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There is now a website you can use to share your custom content with other users! But you're still welcome to use this page to share and discuss content.

Below is a list of finished custom (user-made) content. To add these characters, in most cases you can extract the downloaded file to the game's main directory and you're set. Depending on how the author has organized them, it may be necessary to move files to the appropriate directories. (Custom content has not been tested by me)
Note: After new content has been added, old saves won't be compatible.

<-------------------------------------------------------------->

Yuu Lambaria
Author: KimotoDragoon
Content types included: story, profile, tachie, music




Joruri
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music
(Requires Masako, Junko, and Clean Mode off)




Emiko
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music



Junko
Author: Nekochi
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Uchioniko (4 characters)
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music





21 Ways
Author: dude797
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Masako
Author: Marrend
Referring post: First post on the page!
Content types included: story, profile, tachie, music




<-------------------------------------------------------------->

If you have posted custom content in this thread, I will (eventually) add your link to the list above, along with a small screenshot if you have included one. Be sure to test your content in-game before posting.


Helpful things:

--> Medium build girl, the .psd that was used to create the built-in characters, is available with layer names in English.

--> Not feeling artistic? You can use any of these images for making custom characters.

--> Notepad++ with syntax highlighting for Heartache 101 can be a big help with story creation.

--> If you are writing story content that includes the appearance of existing characters (built-in or custom), the following list may be of reference:
ID 0 = The Player
ID 1 = Nakajima Miki
ID 2 = Ikeda Keika
ID 3 = Onishi Tsubasa
ID 4 = Kaneshiro Shihoko
ID 5 = Kaneshiro Riho
ID 6 = Sato Akari
ID 7 = Hiraoka Hinami
ID 8 = (Secret character)
ID 9 = Watanabe Junko
ID 10 = Mitsuya Masako
ID 11 = Monotami Ruri
ID 12 = Nemoto Mayu
ID 13 = Terakado Shoko
ID 14 = Shirazu Izumi
ID 15 = Watanabe Aoi, Lambaria Yuu
ID 16 = Ran Fujioka
ID 17 = Torako Koizumi
ID 18 = Yumemi Tanno
ID 19 = Umehara Joruri
ID 21 = 21 Ways
ID 22 = Kirinashi Kyouki
ID 23 = Reserved for Nekochi
ID 24 = Reserved for Nekochi
ID 25 = Kuwabara Emiko
ID 26 = Reserved for triad2
ID 27 = Katanashi Seira
...
ID 30 = Vacant
ID 31 = Maeda Eriko
ID 32 = ? Genji
ID 33 = Vacant
...
ID 39 = Vacant
ID 40 = Konohana Midori
ID 41 = Natsume Rika
ID 42 = Vacant
ID 43 = Vacant
ID 44 = Hasegawa Kanon
ID 45 = Vacant
...

(Note: You don't need to care about this list if your story events will not include existing characters, as ID numbers for characters in separate files don't have to be unique)

--> Finally, I've listed the game cheats here. You can use these during story events to test your content:
SHIFT + F5 -- Adds 10 to Looks
SHIFT + F6 -- Adds 10 to Athletics
SHIFT + F7 -- Adds 10 to Personality
SHIFT + F8 -- Adds 10 to Mind
SHIFT + F9 -- Adds 10 to Soul
ALT + F5 -- Adds 1000 to yen
ALT + F6 -- Active speaker's affection decreases by 100
ALT + F7 -- Active speaker's affection increases by 100
ALT + F8 -- Advances the calendar by 1 day
ALT + F9 -- Advances the calendar by 7 days


Posts

Marrend
Guardian of the Description Thread
21781
External dependence is not an issue anymore. Even if the player doesn't have 21, the rest of your content plays out fine.

Wait, I recall the exchange about this. Something about getting an error message. Might have to explore the possibilities, as I currently don't have 21 at the moment. Then again, I could just as easily test this with Masako, as she's not in the main directory at the moment either.

I've moved my 21 - Masako story over to my new project. I gotta say, I think you will be pleased how I handled the story :)

Is this a totally new character, or an expansion on 21's story? Either way, I will probably want to check this out.

Then I remembered that I am the game's developer and can flip any switches or variables whenever I like! Muahaha!

As interested as I am in seeing what this game looks like unencrypted, I can't help but to think that I'd just get a huge headache trying to understand the code.
Masako is one part of Bacon's story. I took that one story of Bacon and ended up with a multiple path story. So depending on what choices you make, you might get Masako in a few stories or you could end up with somebody else entirely. All of this occurs after school as part of my random encounter idea.

It's quite challenging writing for Masako though. I want to make her smart, but not sound robotic. Also, it's harder to predict "what would Masako do?" because I'm trying to keep her in line with the fiction already established for her.

*edit*
wouldn't the unencrypted file just open in rpgmaker xp? So you would go to the switches menu and change what need be changed. Shouldn't be too hard, in theory anyway.
Marrend
Guardian of the Description Thread
21781
It's quite challenging writing for Masako though. I want to make her smart, but not sound robotic. Also, it's harder to predict "what would Masako do?" because I'm trying to keep her in line with the fiction already established for her.


That you're attempting to keep in line with Masako's concept is admirable onto itself. If you're finding yourself lost, or generally having trouble with her, don't hesitate to toss a PM in my general direction. That goes for anyone else who wants to put Masako into their custom character's story!

wouldn't the unencrypted file just open in rpgmaker xp? So you would go to the switches menu and change what need be changed. Shouldn't be too hard, in theory anyway.


I wasn't talking about using F9 to look at switches or variables at all. I was talking about looking at the script editor and looking at the coding involved in making this game what it is.

Though, an unencrypted version would have everything we'd see, the project file (which would open in RPGM-XP), along with perhaps more access to stuff in general.
As they say, you wouldn't want to see how a hamburger is made, and I suspect my code is no different. Though releasing it publicly might be the ultimate way to encourage modding & customization, I don't think I'm ready for that!
Marrend
Guardian of the Description Thread
21781
Uchioniko updated! Refer to the original post to get it, or visit my locker and seek the file "uchioniko_heartache.zip".

What's changed:
Shoko's story has been updated to include some back-story on her. There was also an event that could have been obtained "normally" that should not have been. Hopefully, I fixed that with this update. Also, Mayu's open for business, as it were. So far, there are no dependencies on other characters, though I'm still playing with the idea of having a cameo of 21 Ways within Mayu's story, and/or Masako Mitsuya within Izumi's story.

What still needs to be done:
Pretty much all of Izumi's story and all Ruri's story. Since this is a four-character deal, I think we can call this about 50% done.
Btw I should give you guys a head's up. In the next release I'm adding an NPC who gives hints for characters in the form of "you should focus on the Looks attribute". This is being done to help address the issue of unfair attribute checks that the player can't really see coming, which was particularly a problem in Miki's and Keika's route.

What this means for content creators: You'll be able to specify a single "Focus attribute" for your toon. This should be the attribute that the player should be trying to build up the most because a tough attribute check is coming up some time in the character's story route. You're not required to use this feature, of course. It only affects what, if anything, the hint-giving NPC has to say about that character.
@marrend Got Str? Classic

@ flowerthief
if prinny demands a focus attribute, who can resist the demands of a cute and cuddly penguin that explodes on impact?
Marrend
Guardian of the Description Thread
21781
I like this idea of a hint-dropping NPC. There's some stat-checks that could probably use a good hint-drop anyway.

What the NPC has to say about Masako can get pretty weird. I can see him/her say something like, "That new transfer student, Masako, is quite intelligent. However, I think it might be more to your advantage to not study at all, rather trying to out-smart her."

I'm not certain what this NPC would say about Masako's SOUL requirement, outside of "She has this strong sense of morality" or something to that effect.
@dude
Prinny may not be in the game yet but here's hoping somebody some day remedies that!

@Marrend
Well, it's more direct than that. Right now I literally have the NPC saying, "Here's your advice: Build up your ___ attribute." This is after the player picks from a list of characters to ask about.

And speaking of Masako, I should also mention that the availability of the hint expires once that attribute reaches 50, which I realize isn't ideal for Masako, but I had to put in some kind of limitation that at least worked for the Built-in characters for which there are no attribute checks more difficult than 50, since I don't want the NPC giving advice on how to meet a requirement that has already been met. If that's unsatisfactory I could be talked into making it so that a specific cut-off number can be provided per character.
I thought of a way to introduce a prinny in game. It involves 21's punishment for misbehaving at school. Poor 21.

Also, I was thinking of how you can do an in game help file. You can make an image and have a key stroke bring up the image. Here is a idea on what it should look like.



I was too lazy to round up the game icons, but I think you get the picture. Enjoy
Marrend
Guardian of the Description Thread
21781
@flowerthief: Well, there's always the option of hard-coding in a story event having that NPC show up before Masako's last event to be like, "Hey, you NEED that stat! As much of it as inhumanly possible!" I suppose I could do that for Mayu too, as there's an over-50 stat-check for her as well.

@dude797: That help screen looks sweet, I must say. Might need more room on the "board icons" section to explain what each of them do, though. Although the "Afternoons" section should probably say, "Looking for that 'special someone'? Improve yourself at the Fashion Mall, Gym, Library, Shrine, or with Fishing!" I think that covers all the low-end stat-buff locales, but I could be wrong.
Hey not bad! dude, I think I'd like to commission you to create a help screen if you're willing. But I think the help screen should focus specifically on the school game board. I think that's the part of the game that makes players go, "Uh, what do I do?" when they first encounter it. (am I right, Marrend?) But I don't want all the possible icons they can land on described up front. I want part of the fun to be discovering what the less common icons do. Maybe we can describe the very most common ones like story, two-way arrows, question marks, items, bugs, double items, blasts, and up/down arrows. Along with a general description of this phase like "The school day ends when you reach the end of the board." and a short description of "Move", "Item", and "Wait".

edit: let's continue this discussion in the testing page
Marrend
Guardian of the Description Thread
21781
According to my notes file (I still have it!), my first reaction of the game, after watching the intro, was "How do I save!?" Though I guess I was a bit confused with what things did until I landed on them. Most notably, "blast" (AKA: "mR. sAtUrN"), "item", and "sick day". But, er, yeah, I should probably be speaking of this on the Testing tab.

Anyway, I think I might simply use Ruri as my hint-dropper of Uchioniko, as I've not had any specific events for her planned to begin with. I think it fits her personality anyway. Also, the fact that there's up to four possibilities when a decision window pops up, the interesting interaction of asking for each member of Uchioniko (Including Ruri herself!) may occur. Oh who am I kidding? It's probably going to happen.

I know I want a hint-dropper for Masako, but I want to see for myself whither the NPC is merely a specific event for the character, or hard-coded into the system. From what flowerthief is saying, I'm guessing it's gonna be hard-coded (A "Focus" stat as part of the profile?), but I could be mistaken.
Yeah, it's hard-coded. Which shouldn't necessarily stop you from writing more content for this NPC if you wanted to.
Marrend
Guardian of the Description Thread
21781
I'm amazingly close to finishing off the initial writing of Izumi. Even so, I've still to send the file through the spell-checker, and test the story to see how it works (Without cheating damnit!). Then, I need to re-test Shoko and Mayu to see how they work without cheating.

Only after all these characters work to my satisfaction, will I re-upload Uchioniko. So, yeah, it will be a while, sadly. You know you're looking forward to my commentary more than the character's story!
author=marrend
You know you're looking forward to my commentary more than the character's story!


...maybe

Seriously though, I was wondering how you go about balancing the attribute check. Since heartache plays out randomly each time, the final story could play out during day 13 or day 101. I've done a few attribute checks, but I have no idea if they are fair or even possible to attain.
Marrend
Guardian of the Description Thread
21781
It's totally possible to get Masako's final attribute check (and she has among the highest ones I know) before day 101. Though, my tendency to concentrate on one character and ignoring the other characters might have something to do with it.

All I know is that during a play-through of Masako, before PHONE UNKNOWN and ENCOUNTERS OFF disabled the heartache meter, I just barely got her custom ending with her at LOVESICK. It was mostly a matter of luck.

Knowing that Sunday was the day I could use the sleep ring helped greatly, though.
Or you could do what you did with 21 Ways, where whether you succeed or fail the attribute check, the story branches off in an interesting direction.

I wouldn't want to give the impression that all story content should have attribute checks. Obviously, most visual novels don't have attribute checks and they're still fun to play multiple times to see how the story can change. Whether or not you include any attribute checks at all, there's enough incentive for players to build attributes as it is for two reasons: high attributes make characters' affection go up faster, and high attributes are needed to succeed at giving attribute-based advice to characters.
Marrend
Guardian of the Description Thread
21781
I don't like how the commentary in 21 Ways assumes that she's the first character where failing a stat-check is the "preferable" choice. Though I've not looked at her files recently, so I grant that I might have missed something.
Marrend
Guardian of the Description Thread
21781
Uchioniko updated!

What's changed:
Altered Mayu's story so that the player always accepts Junko's challenge. It makes the follow-up scene make more sense, as it was possible to refuse Junko's challenge, and Mayu would still have a quip about how long the player character lasted against her. Also, Izumi is open for business. Masako had a cameo appearance, or two, but they were removed. In fact, I think I might have accidentally left in a mention of Masako in one of Izumi's story events.

What still needs to be done:
Ruri's story, and possibly a fix to Izumi's story that I just mentioned. Outside of this, I think we can call Uchioniko 75% done.

Where to get it:
Original posting
My locker