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Palette Gacha PALGacha
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Palette Gacha PALGacha
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Anime Roleplay is back!

Welcome to the premier destination for customized and highly overthought gameplay in garry's mod.
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RECENT ANNOUNCEMENTS
Patreon is now Live!
Now before you think that I am gating everything behind money here are the rules:
  • Patreon will have releases come early, but not be exclusive. Mainly for those who want things early while I am still testing
  • Early Access Tier is all the downloads that will make it early to the workshop.
  • Contribution Tier is all of early access + each month you get a free token for Cel Studio from me, and obviously expedited custom addons for you
  • As a incentive, Kalimdor has been added to patreon for testing, it will make it on the workshop sooner than later.
  • 1 on 1 support is there for everyone regardless of Membership

Beyond that I want to say thank you to everyone who has been super supportive and those who downloaded my workshop items. The kind words are honestly a huge confidence boost and it helps me knowing that someone appreciates this stuff!

The gacha gamemode is still in development, with early access slated for October for those who are interested. Full release should be around Thanksgiving time.


https://www.patreon.com/c/allbrancereal

Blue Archive Roleplay
Blue Archive Game-mode Strep Jul 29, 2026
1.0 What is it?
Blue Archive is a gacha game for mobile devices, their characters are students in a city dedicated to schooling. Students use non lethal weapons and have to defend against deserters.

How does this relate to our game mode?
We are looking to create the most thoroughbred game mode that has ever existed by eliminating the things that usually are known to be inaccessible within Garry’s mod.

1.1 Basics:
- A player lineup system with up to 4 representative avatars
- A gacha system for drawing avatars
- A third person camera mode dedicated to dark souls movement (decoupled camera and avatar movement)
- A mmo third person camera dedicated to world of warcraft (left click to orbit, right click to orbit and turn)
- The player carries a level system with them, and the avatars themselves carry gear and a separate avatar quality level. Gacha that rewards duplicate characters allow the player to upgrade the star level of the character if enough duplicates are acquired
- There is a POI system that defines various types of interactable places in the map: fishing, foliage, wood gathering, garbage diving, quarry mining, and containers. These POI’s serve as launch interactions for the ability system
- A ability is a thing that a player can do, this includes POI interactions, NPC interactions and normal flow in the world.

1.2 Roleplay:
- The world is foremost populated by the doors which are grouped as properties, including floor plans and noting if an apartment needs a front door.
- POI spots are placed around targets
- Vehicle launch pads are placed on all the parking spots in the map
- A zone system allows users to orient themselves based on location
- The static npc layer is directly involved in executing dialog trees using our dynamic dialog UI. It works like fallout that walking away from a npc makes the conversation reset
- Abilities are learned by trainers, which themselves set a user up for professions or a career, otherwise known as a job
- Judicial system is setup from police serving citations to charging convictions and running a user through the summons. Judges, Mayors, Lawyers and Prosecutors are part of the Judicial systems, mimicking reality.
- Careers at this point are:
- Police -> Investigator -> Special Agent -> S.W.A.T.
- Emergency Personnel -> EMT / Firefighter
- A secondary career system is in place for temporary jobs that only last during the active session
- Taxi
- Delivery
- The economical system is setup as a bank account for everyone, including loans, mortgages, and invoicing plus government tax.
- The Mayor system caps the fleet to reasonable numbers based on income in the government
- Professions are abilities that let users take inventory items and combine or use them to create another item
- Leatherworker for light equipment
- Outfitter for medium equipment
- Machinist for heavy equipment
- A rarity and item gathering system is in place using the POI. Certain events or containers may utilize a loot set for providing an item. These are keyed in chance by the rarity.
- A extensive vehicle system that handles reimplementing the logic of the car feeling without ripping it out to LUA. Cars have damage points internally, and must be started organically. A starter mechanism, transmission types are all factors in how a car works. Tuning is enabled and encouraged to maximize a vehicles potential. Vehicles save to pads on the map, specifically laid out to parking spots.
- A mortgage/homebuying system that persists through restarts and supports garage and custom spawns is the core crux of how this game mode builds a rp personality
- The ability system and item system share the same visual, a hot icon which can be placed on a hot bar or to other menus. This item system allows for bags to extend the bag size, a 14 slot bag is the default for everyone.

1.3 Learning, Training & Professions
- A profession is made up of recipes which act as schematic requirements for items that can be produced with the ability. Acquiring a recipe, is denoted as learning
- Training for a career is an educational system where users enrol, participate and learn about the careers which persist past disconnect. Police and Emergency Personnel are going to be available to everyone with the caveat that they will unlock more autonomy within the career through training

1.4 Economy, Organizations, Houses and Floor Managers
- Organizations are groups that persist and are self managed by their creators.
- Organizations can participate in property acquisition
- Some Properties, once acquired have a floor manager. These floor managers give rise to a detached profession for creating high value materials
- Organizations can be LLC or Charities
- The economy is planned to revolve around organizations gatekeeping while single squads for each user becomes the interface for modifications
- Main parts of the economy are around item rotations, meaning that the organizations and users themselves can share containers with others. Organizations have a guild bank, users have containers in their home, or in their bank.

1.5 Equipment, Attributes, Skills, Abilities, Usable item, condition check
- Players can equip one piece of equipment per slot type
- Equipment provides modifiers for attributes
- Attributes are the core differentiator for capabilities and effectiveness of abilities
- Abilities are actions a player can do, on themselves or another target. Combined with aura system
- Skills are a testament of previous ability usage, denoting a level of proficiency from usage
- Usable items are implemented as abilities
- Auras are timed buffs, debuffs whether damaging, healing or just modifying stats. Auras are meant to come from abilities
- Condition check has to check either bags, aura, attributes, skill or abilities

1.6 Permits, Certification and Vehicles
- The game mode focuses on paperwork being a real thing, mortgage applications, invoices, citations, convictions, applications themselves are all denoted with their own form which can be handed between users
- Permits are certifications of permission, such as a drivers license permit- allowing users to buy cars
- Gun permits are also extremely important because there is licensed carry, unlicensed carry, authorized carry and authorized carry as different modes, plus a conceal attribute for each
- Mortgage applications show history of payment to a AI lender, which decides if the mortgage is going to be payable. Including terms, amortization and interest.

1.7 Intuition System
- Players regardless of job and NPC’s are capable of noticing events around them, this gives police a real system for handling RP investigations more thoroughly
- At this moment it is a simple questioning system where users can exchange recent sightings to a officer.

1.8 Police Traffic Stop, Convictions and Fines
- As a police officer you can only conduct traffic stops or detain criminals, these stops themselves are bubbled events where a police officer may temporarily remove the permits of a user for validation
- A police officer has a computer in the car, this is to play a simple mismatching mini game between users information. It is also the place a police officer would write a ticket or summons to court in the form of a charge.
- It is up to the officers discretion whether to bring a criminal to a judge or not
- Fines become printouts during a traffic stop, convictions become a permanent record for a user, expunging requires liquidation of all properties and organizations a user owns.

1.9 Trial
- A trial is where a sitting judge, a player and a lawyer must convince other players against a prosecutor AI
- The prosecutor AI has a small slideshow, and the lawyer has a small slide show- these are picture slides to show a situation.
- Jury is randomly picked from a pool of non-organization related people
- The jury does a vote (not unanimous, and a equal vote drops the charges)

1.10 NPC Lists
- Dynamic: Courier, Guard
- Static:
- Customization: Stylist (Clothing), Car Dealer, Car Mechanic, Car Rental
- Economical: Realtor, ATM, Bank Teller, Chauffeur
- Education: Business Instructor, Entertainment Instructor, Technical Instructor, Profession Trainer
- Emergency: Doctor, Hospital Staffer, Hospital Clerk, Firehouse Staffer
- Government: Council Clerk, Police Staffer, Police Outfitter, Government Vehicle Retrieval, Government Vehicle Mechanic, Police Clerk, Government Fleet types (Fire, Ambulance and Police), Court Clerk, DMV
- Private Sector: Factory Manager, Lodge Keeper, Quarry Quartermaster, Floor Manager, Lodge Manager
- Shops: Waiter (Restaurant), Merchant, Gun Dealer, Gas Clerk (Variations Small, Medium and Large)

1.11 Setup/Management
- A full logging system with categories and meta data
- Admin mode, allowing for player specific administration
- Dev Mode for setting up POI, Properties, Zones, Floor Plans, Vehicle Interactables, NPC interactions, Types of (zones, npc, poi), Apartment Building and property type setup, Player spawns and vehicle pads

Notably we have not done any sort of illegal or criminal implementation. The above features are almost production ready in code otherwise they exist and have been touched on, the remainders are truly HUD configuration and making things more pretty. I would like to go in depth on specific systems here to further clarify where we’re at on the role-play aspects.

1.12 Vehicle Interactions
- A vehicle has a normal interaction style where a user can enter a door, VCMod allows multiple passenger seats
- A vehicle inside of the car has various selectable functions such as:
- Ignition for turning electrics on
- Starter for cranking the engine
- Left Door Pocket Container
- Right Door Pocket Container
- Under Seat Container
- Middle Compartment Container
- Door Lock
- Door Handle
- These are currently experimented on using a propagation technique to handle the positioning of these actions as a visual lock on before being enabled In controls. The issue becomes having large vehicles and properly diffing their wheelbase length to scale a primitive default without needing to re-implement custom markers.
- Notably custom markers are going to be expensive relative to this alternative

1.13 POI
- We initially placed POI only on foliage, but when it became clear that woodworking and quarries are a part of the system; we pivoted to using material based resolution, allowing a user in a zone dedicated to stones be the quarry, and generally allowing woodworking on trees across the map without issue
- The garbage pile and the foliage poi are sharing largely the same base, a loot table and a result from searching.
- Farming plots are square padded areas where users can interact, similar to quarries
- Fishing spots are directly a part of the fishing interaction system, where users may fish in certain waters on the map

1.14 Abilities vs Source Weapons
- The game mode subsidizes the source weapon system through the ability system
- Combat is measured on threat and relative actions
- Instead of weapons being something users aim and shoot, in third person modes the user can lock on to a target

1.15 Nextbot NPCs
- At this moment only two nextbot npc have been defined, one being a guard and another being a courier
- Courier npcs take orders from players and setup a delivery route. The current system is setup where a spline is lead from a path on the map to a post office which then delivers the order to a players mailbox at the office
- The guard npc is suppose to be rotating different types of patrol routines

1.16 Weather
- Weather revolves around two things, one being the temperature and another being the humidity, also shown as stormy, cloudy, etc.
- Snow is built as a texture replacement for existing grass, and roads when temperatures are low enough
- Accumulation begins the swap in textures, and melting the snow down is natural progression

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Aug 5 @ 7:32am 
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