(HELP PLEASE) 2K3 BATTLE SYSTEM/MENTOR
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I have been looking everywhere for custom battle systems but I can't find any that would work with what I want to accomplish with my game.
I'm using 2k3 as stated in the subject, and I have it DynRPG patched.
The thing is, the kind of battle system I want to make does away entirely with the default battle system. Basically I am doing away with random encounters in favor of only mini-bosses and main bosses. These battles would be fought on maps that I create instead of in a battle system/event. And I want to do a lot of stylization in the battle system. 3 on 3 or 4 battles at most. And I have no idea how to start. I don't know the formulas needed to determine damage or hit%. No idea how to account for armour.
I guess what I really need is a mentor. Someone who's been around the block tons of times with 2k3 and knows how Dyn plugins work. If someone could at least help me with the battle system, I would be entirely grateful.
I should specify a little more about the battle system. First off, the party will be changing constantly as choices made outside of conflict will determine if you gain or lose party members, acquire or lose items (some of the detrimental to surviving easier or not). There is also a weight limit system, that I have a rough prototype of in-game as I type this. And I want this to carry over to the battle system as well. as having too much on your person would cause your speed to drop. I also want to do special event battles where the main character or party fight with harmful conditions the entire battle that can't be removed, but may offer special boosts and instances based on the type of condition. For example: if you're hungry, skills cost more, but HP gained back from food is doubled. Whereas if you're tired/exhausted, there is a high chance of falling asleep for 1 or two turns, but you'd gain back a bit of health upon waking up depending on how many turns you'd been asleep for.
So yeah.. In my eyes, that's a rather ambitious task for one man. Which is why I would love help with it or a mentor through my entire project.
If you guys are interested in the mentor position, please hit up my inbox. Otherwise, a reply on this Topic that in some way gets me started on the battle system would be greatly appreciated.
I'm using 2k3 as stated in the subject, and I have it DynRPG patched.
The thing is, the kind of battle system I want to make does away entirely with the default battle system. Basically I am doing away with random encounters in favor of only mini-bosses and main bosses. These battles would be fought on maps that I create instead of in a battle system/event. And I want to do a lot of stylization in the battle system. 3 on 3 or 4 battles at most. And I have no idea how to start. I don't know the formulas needed to determine damage or hit%. No idea how to account for armour.
I guess what I really need is a mentor. Someone who's been around the block tons of times with 2k3 and knows how Dyn plugins work. If someone could at least help me with the battle system, I would be entirely grateful.
I should specify a little more about the battle system. First off, the party will be changing constantly as choices made outside of conflict will determine if you gain or lose party members, acquire or lose items (some of the detrimental to surviving easier or not). There is also a weight limit system, that I have a rough prototype of in-game as I type this. And I want this to carry over to the battle system as well. as having too much on your person would cause your speed to drop. I also want to do special event battles where the main character or party fight with harmful conditions the entire battle that can't be removed, but may offer special boosts and instances based on the type of condition. For example: if you're hungry, skills cost more, but HP gained back from food is doubled. Whereas if you're tired/exhausted, there is a high chance of falling asleep for 1 or two turns, but you'd gain back a bit of health upon waking up depending on how many turns you'd been asleep for.
So yeah.. In my eyes, that's a rather ambitious task for one man. Which is why I would love help with it or a mentor through my entire project.
If you guys are interested in the mentor position, please hit up my inbox. Otherwise, a reply on this Topic that in some way gets me started on the battle system would be greatly appreciated.
Hi Jeyson,
It will help to create a design document for your battle system. Inside this document, you should make lists for yourself about what the player must accomplish. It will be like a checklist of things to do. Dyn RPG is not necessary to create a customized battle system in RPG Maker 2003, it will only make it easier based on what kinds of designs you have.
For example, if your customized battle system uses pictures, you can use one of Cherry's picture plug-ins to set up pictures by variable. This would be incredibly helpful if the player character is customized by the player, as it would allow you to base the player graphic on choices the player has made in the past. Enemies and virtually everything else, likewise.
A key element to creating your own battle system is completely abandoning the standard RPG Maker databases. Those hero growth, items, equipment, and magic tabs in the Database editor all become dead weights when you have the ability to set up the gameplay as you like it. You will need to decide how you want everything to behave. It is important to make a concrete decision now, while you are still in the planning phase, as it will determine the direction you will journey in.
I also recommend looking up the game mechanic documents of older RPGs like Dragon Warrior and Final Fantasy to see how they handled all of their variables and gameplay. They are available for perusal at gamefaqs.com. It will give you some ideas on how to proceed, and about how statistics like STRength and AGIlity figure into gameplay.
It will help to create a design document for your battle system. Inside this document, you should make lists for yourself about what the player must accomplish. It will be like a checklist of things to do. Dyn RPG is not necessary to create a customized battle system in RPG Maker 2003, it will only make it easier based on what kinds of designs you have.
For example, if your customized battle system uses pictures, you can use one of Cherry's picture plug-ins to set up pictures by variable. This would be incredibly helpful if the player character is customized by the player, as it would allow you to base the player graphic on choices the player has made in the past. Enemies and virtually everything else, likewise.
A key element to creating your own battle system is completely abandoning the standard RPG Maker databases. Those hero growth, items, equipment, and magic tabs in the Database editor all become dead weights when you have the ability to set up the gameplay as you like it. You will need to decide how you want everything to behave. It is important to make a concrete decision now, while you are still in the planning phase, as it will determine the direction you will journey in.
I also recommend looking up the game mechanic documents of older RPGs like Dragon Warrior and Final Fantasy to see how they handled all of their variables and gameplay. They are available for perusal at gamefaqs.com. It will give you some ideas on how to proceed, and about how statistics like STRength and AGIlity figure into gameplay.
author=Zachary_BraunThank you so very much! And yes, you have it right. I want use the database as little as possible, except for things like maps.. though I'm not too certain what you mean by design document. If you could explain more fully, that'd help a lot. Also, I'm not very good with pictures.. I might change my mind though if that's the case. especially since they might be more versatile, even. That reminds me. I played this game awhile back, I can't remember what it was called, but the battle graphics were so much like the Tales Of series. The games was even made in 2k3. Any ideas of what it was called?
Hi Jeyson,
It will help to create a design document for your battle system. Inside this document, you should make lists for yourself about what the player must accomplish. It will be like a checklist of things to do. Dyn RPG is not necessary to create a customized battle system in RPG Maker 2003, it will only make it easier based on what kinds of designs you have.
For example, if your customized battle system uses pictures, you can use one of Cherry's picture plug-ins to set up pictures by variable. This would be incredibly helpful if the player character is customized by the player, as it would allow you to base the player graphic on choices the player has made in the past. Enemies and virtually everything else, likewise.
A key element to creating your own battle system is completely abandoning the standard RPG Maker databases. Those hero growth, items, equipment, and magic tabs in the Database editor all become dead weights when you have the ability to set up the gameplay as you like it. You will need to decide how you want everything to behave. It is important to make a concrete decision now, while you are still in the planning phase, as it will determine the direction you will journey in.
I also recommend looking up the game mechanic documents of older RPGs like Dragon Warrior and Final Fantasy to see how they handled all of their variables and gameplay. They are available for perusal at gamefaqs.com. It will give you some ideas on how to proceed, and about how statistics like STRength and AGIlity figure into gameplay.
I don't recognize the game you're referring to, but I can tell you what a design document is.
A design document is a planner for everything that you intend to do in your game. It is simply a list of all of the work that must be done. It's an important document to make, because having the entire game on paper affords the developer a sense of perspective. It can save time to realize that a portion of your game does not fit in with the rest, and to remove that portion before hours are spent developing it.
The one thing a design document cannot do is predict how fun your game will be, so it will be important to test certain aspects of your game before developing them fully. If something doesn't work, it will be easy to rework it or remove it from gameplay entirely at this easy stage of development before you spend too much time on it.
A design document is a planner for everything that you intend to do in your game. It is simply a list of all of the work that must be done. It's an important document to make, because having the entire game on paper affords the developer a sense of perspective. It can save time to realize that a portion of your game does not fit in with the rest, and to remove that portion before hours are spent developing it.
The one thing a design document cannot do is predict how fun your game will be, so it will be important to test certain aspects of your game before developing them fully. If something doesn't work, it will be easy to rework it or remove it from gameplay entirely at this easy stage of development before you spend too much time on it.
author=Sated
I'm going to put on my Craze hat and point out that this would be way, way easier for you to code than to event. As much as I love RM2K/3, they are not the place for expansive custom battle systems such as this...
What disturbing imagery you got there.. However, I have no coding knowledge whatsoever, so I'm fine doing this in 2k3. It's what I'm used to. Thanks for the input though. :)
While coding in Ruby is definitely easier to search through and manipulate, it is definitely not necessary for creating a customized battle system, even a complex one with customized animations. However, due to limited search capabilities with RPG Maker 2003's event commands, you will need to keep track of what you do, and where... things you can make note of in the design document. I also recommend leaving many notes for yourself using the Comment command. If your project is large, you will most likely forget portions of what you've done as you work on many areas.
I should point out to you that you can do this in the later RPG Makers as well--just use event commands instead of using Ruby code--and you will be able to switch over to code if you like. While the later RPG Makers don't feature the range of event commands that RPG Maker 2003 has, you should be able to make up for any command wih only rudimentary coding knowledge.
However, if that idea interests you, you should make your decision about which platform you want to work in now, before you start work.
I should point out to you that you can do this in the later RPG Makers as well--just use event commands instead of using Ruby code--and you will be able to switch over to code if you like. While the later RPG Makers don't feature the range of event commands that RPG Maker 2003 has, you should be able to make up for any command wih only rudimentary coding knowledge.
However, if that idea interests you, you should make your decision about which platform you want to work in now, before you start work.
Zachary, I have switched to using RPG Maker 2009 Ultimate. Including the DynRPG patches. And I have been using comments for awhile now to keep track of information. So, everything should be fine.
Personally, I'm not sure I would say coding a custom battle system from scratch would be much easier Ruby than it would be to just event it. Of course, this is if you'd actually need something new, where you cannot just modify the old to accustom whatever system the person has in mind. Coding it in ruby would probably be a bit less tedious though.
I do wonder if you really are up for the task though, especially given the "not good with pictures" statement of yours. It's almost certain that you will want to use pictures for your system, a lot even.
Either way, assuming you're going for a menu driven system still, you could start by looking up tutorials on doing custom menus first, as they're going to be an important part of your battle system
here's one on a general menu:
CMS tutorial
and here's one on an item sub menu
Item menu tutorial
For the latter, and many many other aspects of a battle system, you will probably want to know a lot about pointers, so if you don't already know too much about them, you should look them up as well.
Pointer Tutorial
Since you've already aquired DynRPG, the DynText Plugin is probably going to do you a lot of good for a battle system, as it will allow you to show text for your menus, as well as numbers for damage and whatnot.
Something worth considering as well would be DynPEC, as it allows you to turn pictures into spritesheets, which you can then along with comment commands use for conveninet animation of the sprites. Will be in particular good for bigger enemies, as it would be easier to work with pictures than event graphics to deal with those.
If you can handle all of the tutorials above, I also have a project you might want to have a look at. It's a project containing a pretty old wip ffx-esque cbs intended for a tutorial. Only thing is that it was never finished, and as such, there's not a lot of description going on.
It is somewhat simple (for a cbs anyway), so it could be worth something in terms of reverse engineering. Only if you're interested of course.
I suppose that would also give a slight idea of what kind of work would go into a cbs.
I do wonder if you really are up for the task though, especially given the "not good with pictures" statement of yours. It's almost certain that you will want to use pictures for your system, a lot even.
Either way, assuming you're going for a menu driven system still, you could start by looking up tutorials on doing custom menus first, as they're going to be an important part of your battle system
here's one on a general menu:
CMS tutorial
and here's one on an item sub menu
Item menu tutorial
For the latter, and many many other aspects of a battle system, you will probably want to know a lot about pointers, so if you don't already know too much about them, you should look them up as well.
Pointer Tutorial
Since you've already aquired DynRPG, the DynText Plugin is probably going to do you a lot of good for a battle system, as it will allow you to show text for your menus, as well as numbers for damage and whatnot.
Something worth considering as well would be DynPEC, as it allows you to turn pictures into spritesheets, which you can then along with comment commands use for conveninet animation of the sprites. Will be in particular good for bigger enemies, as it would be easier to work with pictures than event graphics to deal with those.
If you can handle all of the tutorials above, I also have a project you might want to have a look at. It's a project containing a pretty old wip ffx-esque cbs intended for a tutorial. Only thing is that it was never finished, and as such, there's not a lot of description going on.
It is somewhat simple (for a cbs anyway), so it could be worth something in terms of reverse engineering. Only if you're interested of course.
I suppose that would also give a slight idea of what kind of work would go into a cbs.
I'm actually getting better at pictures lately. It'll just be something I have to learn as I go along, hair-pullingly stressful as it could possibly be. I'm just that determined. You are also correct, and I am definitely interested, Kazesui. Send it my way. I was directed to the Variable Pointer Tutorial by link_2112, and I think I sort of get it. Won't know until I practice. By the way, in the mode7 plugin, does anyone know if controlling the camera zoom is an option? I haven't figured out a way as of yet, though it might have something to do with offset and the z axis. Perhaps. Anyways, thanks guys for the help! If there's anyone else with valuable information, please let me know.
WIP CBS Template. Good luck with the reverse engineering. There are two maps of interest in there. CBS v1.0 and CBS v2.0. The latter is more complete, but is less commented than v1.0. Also, v1.0 has some features in it which is not in v2.0, so both are worth checking. A good idea would probably be to first check out v1.0 and try to grasp it before moving on to v2.0
as for mode 7 camera zoom, the closest thing you'll get to that is probably going to be scaling, i.e. using @set_texture_scale
as for mode 7 camera zoom, the closest thing you'll get to that is probably going to be scaling, i.e. using @set_texture_scale
The usual "Pan Screen" event command works fine with the Mode7 plugin. You might be able to do some kind of camera zoom, but you'd have to carefully change the right parameters (z_value, horizon, texture_scale), and you would have to write your own logic similar to "move picture."
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