[RM2K3] MAKING AN "ITEM THROW" COMMAND?

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Well, I did look around for a tutorial on making the Item Throw command, but no luck. Perhaps you can't do it with RM2K3 like it works in FF (as in it opens a new menu with the throwable items). But is there a way to make some sort of "substitute" kinda like make a sub even where you set throwable weapons?

Essentially the command would allow you to hurt the enemy at the cost of 1 weapon on your inventory.

Thanks in advance
So there is a way to work this around. Actually... I am kinda willing to give it a shot, despite it may be a truckload of work. If you can give me a bit of more detail I'd really appreciate it. It isn't necessary to write specific event commands and such, just the general steps to follow, I can work out the details on my own so no worries.

Still, thanks a lot for letting me know of a solution.
It's all right, the fact there is a way to work this around at all is welcome, I really appreciate it. I've been away from home the last couple of days so I haven't had chance yet to try things out.

I'll let you know on my own progress about it. And once again, thanks for all the help.
I made a Throw command for The Legend of Zelda: Forgotten Gates, and you're welcome to download that and try to pick apart the code to get an idea how it can be done (mainly it's handled by the comment event page labeled Throw, although there's also event pages in the monster groups involved). That said, the method I used was a clunky menu system in which the player is presented with a single throwable item at a time, and given the "Show Choice" options of "Next/Use this/Previous". It works conceptually, but it's inconvenient and it can't be exited to choose a different type of action once the player has chosen to use Throw. Now that I know about DynRPG, I plan to eventually replace this system with a more sophisticated one.
AubreyTheBard: I appreciate the idea, but it does have several drawbacks that may be inconvenient during the battles, though if you find a better system please let me know. And thanks for the game, now I wanna check it out.

author=Sated
Long story short, I can create a "Throw" system: It just can't both of the things that I think it needs to do in order to be a proper replica of the Final Fantasy-style "Throw" system. This actually makes me pretty sad, because I was fairly sure that I could get it to work =/


Still, you really helped me out here, as I said before: the simple fact you could tell me how to make a throw system at all is a lot more help than I expected. I was already discarding the idea before I asked in this forum. Even if I can't get it just like FF I can try to think of another way to balance it out.

author=Sated
*This isn't entirely true. You could use a dialogue box to ask them, but this is really ugly and I really don't recommend it!


Lol, I actually did think about this and I actually don't mind that much that it doesn't look bad, though I probably should, given that players might not like it.

Say, about that in particular... I have stat spells switch spells that rely on a choice message to target. And as you say, it looks bad. I did it because I wanted to make them multiply a stat x1.5, last for a period of time and not be able to accumulate boosts. But is there a way to target party members without the choice box? This is a lot easier since the game only has two characters.
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