, Berserk, Sleep, Venom, Petrify, Stop, Heat, Paralyze, and Disable), Daiyousei will restore 10% Max HP to the party and remove all negative statuses to the party except Death. Occurs only once per battle
**BATTLE PASSIVE UPGRADES
Eternal Bond Lv2: Increases the amount of times Eternal Bond can be used to twice per battle. Only usable while equipped with the Baka Dress or Frostbite.
Eternal Bond Lv3: Increases the amount of times Eternal Bond can be used to three times per battle. Only usable while equipped with the Critical Freeze or 0K.
**NEW OVERWORLD PASSIVE
Provocation: Doubles Encounter rate.

*Aya:
**SECONDARY COMMAND UPGRADES
Intel Level 2: Scans and obtain information on enemy as well as dispelling all buffs from enemy.
Intel Level 3: Scans and obtain information on enemy, removes all buffs from enemy, and inflicts Fear.
**NEW BATTLE PASSIVE
Tengu's Initiative: Enemies speed is halved for 4 turns at the start of battle.
**BATTLE PASSIVE UPGRADES:

Tengu's Initiative Level 2: Enemies speed is halved and party's speed is doubled for 4 turns at start of battle.
Tengu's Initiative Level 3: Enemies speed is halved for 4 turns, party's speed is doubled for 4 turns, and Aya gains Auto-Haste.

*Meiling:
**NEW SECONDARY COMMAND
Sentinel: Any non-fatal damage taken is restored for the next 5 turns. Cannot take any actions until turns have expired. Replaces the Defend command.
**SECONDARY COMMAND UPGRADES 
Chakra Lv3: Heals other party members equal to Meiling's current HP divided by the number of other party members, cures Blind, Poison, Silence and Sap.
**NEW BATTLE PASSIVE
Restore HP: 10% chance to restore HP back to 25% each turn when in critical status.
**BATTLE PASSIVE UPGRADES
Restore HP Level 2: Increases chances of Restore HP activating to 15%. Only usable while equipped with the Rainbow Dress or Selaginella.
Restore HP Level 3: Increases chances of Restore HP activating to 20%. Only usable while equipped with the Crouching Tiger or Hidden Dragon.

*Patchouli:
**NEW BATTLE PASSIVE
Doublecast: 10% chance to use chosen skill twice in a row. If MP is less than required MP needed to cast skill for second casting, MP is reduced to 0 as the cost
**BATTLE PASSIVE UPGRADES
Doublecast Lv2: Increases chances of Doublecast activating to 15%. Only usable while equipped with the Twin Elemental.
Doublecast Lv3: Increases chances of Doublecast activating to 20%. Only usable while equipped with the Seven Element Robe.
**NEW OVERWORLD PASSIVE
Mana Reserves: Restores 1% Max MP to Patchouli after every 50 steps taken
**OVERWORLD PASSIVE UPGRADES
Mana Reserves Level 2: Restores 5% Max MP to Patchouli after every 50 steps taken. Only usable while equipped with the Elemental Robe.
Mana Reserves Level 3: Restores 10% Max MP to Patchouli after every 50 steps taken. Only usable while equipped with the Five Elements.

*Reisen:
**NEW SECONDARY COMMAND
Insanity: Absorbs all negative statuses except Death from allies and gives them to Reisen.
**SECONDARY COMMAND UPGRADES
Insanity Level 2: Absorbs all negative statuses except Death from allies and gives them to Reisen, then halves the levels of the statuses on Reisen. Only usable while equipped with the Bunny Outfit.
Insanity Level 3: Absorbs all negative statuses except Death from allies and gives them to Reisen, then halves the levels of the statuses on Reisen as well as removing any statuses that prevents actions. Only usable while equipped with the Lunar Jacket.
**NEW BATTLE PASSIVE
Disinfectant: If a party member is inflicted with a negative status, status level is halved. Only works if Reisen is not KO'd.
**NEW OVERWORLD FIELD ABILITY
Apothecary: When resting in a Tent, 25% chance that Reisen creates a random HP, MP, or status healing item. The higher Reisen's level, the more items she can make, but the less the chance of getting a specific item made. Two additional items are added every 5 levels Reisen gains.
OVERWORLD UPGRADES:
Apothecary Level 2: Increases chances of Apothecary to 50%. Only usable while equipped with the Medical Gown.
Apothecary Level 3: Increases chances of Apothecary to 75%. Only usable while equipped with the Business Suit.

*Sakuya:
**NEW BATTLE PASSIVE
Critical: Haste: Automatically in Haste while in Critical.

*Momiji:
**NEW SECONDARY COMMAND
Sentinel: Any non-fatal damage taken is restored for the next 5 turns. Cannot take any actions until turns have expired. Replaces the Defend command.
**SECONDARY COMMAND UPGRADES
Mad Rush Level 2: Grants Berserk, Protect, Bravery, and Haste on the party. Ignores status immunities. Only usable while equipped with the Valiant Heart or Ultimatus.
Mad Rush Level 3: Grants Berserk, Protect, Bravery, Bubble, and Haste on the party. Ignores status immunities. Only usable while equipped with the Soul Edge or Soul Calibur.
**NEW BATTLE PASSIVE
Last Stand: While in critical, damage from physicals is reduced.
**BATTLE PASSIVE UPGRADE
Last Stand Level 2: While Momiji's HP is less than 33% Max HP, Momiji's resistance to Physical attacks will increase. Only usable while equipped with the Great Tengu Robe or High Rank.
Last Stand Level 3: While Momiji's HP is less than 50% Max HP, Momiji's resistance to Physical attacks will increase. Only usable while equipped with the Yamabushi Garb.

*Nitori:
**NEW BATTLE PASSIVE
Scavenger: 5% chance each turn in battle for Nitori to find a random synthesis item. Item depends on encounter fought. Will not occur if Nitori is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk.
**SECONDARY COMMAND UPGRADES
Mirror Items: Reverses all effects of Stock command, so healing items deals damage to enemies, and status recovery items inflicts statuses to enemy.
Chemist: Doubles effects of Stock and Mirror Items abilities.
**NEW OVERWORLD PASSIVE
Dowsing: Reveal hidden treasures on field.

*Youmu:
**NEW BATTLE PASSIVE
Bonecrusher: 10% chance to deal damage equal to own Max HP when in Critical and using the Attack command. Bonecrusher works with any level of Focus as well.
**BATTLE PASSIVE UPGRADE
Bonecrusher Level 2: Increases chances of Bonecrusher activating to 15%.
Bonecrusher Level 3: Increases chances of Bonecrusher activating to 20%.

*Komachi:
**SECONDARY COMMAND UPGRADES
Money Talks: Pay 1000 yen to deal damage equal to 1% of the amount of money the player has. Only usable while equipped with the One World.
**NEW BATTLE PASSIVE
Return Damage: When damaged, 25% of the damage received is returned back to target's party. Only works on non-fatal damage.
**BATTLE PASSIVE UPGRADES
Ransom: Every time non-fatal damage is taken, pay yen equal to damage instead of taking damage, and then recover damage taken. Only usable while equipped with the Reaper Cloak.
**NEW OVERWORLD FIELD ABILITY
Ferry Service: Escape from dungeons at the cost of X% of each character's current HP, where X equals 100 - the character's level.

*Yuuka:
**NEW SECONDARY COMMAND
Threaten: Forces all enemies whose level are not more than 1/4 of Yuuka's level to flee from the battle. Gain 10% of each monster's EXP and Yen values that flee, as well as double the chance to gain that monster's Item drop before they flee. (I.E. if Yuuka's level was 100, all enemies less than level 25 would flee).
**SECONDARY COMMAND UGPRADES
Threaten Level 2: Increases Level threshold for Yuuka to 1/2. Only usable while equipped with the Twinkle Star, Riviera, or Infernal Geyser.
Threaten Level 3: Increases Level threshold for Yuuka to 3/4. Only usable while equipped with the Perfect Green.
**NEW BATTLE PASSIVE

Photosynthesis: Depending on terrain fought on, may have Auto-Regen and Auto-MP Regen. Only works in areas with dirt or sunlight, and will never work in areas that are manmade or inside.
**NEW OVERWORLD PASSIVE
Intimidation: Halves encounter rates.

*Mokou
**SECONDARY COMMAND UPGRADES
Sacrifice Level 2: Restores all HP/MP of everyone in the party and cures Poison, Blind, and Silence at the cost of removing Mokou from the battle. Only usable while equipped with the Healing Touch or Ghost Shell.
Sacrifice Level 3: Restores HP/MP of everyone in the party and recovers from Blind, Poison, Petrify, Silence, Berserk, Confusion, Sap, Sleep, Slow, Stop, and Freeze. Drains Mokou's HP/MP and removes her from the battle. Only usable while equipped with the Omni Weapon or Flare Arms.
**NEW OVERWORLD PASSIVE
Immortality: Removes death status from Mokou, and revives her with X% HP, where X equals Mokou's Level/2.

*Remilia
**SECONDARY COMMAND UPGRADES

Amok: Sacrifice all but 1 HP to inflict an equal amount of damage to all enemies. Will not kill Remilia if continuously used at 1 HP.
** NEW BATTLE PASSIVE
Photosensitivity: When fighting in sunny areas, will be under constant Sap status.

*Hope:
**NEW SECONDARY COMMAND
Revive: Revive all KO'd party members with 1 HP.
**SECONDARY COMMAND UPGRADES
Revive Level 2: Revives all KO'd party members and restores them to 10% Max HP.
Revive Level 3: Revives all KO'd party members and restores them to 25% Max HP.
**NEW BATTLE PASSIVE
Unscarred: Grants Auto-Bravery, Auto-Faith, and Auto-Protect if HP is at full.

*Yumemi:
**NEW SECONDARY COMMAND
Bluff: Chance to force the enemy to use "Observe Battle" or "No Action" if successful. After using the command, Yumemi must wait 20 turns before the command becomes available again. If used during a spellcard declaration, nullifies the spellcard declaration if successful. After each succesful Bluff, the Bluff's success rate is halved. Success rates go as follows: 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> and eventually 0.
**NEW OVERWORLD FIELD ABILITY
Repair: After resting in a  Tent, 50% chance to fix Broken equipment into random pieces of appropriate equipment.

*Sanae:
**NEW BATTLE PASSIVE
Faith: At the start of battle, 10% chance to give the party Level 5 of either Regen, MP Regen, Protect, Bravery, Faith, Blink, or Bubble.
**BATTLE PASSIVE UPGRADES
Faith Level 2: Increases chances of activation to 20%.
Faith Level 3: Increases chances of activation to 30%.
**NEW OVERWORLD PASSIVE
Recover: After battles, restore 5% Max HP and Max MP to the party.
**OVERWORLD ABILITY UPGRADES
Recover Level 2: Increases restoration to 10%.
Recover Level 3: Increases restoration to 15%.

*Suwako:
**NEW OVERWORLD FIELD ABILITY 
Find Pits: Activate pits before falling into them without activating their effects. Effects can still be triggered if stepped in however.
**OVERWORLD FIELD ABILITY UPGRADES
Find Passages: Hidden passages are marked with a sparkling spot. Only usable while Suwako is equipped with one of her exclusive armors.

*Advent Cirno:
*MAIN COMMAND
Limit: Powerful command that appears after Advent Cirno fills a hidden Limit Gauge. The amount needed for it to appear is equal to 150% of Advent's Max HP, and is cumulative. Once a Limit skill has been used, the command is locked agian. If Advent is KO'd at any time, the gauge is reset to 0.
**NEW SECONDARY COMMAND
Boost: Increases Limit Gauge by 20%.
**NEW BATTLE PASSIVE
Restore MP: Restore 5% Max MP each turn whenever in Critical status.

*Keine:
**NEW SECONDARY COMMAND
Hakutaku: Switches to EX Keine, who is AI-controlled and only has access to Fight and History. EX Keine has x1.5 Attack, Defense, Magic, and Speed than Keine, and double Max HP and Max MP than Keine, and when using command, Keine will restore all HP, MP, and statuses.

*Koishi:
**NEW BATTLE PASSIVE

MP Shield: 20% of damage received is converted into 20% MP damage instead. Only works on non-fatal damage.

*Utsuho:
**NEW SECONDARY COMMAND
Kamikaze: Removes Utsuho from battle and kills her at the cost of dealing damage to one enemy equal to x8 her Max HP.
**NEW BATTLE PASSIVE
Absorb Damage: 10% of damage received is regained as HP. Only works on non-fatal damage.

*Kanako:
**NEW SECONDARY COMMAND
Guardian: Party recovers all non-fatal damage for the next 5 turns and forces Kanako to use Defend.

*Yuugi:
**NEW SECONDARY COMMAND

Berserk: Randomly attacks one enemy between 1-8 times. Must be under Bravery in order to use the command.

*Lunasa:
**NEW SECONDARY COMMAND
Bardsong: Randomly play a song. Lunasa cannot perform any other actions until X turns have passed. The amount of turns required to pass depends on the skill used.

*Shizuha:
**NEW SECONDARY COMMAND
Synchro: Can only work while Minoriko and Shizuha are alive, if both have the MP required to use the skills, and both are able to act when the ability activates. Uses one of 5 abilities at random. If used when Shizuha cannot act, will instead restore MP to the party equal to x10 Minoriko's current MP, and then will reduce her MP to 0. If used when Minoriko cannot act, will instead revive all KO'd allies and restore the party's HP equal to half of Shizuha's current HP.

*Minoriko:
**NEW SECONDARY COMMAND
Synchro: Can only work while Shizuha and Minoriko are alive, if both have the MP required to use the skills, and both are able to act when the ability activates. Uses one of 5 abilities at random. If used when Shizuha cannot act, will instead restore MP to the party equal to x10 Minoriko's current MP, and then will reduce her MP to 0. If used when Minoriko cannot act, will instead revive all KO'd allies and restore the party's HP equal to half of Shizuha's current HP.

*Hina:
**NEW SECONDARY COMMAND

Misfortune: Inflicts unblockable non-elemental damage to one enemy equal to the total amount of damage Hina has substained before using the command. Damage is reset after using the command, or when inflicted with Death, Venom, Stop, or Petrify. Damage accumulates a turn later from when damage was dealt.

*Nazrin:
**NEW SECONDARY COMMAND
Steal Yen: Steals a random amount of Yen from target equal to a number between 0 and Nazrin's Level * Target's Level, then damages target with a regular attack.

*Wriggle:
**NEW SECONDARY COMMAND
Swarm: Summon a random animal for various effects. Effects depend on a random number between 0 and Wriggle's Level.

*Tewi:
**NEW SECONDARY COMMAND
Bribe: Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe.

*Yorihime:
**NEW SECONDARY COMMAND
Deathblow: Deals damage to one target equal to 25% of their Max HP. 25% Accuracy.

*Shou:
**NEW SECONDARY COMMAND
Lancet: Drains HP and MP from one target. MP drain is equal to 1/16th of the HP drain.



Spoiler for:
*Addition of Yamame and Medicine to the temporary characters.




*Nue
**NEW BATTLE PASSIVE
????: 20% chance that Attack randomly inflicts damage based on number of times party has fought battles - number of times party has ran from battles, divided by 3.

*Yukari:
**NEW SECONDARY COMMAND
Banish: Consumes 10% Max HP to remove all enemies from battle. No rewards for enemies removed in this manner. 45% hit rate.
*NEW OVERWORLD PASSIVE
Checkpoint: If reach a save point, if dungeon is left via Komachi's ability or Emergency Stairway, return to save point last touched.

*Alice:
**NEW SECONDARY COMMAND
Grimoire: Levels up skills during battle, up to max level, until after battle. After each use, the command will disappear and takes time to recharge depending on the level of skills. Level 1 skills makes the command require 5 turns to recharge, while level 5 skills makes the command require 25 turns to recharge. After all skills have been maxed out, the command will always require 25 turns to recharge and will instead grant Tetra status to the party.

*Rinnosuke:
**NEW SECONDARY COMMAND
Bribe: Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe.

*Shinki:
**NEW SECONDARY COMMAND
Finisher: 31% chance to fail, 37% chance for Critical Hit, 31% chance for 9999 damage.

*Youki:
**NEW SECONDARY COMMAND
Bushido: Only appears after using Focus at least once, replacing Attack. Depending on Focus level, will perform one of 8 different attacks), Focus (Changes Attack to Bushido after one use, and adds +1 to the Focus charge per use, up to a maximum of 8 charges. Affects the outcome of the Bushido command.

*Tenshi:
**NEW SECONDARY COMMAND
Sentinel: Any non-fatal damage taken is restored for the next 5 turns. Cannot take any actions until turns have expired. Replaces the Defend command.
**NEW BATTLE PASSIVE
Absorb Damage: 10% of damage received is regained as HP. Only works on non-fatal damage.

*Eirin:
**NEW SECONDARY COMMAND
Treatment: Cures all negative statuses.

*Shikieiki:
**NEW SECONDARY COMMAND
Condemn: Various effects for Shikieiki. Takes 5 turns to occur after using the command.
Doom: Inflicts a countdown to instant death one target with 80% accuracy. No target is immune to Doom, but each target has its own individual timer (targets resistant to Doom such as most bosses will have their timer set to 999 turns).

*Chaos:
**NEW SECONDARY COMMAND
Awaken: Fully restores HP, MP, and statuses, triples Chaos's Speed, and grants all buffs. After using the command, it will be removed from the command list until the timer expires. Once 20 turns has passed, Awaken will return to the command list, and Chaos's Speed will return to normal as well as be reduced to 1 HP.

*Yamame:
**NEW SECONDARY COMMAND
Infection: Inflicts moderate non-elemental damage to one enemy and a chance to inflict a status that ignores the target's innate immunities.


============================================
VI. SKILLS:
============================================

Reimu:
*Yin-Yang Jade: Now revives a KO'd ally at 1%/4%/7%/10% Max HP, depending on level.


Yumemi:
*Silver Disc: No longer has a 50% chance to target either party, and then a 10% chance to inflict Exclusion. Now has a 10% chance of one of the following:
       *Reduces all party members HP by 10% of their current HP, reduce all enemies HP by 90% of their Max HP.
       *Reduces all party members HP by 20% of their current HP, reduce all enemies HP by 80% of their Max HP.
       *Reduces all party members HP by 30% of their current HP, reduce all enemies HP by 70% of their Max HP.
       *Reduces all party members HP by 40% of their current HP, reduce all enemies HP by 60% of their Max HP.
       *Reduces all party members HP by 50% of their current HP, reduce all enemies HP by 50% of their Max HP.
       *Reduces all party members HP by 60% of their current HP, reduce all enemies HP by 40% of their Max HP.
       *Reduces all party members HP by 70% of their current HP, reduce all enemies HP by 30% of their Max HP.
       *Reduces all party members HP by 80% of their current HP, reduce all enemies HP by 20% of their Max HP.
       *Reduces all party members HP by 90% of their current HP, reduce all enemies HP by 10% of their Max HP.

   When used against bosses or enemies resistant to % damage, will instead deal 1 damage to them.
*Chroma Gem: No longer reduces Max MP by 10%. Now instantly defeats non-bosses of the specified type and damages all other enemies not of that type by 1% of their Max HP. If the ability hits a boss of the specified type, it will instead deal damage to the boss equal to Yumemi's Max HP.
       *If HP ends with 0: Slayer vs. Demons
       *If HP ends with 1: Slayer vs. Humans
       *If HP ends with 2: Slayer vs. Flying
       *If HP ends with 3: Slayer vs. Undeads
       *If HP ends with 4: Slayer vs. Magicians
       *If HP ends with 5: Slayer vs. Fairies
       *If HP ends with 6: Slayer vs. Dragons
       *If HP ends with 7: Slayer vs. Machines
       *If HP ends with 8: Slayer vs. Beasts
       *If HP ends with 9: Slayer vs. Plants


KEINE:
*Yamato Kingdom: Now fixed 70% accuracy instead of 100% accuracy.


KOISHI:
*Flare Star: No longer deals Fire-elemental damage to all enemies. Now deals damage equal to each enemy's Level * 40.


HOPE:
*Return: Revive Excluded party members who did not willingly remove themselves (such as Mokou and Utsuho).



============================================
VIII. SYSTEM:
============================================

*Skill descriptions have been updated with information.
*Jellyfish Princess Lv1 and Lv2 are fixed. They originally reduced Defense instead of inflicting damage to HP.
*Keine's leader theme now works properly.
*Music has been trimmed down in filesize a bit and some songs have been outright removed. Please see the Music document for what to change.
*After any battle, there is 10 steps before random encounters are turned back on again.
*Damage on various elements and skills have been adjusted accordingly.
*Physical, Magical, Tetra, Omni, Mystic, and Evade Up are now in place.
*Equipment that gave +% stat boosts are now fixed so that they don't permanently boost stats are incorrectly boost stats.
*Intel now gives information on an enemy's Name, Level, HP/MAX HP, MP/MAX MP, Attack, Defense, Magic, Speed, Type, Drop, Steal, Morph, Elemental Resistances, Status Resistances, and Information.






IDEAS:

W-Item: Allows character to use Items command twice. Available as an equipment ability.
W-Skill: Allows character to use Skill command twice. Available as an equipment ability.



Upgrades to Focus (Youmu's subcommand. Not sure if Focus will get any upgrades or not):

*Level 2: High chance of removing buffs when attacking.
*Level 3: High chance of Instant Death when attacking.

Upgrades to Bluff (Yumemi's subcommand):

*Level 2: Reduces accuracy from 1/2 to 1/4.
*Level 3: Reduces accuracy from 1/2 to 1/10.

Kamikaze (Utsuho's subcommand):

Level 1: Make x6 Max HP.
Level 2: Make x8 Max HP.
Level 3: Make x10 Max HP.

MP Shield (Koishi's Battle Passive):

Level 2: Reduces MP damage to 15%.
Level 3: Reduces MP damage to 10%.

Metal Detector: Tells how many items are left in current map. (For Nitori)


Spoiler for:
Morph (Nue's subcommand):

Level 2: Increases HP threshold to 20%.
Level 3: Increases HP threshold to 30%.



SKILLS FROM EQUIPMENT:

Reimu:
*Multiplex Barrier: Increases Mystic-elemental resistance to the party.
*Youkai Repelling Charm: Inflicts massive damage to Demon enemies.
*Fantasy Seal -Circle-: Grants Omni status to one target for 50 turns.
*Illusionary Moon:


Marisa:
*Fairy Destruction Ray: Inflicts massive damage to Fairy enemies.
*Shooting Echo: Inflicts massive damage to Magicians. Attempts to inflict Silence.
*Gravity Beat:
*Grand Cross:
*Blazing Star:


Cirno:
*Ice Tornado:
*Cold Sprinkler:
*Insta-Freeze Beam:
*


Aya:
*Torii Hurricane: Inflicts massive damage to Flying enemies.


Meiling:
*Rainbow Taichi: Regain all non-fatal damage and grants Omni status for 10 turns. Self-buff.
*Colorful Rain: Restores HP to the party equal to 1/3 of Meiling's Max HP.


Patchouli:
*Diamond Hardness: Grants "Absorb Damage: 50%" to Patchouli for 20 turns.
*Sunshine Reflector: Drains MP from one enemy.
*Mercury Poison: Poison-elemental damage to all enemies.
*Silver Dragon: Gravity-elemental damage to all enemies.
*Royal Diamond Ring: Mystic-elemental damage to all enemies.


Reisen:
*Acura Spectral: Prevents any status from wearing off by granting Resist status.
*Discarder: Enables party to restore HP if unable to restore HP.


Sakuya:
*Killing World: Sets Doom on everyone in the battle except Sakuya.
*Killer World: Forces battle with rarest enemy group in current area.
*Suction World: Any damage inflicted in battle is regained as HP to Sakuya.
*Empty World: Prevents all enemies from acting during their next turn.
*Jackpot World: Enables party to doublecast skills for the next 10 turns.


Momiji:
*Rabies Bite: Inflicts massive damage to Beasts.
*Expellee's Canaan:
(These 3 will probably instead go to Youmu anyways)
White Wolf "Oogami Hajiki": Doubles Critical % of weapons. (Critical Up)
"Road to Heaven": Ignores Evasion for brief time. (Piercing Sight)
"Truth - Wolf Fangs, Wind Sword": Allows attacking all enemies. (Target All)


Nitori:
*Cephalic Plate: Inflicts massive damage to Machines.


Youmu:
*Double Pain:


Komachi:
*Ritual of Ecstasy:
*Game of the Soul: Inflicts massive damage to Undead enemies.


Mokou:


Yuuka:
*Phantom Garden: Inflicts Slow if at normal speed, and inflicts Stop if inflicted with Haste. Based on FFTA's Hastebreak.
*Parasite Garden: Inflicts Poison-elemental damage and Sap to all enemies.
*Planter Sacrifice: Inflicts massive non-elemental damage to Insects.
*Flowering Master Spark
*Genocide Spark: Non-elemental damage to all enemies. Damage is multiplied by 8 if target's level is the same as Yuuka's level. Based off of FFVII's Goblin Punch.


Byakuren:


Remilia:
*Vampirish Night: Drains HP equal to difference of Remilia's Max HP and current HP.


Sanae:
*Forgotten Ritual: Grants "Bubble: 25 turns" to party.
*Heaven's God: Wind: Restores all HP to party. 98 MP.
*Earth-God Summon: Shield: Grants "MP Shield: 50 turns" to one ally.
*Sea Opening: Grants "MP Replenish: 50 turns" to one ally.
*Good Commerce: Resets durations of status effects on ally (give status that'll remove itself after coding is done. Essentially FFTA2's Extend).
*Miracle of Fafrotskies: After 20 turns, HP and MP are returned to value when ability was used. Essentially FFTA2's Undo spell.


Suwako:
*Brave the Elements: Grants Tetra status to the party for 50 turns.
*Seven Stones: Enables use of 2 items for 20 turns.
*Full Sakura Blizzard: Enables double attacks with the Attack command for 20 turns.
*Frog God: Enables doublecast of command skills, if applicable, for the next 20 turns for party.


Keine:
*Headquarters Crisis: Inflicts non-elemental damage to all targets who has the same second digit in their level as the caster. Based on FFTA's Lv? S-Flare.
*Treasures - Sword: Inflicts non-elemental damage to all enemies equal to Keine's level x30. Based off of FFX-2's Storm Cannon.
*Treasures - Orb: Bestows Haste to all units with level that is a multiple of 5. Based off of FFTA2's Lv5 Haste.
*Treasures - Mirror: Switches HP and MP of party. Based off of FFTA's Matra Magic/FFXII's Invert.


Utsuho:

Spoiler for:
Nue:

**
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I haven't read everything yet so I'll just comment on a couple things for now.

For Marissa is there any reason why you don't have cap just set at 10% I know you put 127 P per % for the set up. but that's about half way in between the min and max (unless you did that on purpose) 118 P per % would put you at 5% but only if you carry max of both. so you'll have to keep both at max to get the 5% which is sometimes hard because items are used a lot. The other thing I was wondering about is Master Thief; Do you have monsters/Bosses that have multiple steals, I don't think I've seen one yet (although I'm still not that far into the game). Or do you plan on putting in/more multiple steals.

The other thing I was kinda wondering about is Patchy's  dual-casting ability. they way you have it set up I can see as a real pain for a while. I know her passive can make up for it but, casting the same spell twice in a row with no mana reduction can cause some problems earlier on when you don't have as much mana and/or spamming holy flare. I was thinking if you did you dual-casting as  passive anyways, the second on should only cast about half instead of the full amount. For just as an added idea to it, once you get some piece of equipment you can actually make it an use-able skill were you have a choice to use it or not, but the second spell cost 1.5 times more than the first.

So far I really like how much work your putting into this the past couple days. I just haven't been finding really much time to play anymore, but I try when I can. It might be a while before I next comment or do some more research, but keep up the good work.

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There's some enemies/bosses that have multiple steals aye. But Master Thief would just make it so that those items are upgraded one tier anyways. For instance, a P would become a Lapis, a 1-Up Piece would become a 1-Up, Hakurei Scroll Lv1 would become Hakurei Scroll Lv2, and so on.

I can't make things cost half the amount without doing a loooooot of coding. Besides, the thing with the doublecasting is that if you don't have enough MP for the second casting (for instance, if you just used Royal Flare, and now have say....17 MP instead of 18 MP), it'll still reduce your MP by 18 but will still cast the ability (so you'll go to 0 MP if you have 18 MP or less). I can't really make things cost more MP either without doing a buttload of coding either.

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A couple new things done:


*Suwako's Find Pits and Find Passages are now fully coded in (or at least, I don't THINK I missed any spots). Find Pits will activate any pit AS WELL as any traps one tile before stepping on the trap/pit. The trap/pit can still be activated if the player steps on that tile though. Find Passages is also done, and while Suwako is in the party with the appropriate equipment on, any hidden passages will be indicated by sparkling spots (different from the sparkling spots shown in Nitori's Dowsing ability).

*Nitori's Metal Detector ability (while equipped with the Sherlock Jacket only) will be a menu ability, which when used will tell how many items are left on the map. This thing took 2 hours to do.....TWO HOURS. I wasn't expecting it to take that long, but it did. Of note, this doesn't just count treasure chests and items hidden in the field, this also counts treasures from NPCs. It will NOT however count key items (unlike Dowsing which will reveal those if hidden).

*Koishi is losing her MP Shield innate ability, which is going to be a special buff granted only through Sanae's equipment skill. Instead, Koishi is getting Learning as her innate ability, and this will affect how Blue Magic is learned now. For instance, if Koishi's level is the same as the caster's level, the % chance to learn that spell stays the same. However, if Koishi's level is LOWER than the caster's, the chance to learn the spell decreases by X%. So if Koishi's level is 10 levels lower than the caster's, and the skill was a 50% chance to learn, then it'll become a 40% chance. Likewise, if Koishi's level is HIGHER than the caster's, it'll gain X% to learning the skill. So if she was 10 levels HIGHER than the caster, and the skill was a 50% chance, it'll become 60% instead. Of note, skills will never be a 0% (unless you guys think it should work that way?). Learning Level 2 will negate the penalties for learning if Koishi is lower leveled than the enemy, while Learning Level 3 does the same, but also doubles the learning chances if Koishi is higher leveled (so if she's 10 levels higher, and it's a 50% chance to learn the skill, it'll gain +20% instead of +10%, making it 70% chance to learn the skill).


I'm currently trying to get Youmu's Vantage (Initiative/First Strike chances increased to 30%, or double %), Momiji's Awareness (No Back Attacks/Pincer Attacks), and Aya's Sight (view current map) done so that'll take care of the rest of the field abilities. I am also trying to finalize Koishi's Blue Magic list, which is what I need help with. For those of you who don't remember what it is, here's the list and what'll probably be axed out.


Attack spells (Elemental):
*Flame Stone - Moderate Fire-elemental damage to one enemy.
*Flare - Major Fire-elemental damage to one enemy.
*Flare Breath -  Moderate Fire-elemental damage to all enemies.
*Salamander Shield - Major Fire-elemental damage to all enemies.
*Diamond Edge - Moderate Ice-elemental damage and Berserk to one enemy.
*Freeze - Major Ice-elemental damage and inflicts Freeze to one enemy.
*Ice Storm - Moderate Ice-elemental damage to all enemies.
*Judgment Bolt - Moderate Thunder-elemental damage to all enemies.
*Lightning Orb - Moderate Thunder-elemental damage to one enemy and ignores Defense.
*Heaven & Earth Press - Moderate Earth-elemental damage to one enemy.
*Six Earthquakes - Minor Earth-elemental damage to all enemies.
*Wind Sickle - Moderate Wind-elemental damage to all enemies.
*Tsunami - Moderate Water-elemental damage to all enemies.
*Dragon Bullet - Major Holy-elemental damage to all enemies.
*Holy - Major Holy-elemental damage to one enemy.
*Chaos Drive - Moderate Shadow-elemental damage to all enemies.
*Pascal Moon - Major Shadow-elemental damage and drains HP from one enemy.
*Shadow Flare - Major Shadow-elemental damage to one enemy.
*Bio - Minor Poison-elemental damage to one enemy.
*Biora - Moderate Poison-elemental damage to one enemy.
*Bioga - Major Poison-elemental damage to one enemy.
*Pandaemonium - Major Mystic-elemental damage to all enemies.

Attack spells (Instant Death):
*Gathering Oni - Inflicts Instant Death to one enemy.

Attack spells (Non-elemental):
*Death Lance - Major Ghost-elemental damage and inflicts Instant Death to one enemy.
*Doomsday - Major non-elemental damage to all enemies and allies.
*Drain - Absorbs minor HP from one enemy.
*Drainra - Absorbs moderate HP from one enemy.
*Drainga - Absorbs major HP from one enemy.
*Fireworks - Major non-elemental damage to all enemies.
*Flare Star - Deals non-elemental unblockable damage to all enemies equal to each individual enemy's Level * 40.
*Meteor - Major non-elemental damage to all enemies.
*Nova Storm - 50% chance to reduce all enemies and allies HP to 1.
*Scarlet Weather Rhapsody - Major non-elemental damage to one enemy.
*Ultima - Major non-elemental damage to all enemies.Support:
*Aura - Restores massive HP and cures all negative statuses to one ally.
*Full-Cure - Restores all HP to one ally.
*Heal - Restores minor HP to party.
*White Wind - Restores HP to party equal to Koishi's HP.

Buff:
*Angelsong - Grants Regen to the party.
*Destroyer - Grants Bravery, Protect, and Faith to one ally.
*Mighty Guard - Grants Protect, Regen, MP Regen, Haste, and Blink to party.

Debuff:
*Defense Down Omega - Reduces all enemies Attack by 20.
*Ink - Inflicts Blind on all enemies.
*Magic Hammer - Drains 100 MP from one enemy.
*Night - Inflicts Sleep on all enemies and allies not immune to Sleep.
*Offense Down Omega - Reduces all enemies Defense by 20.
*Poison Mist - Inflicts Poison on all enemies.
*Pollen - Inflicts Sleep on all enemies.
*Special Missile (20 MP, single target, inflicts moderate non-elemental damage and reduces Physical resistance)
*Time Stop (21 MP, All Enemies, 100% accuracy, lasts 1 turn, inflicts minor Mystic damage)


TOTAL = 50



***REMOVE THE FOLLOWING***

Fireworks
Ink
Pollen
Poison Mist
Dragon Bullet
Salamander Shield
Paschal Moon
Flare Breath
Drain
Drainra
Drainga
Aura
Heal



If you think that there should be any different Blue Magic spells, less/more, or whatnot, feel free to put in your input! I'm trying to keep Koishi diverse, but not too good as she currently is. She needs at least one of each element (bar Gravity right now), but sometimes I gave her more than one of a specific element due to well...her Blue Magic doesn't get any stronger like her other skills, or the other character's skills, so I try to have a second of each element, which kinda influxes the Blue Magic list. I don't know...I'll leave the input up to you guys! Also of note, I tried to make her a bit gimmicky too with some things (Nova Storm, White Wind, Time Stop, Night, and Flare Star in particular). I'd like for her to have some more gimmicky spells as Blue Mages tend to be like that, but it depends on what the gimmicks are. Again, don't want her to be TOO powerful, but not underwhelming as well.

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Ok, serious question. Do you guys think I should go through with those equipment skills listed above? Here's the amount of skills each character has by default. Skills that level up into another version (i.e. Fantasy Orb to Fantasy Seal) does not count towards this total, but skills (such as Master Spark into Dragon Meteor or Final Spark) will:


Reimu: 17
Marisa: 15
Cirno: 15
Aya: 8
Meiling: 10
Patchouli: 21
Reisen: 17
Sakuya: 10
Momiji: 11
Nitori: 43
Sanae: 10
Suwako: 8
Youmu: 8
Komachi: 14
Advent Cirno: 12
Yuuka: 9
Mokou: 6
Byakuren: 23
Remilia: 10
Yumemi: 18
Hope: 14 (Not accurate. It's not fully done yet. Think of her having 8 skills per "mode", and there's 7 modes so...you do the math).
Utsuho: 11
Keine: 13
EX Keine: 4
Koishi: 5 (+43)


This does not include characters who join later mind you, but their skills don't upgrade at all (well, one's does, but hers is in a different manner than everyone else). So by default Hope, Nitori, and Koishi with all of her Blue Magic have the most, while Mokou has the least (barring EX Keine, but she doesn't matter really).


In other news, here's some changes currently done:


SAKUYA:
*Sakuya's World: (Original) Now fixed 50% accuracy. Adds "Stop: 40 turns". (New) Inflicts Stop on all enemies and allies except Sakuya. Sakuya gets 3 turns to herself.

That's right, Sakuya has her GoS Private Square essentially now. It's been in the game forever now as her Limit Break, but I've decided to just give it to her now. Her original version was kinda terrible for an "ultimate" skill.


Now onto new character stuff:



*Yumemi:
**BATTLE PASSIVE:
Restore: Recover 1 HP per turn in battle.
**BATTLE PASSIVE UPGRADES
Restore Level 2: Recover 3 HP per turn in battle.
Restore Level 3: Recover 5 HP per turn in battle.


What's the point of this? Well, Yumemi has a couple skills that rely on the last digit of her HP to do things. This is for those 2 particular skills. Not a very impressive battle passive but...



*Koishi:
**NEW BATTLE PASSIVE
Learning: If Koishi's Level is the same as Blue Magic caster's Level, % is fixed for learning a spell. If Koishi's Level is lower than the caster's Level, the chance of learning the skill decreases -1% for each Level lower (a skill that would have a 50% chance to be learned if both levels were the same will now have a 40% chance of being learned if she's 10 levels lower). If Koishi's Level is higher than the caster's Level, the chance of learning the skill increases +1% for each Level higher (a 50% skill will now have a 60% chance of being learned if she's 10 levels higher).
**BATTLE PASSIVE UPGRADES
Learning Level 2: Ignores penalty if Koishi's Level is lower than the Blue Magic caster's Level.
Learning Level 3: Ignores penalty if Koishi's Level is lower than the Blue Magic caster's Level. If Koishi's Level is higher than the caster's Level, the chances of learning the skill is doubled per level higher (if Koishi is 10 levels higher than the caster, and the skill has a 50% chance of being learned if the levels are equal, it will now have a 70% chance of being learned instead of 60%).


Koishi loses her MP Shield for this. Yes, this means if you get all of the Blue Magic skills, she has no battle passive anymore. Dunno if that should change or not. Also yes, it is possible for skills to be unlearnable if you're too low of a level.



And finally, updates on the equipment skills, in the event they do go through:


Reimu:
*Illusionary Moon: Decreases all enemies Holy resistance by 1 level. 50% accuracy.
*Evil-Sealing Circle: Cures all negative statuses of level 5 or lower


Marisa:
*Gravity Beat: Inflicts Gravity-elemental damage and Slow to one target.
*Grand Cross: Grants Spellspring to one party member for 20 turns. 80 MP.
*Eccentric Asteroid: Grants Half MP Cost to the party for 20 turns.


Youmu:
*Conjoined Stance: Grants benefits of all three stances.
*Asura Sword Stance: Offensive stance. Removes Manussya and Devaloka Stance. Grants access to the following skills for 20 turns:
**Floral Nirvana: Inflicts massive damage to Plants.
**Rise from Delusion: Mystic-elemental damage and removes buffs.
**Dance of Angels: 5 hits of non-elemental damage to random enemies.
*Manussya Stance: Miscellaneous stance. Removes Asura Sword and Devaloka Stance. Grants access to the following skills for 20 turns:
**Disappearing Elegance:
**Wicked Soul: Halves an enemy's Accuracy for 20 turns.
**Phosphoric Slash:
*Devaloka Stance: Defensive stance. Removes Manussya and Asura Sword Stance. Grants access to the following skills for 20 turns:
**Double Pain: Restores 25% Max HP and cures Poison, Sap, Blind, Slow from user.
**Insightful Sword: Grants Counter to user for 20 turns. Youmu's Counter has an innate 25% chance of activating.
**Netherworld Reflection Slash: Doubles Counter rate.

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Ok, some updates:

*I am not going to go through with the equipment skills after all. If I feel like they're needed, I'll add them later on. I have events set up in the event that I do go through with them, but they might even get integrated into characters. Who knows?


============================================
I. CHARACTERS:
============================================


Hope:
**NEW BATTLE PASSIVE
Cup of Life: When healed, the rest of the party restores HP equal to 10% of the HP Hope recovered.
**BATTLE PASSIVE UPGRADES:
Cup of Life Level 2: Increases restoration to 20%.
Cup of Life Level 3: Increases restoration to 30%.


If you noticed, Hope no longer has her secondary command anymore. It got removed and put on someone else, being...


Keine:
**NEW BATTLE PASSIVE
Unscarred: Grants Auto-Bravery, Auto-Faith, and Auto-Protect if HP is at full.
EXP Distribute: All party members not in the party gain 1% of the EXP Keine gains from a battle. Doesn't work for party members that the player does not have access to at all.
**BATTLE PASSIVE UPGRADES:
EXP Distribute Level 2: Increases gain to 5%.
EXP Distribute Level 3: Increases gain to 10%.


I felt that Keine having the EXP Distribute passive would be a shame if everyone's maxed out, so I gave her the Unscarred passive (even though good luck ever having it go off and stay going). I think the EXP Distribute passive will make her MUCH more viable to use too...I hope anyways!

Koishi also got her MP Shield back for the same reason as Keine; once you learn all of the Blue Magic spells, she'd be left with no passive at all, which would be a shame. Of course, her passive is much more useful than Keine's...I need to come up with something better for Keine's methinks. Also, a couple more of Yumemi's non-weapon skills may be changed a bit to work with her battle passive (Red Spring is one I'm looking at, as it's something that could work with a 50/50 still, but be based on the last digit of her HP and if it's even/odd). Getting closer to finishing the database up! Oh, and for those of you curious as to the agenda of things now:


1) Equipment skills are on hold until further notice
2) Enemy Intel data has been updated.
3) Enemy AI and attack patterns still need readjusted.
4) Blue Magic still needs finalized.


And that's what's left in the database! So please, if you can help at all with at LEAST the Blue Magic issue, that'd be great. That'll make things go by a lot quicker for me, and I can take a short break before working on beta5. ^^;

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Yeah, put off equipment skills until you feel you want to use the time to put them in, going to be quite a bit of work from the looks of it. I'm not sure about others, but I think you should try to get the core of the game done before you try too many extra things. Either way though works.

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Well, the core is pretty much set. I'm just building upon it really is all, and fixing it up. Blue Magic NEEDS fixed up right now because Koishi is playable. Enemy AI? Not sure yet...that's going to be something difficult to pull off right I think. ^^;

***
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http://www5f.biglobe.ne.jp/~kanri01/rounk/dotto.html
Not only is the link dead it appears Biglobe has deleted the entire www5f thing. Is anything known about this? Do we know the name of the author?

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Um....what exactly is that for???



http://www.mediafire.com/download/8lo08y9u4tujrjr/Touhou_Fantasy_Update_Patch_1.103.rar


After 3-4 months of straight work, the final FINAL update patch for beta4 is here! However, MAKE SURE YOU BACK UP ALL OF YOUR SAVE FILES, IN ADDITION TO YOUR RPG_RT.IDB AND RPG_RT.IMT FILES! This is so that in case something were to happen, you can easily revert.


In addition, will also post this here for those that didn't get it at the 1.100 update, as you'll need these now: http://www.mediafire.com/download/f1ifxwib7phr55z/Updated_Music_(for_Update_Patch_1.100).rar


If anything junks up or doesn't work, please notify me immediately.


EDIT - And then I immediately found something that shouldn't be there....oops...please use this RPG_RT.idb and replace it with the one from the pack. Otherwise, you'll be forced into a fight you cannot really do anything about....which was meant purely for testing various things. ^^;


http://www.mediafire.com/download/peani0z175pxlm3/RPG_RT.ldb
« Last Edit: May 26, 2013, 06:29:32 AM by Xenomic »

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http://www.mediafire.com/download/v2jeh2v6hwhjcaz/RPG_RT.ldb


Update. Apparently I forgot some coding, so you couldn't enter ANYWHERE. Hopefully this fixes it? ^^;

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Updated map file (replace this with the one in the 1.103 patch): http://www.mediafire.com/download/ecdd563alffifob/RPG_RT.lmt


BECAUSE I AM SMART! This is what was causing the map problems >_>;;

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Updated Database/Maps: http://www.mediafire.com/download/i1az3auj1reurir/Touhou_Fantasy_New_Database_and_Maps.rar


I swear, this is the last one. Remember kids, don't try to do stuff super super late when you should be sleeping! >_>;;

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Update Patch 1.104: http://www.mediafire.com/download/677r3y19v75lvnj/Touhou_Fantasy_Update_Patch_1.104.rar


Fixes a fatal error making it impossible to get pass certain boss fights (something really screwy with the common events happened. I can't even fathom why it's acting up, but it's fixed now...as far as I've tested extensively anyways...). In addition, since I forgot to do it, there's now a hint person in Eientei for the Forest puzzle.

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Update Patch 1.105: http://www.mediafire.com/download/hxzdy49cdp7ycd0/Touhou_Fantasy_Update_Patch_1.105.rar


*Fixes the HP/MP +% bugs and most of the Equipment Abilities bugs. Nitori's equipment stuff (things that give her Mirror Items, Chemist, etc.) is not in right now due to not being usable at the current time.
*The game now has a game clock. It should appear in the main menu above the money counter.
*Meiling and Momiji now has access to the Provoke skill, which will force a monster to attack them. It can be used on 2 separate monsters to draw their attention, but if both Meiling and Momiji uses Provoke on the same monster, whoever used it last will be the one targeted by the monster.
*Fixes an error with the first Mima fight due to forgetting to add a script in.
*Fixes a silly oversight where Sakuya's Time Stop allowed the player to run from any fight, including boss fights. The same with Mystia's Dischord ability, though hers is easier to handle...



Hopefully there isn't anything TOO majorly wrong here...this should fix some of the problems at least...

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Seems the game clock plugin is causing issues with older save files. For anyone who wants to fix this for now and resume their current save files, please do the following:


*Remove "game_clock.dll" from your DynPlugins folder.
*In DynRPG.ini, open it up in Notepad and remove the coding for "game_clock".


Make sure you have a backup for these files, just in case. Then check your game and see and if it'll allow you to run your save file.

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"Delete your SaveXX.dyn file for that save. It's some kind of bug, where every time you add a new dynrpg plugin, this happens. I had the same issue & made a little plugin that auto-deletes them on exiting the game since I wasn't using them for anything."


Apparently, you'll need to do this. Simple fix it seems.

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Update Patch 1.106: http://www.mediafire.com/download/1gvf935kcbhx40o/Touhou_Fantasy_Update_Patch_1.106.rar


*Fixes error with game overs due to me forgetting to remove a Parallel Process for debugger. Characters SHOULD have their specified abilities too...

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Update Version 1.108: http://www.mediafire.com/download/yd044gm7y3g45zv/Touhou_Fantasy_Version_1.108.rar


*Fixes lag issues with the game as well as making Poltergeist Mansion, Winter Forest, and Eastern Forest inaccessible until later when they're meant to be. (this hasn't been tested 100% yet, so if it bugs up, do let me know).


In addition, there won't be anymore "Update Patch Version X", and instead will just be the main file, but with the version number. This is to help with preventing confusion for people. In addition, the Music Files have been moved to the main directory, so everything should be right there for you if you need to download! If there are any issues with the game, please feel free to let me know!

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Version 1.109: http://www.mediafire.com/download/57d8lddccylqzd3/Touhou_Fantasy_Update_1.109.rar


For those having problems loading their current saves: What you'll need to do is delete anything that is "SaveXX.dyn". So for instance, Save15.dyn would need to be deleted. This is due to how DynRPG handles plugins...it doesn't automatically read new updates and will not load your current save if you do not do this.


As for the current update, some more bugs were fixed, and MP healing/damage can now be seen during battle. Also, you can NOW get to Eientei without having to put up with the Bamboo Forest's pit screwing up. Yeah...gotta love them bugs that prevent the player from moving on eh? >_>;;

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Update 1.100: http://www.mediafire.com/download/cnrwg34asmgn7l1/Touhou_Fantasy_Update_1.110.rar


*Fixes problem entering Hakugyokurou. For some reason, there was a blank page in the event box which caused this issue.
*Youmu's Stances are NOT complete, so don't bother using them. They won't do anything due to them being buggy. They will not work, nor will they be removed from Youmu's skillset when they're supposed to be removed. This will be rectified later.