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[POLL] [RM2K3 DYNRPG] CUSTOM FORMULAS REQUEST

Poll

Would this plugin be useful to you? - Results

Yes!
7
87%
No.
1
12%
Maybe, if... (Insert idea here)
0
0%

Posts

Pages: 1
I think this is one plugin that would greatly benefit the whole rm community evenly, since as we know, all Rms battle formulas are pretty awful, but since XP this can easily be changed via scripting. So, I suggest a plugin that allows you modify battle formula, wich would possibly be all present in a .txt file and imported to the game every time the rpg.rt is excecuted (Once again, I have no idea how this works, but this sounds logic to me), so the game can perfectly run without the, say, battleformula.txt, but every time the game starts and there is a battleformula.txt present at the folder, it substitutes the current formula. (and creates a Battleformula_old(1).txt as to keep track of the old formulae, perhaps?)

Inside the txt you could edit the default formulae wich will be already present in there, I think that means the Attack command formula and the Skill formula, wich are, as far as I remember, the only formulas used by rm2k3.

Skill specific formulae (such as demi, white wind, a healing that depends on target MAG instead of self, all those nifty stuff) would certainly be interesting too, but I have no idea how hard it is to code. Chance is though, that changing the default formula through the aforementioned way is pretty easy.

As I said, this is a request for the whole community and not only myself, please consider making this! I have no idea of how to code for DynRPG, nor do I have the time to do this, but this is something that would largely benefit all Rm2k3 users.

EDIT: Please remember that all those specifications are pretty much just orientations of how to keep it simple and effective, I might be saying silly stuff since I don't know much about coding, only logic =V
Please disconsider anything that sounds awkward!
The DynRPG SDK does not give you control over the game's formulas, meaning you cant change them either (with the SDK given tools anyway).
An immediate workaround which would pop into mind, is then to just overwrite the damage caused with something else ignoring the already calculated formula in the process... but skimming through the documentation, I don't see a way of doing this either, and I already know that you don't have access to the statistics of the skills (strength, influence, et cetra) by means of the SDK yet either, which would also make it hard to apply any custom formula.

Given that you can deal damage with the plugin, there should still be ways to work even further around this... but the end result wouldn't necessarily be that friendly to work with (since you wouldnt be able to use the data from the database), and you might just find yourself better off coding it in battle/common events or something.

Bottom line, I don't think you'll see such a plugin anytime soon
I see... Well, patience! But we can't forget of this, as soon as it becomes possible (if it becomes possible) , someone should get their hands up to this! Of course, when I say "possible", I mean not only possible, but simple to code & clean to use. The battle formulas are one of the worst flaws in Rm2k3! Well, at any rate, it's still very useable with all the cool workarounds we makers have invented, but nothing beats full fledged formula customizability... But hey, no one dies of waiting for the right time. =P
I voted no because it wouldn't be useful to me. But that's because I don't have 2k3. Anyway, I'll stop being totally useless now. ;)
Pages: 1