[SOLVED] [RM2K3] SEPARATE ATTRIBUTES IN DEFAULT SHOP SYSTEM
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Hey everyone.
I use the default item and shop system in RM2003, some of my items affect multiple stats. (example: a fine blade mainly increases attack, but increases speed as well because it is easy to maneuver, on the other hand, a heavy armor increases defense but slows you down).
Because the default system just uses an arrow up, arrow down system, it's not always clear what you are buying.
So here is what I am basically trying to do:

As you probably guessed I create four characters for strength, endurance, wisdom and finesse. I give each of them the appropriate attribute before opening a shop.
When the shop is closed, they are removed from the party and the "real" hero is added back.
As you can see, I ran into a problem because I am a bit unsure of how the arrow system works.
So here is my first question: I think the system works that way. If my hero has 5 for all of his stat and has a dagger which increases strength by 2, and decides to change it for a two handed axe which increases strength by 5 but decreases finesse by 2, the engine calculates a value for the dagger build (7+5+5+5=22) and one for the axe build (10+5+5+3=23), the shop will claim that the axe is stronger since 23>22.
Can anyone confirm that it is indeed how it works?
And now for the second question: Is what I'm trying to do even doable in RM2003?
I tried setting each of the other stats to zero at first (but then every item is always better) and then I tried setting all other stats to an average of all stats (since in my mental model, the calculation is done by adding the attributes) but to no avail. Should I do the average of only the remaining stats? Every other solution I can come up with needs to take into account the items (which basically makes it undoable in RM2K3).
so TLDR:
- How are the arrow up, arrow down calculated in the default shop system?
- Is what I am trying to do even doable?
Thanks in advance!
EDIT:
Turns out my mental model was wrong and RM is really stupid when comparing equipment.
I won't go too much into details but basically RM chooses an arbitrary stat to compare (usually the first one modified so by order of priority attack, defense, mind, speed) and as a result cannot do exactly what I was trying to do.
Nevertheless this is my current solution to the problem:

In my opinion it is better than the default system for a one man party, it does serve a different purpose than the normal arrow system as it absolutely does not compare to the current equipment. I posted this here in case someone was interested.
I use the default item and shop system in RM2003, some of my items affect multiple stats. (example: a fine blade mainly increases attack, but increases speed as well because it is easy to maneuver, on the other hand, a heavy armor increases defense but slows you down).
Because the default system just uses an arrow up, arrow down system, it's not always clear what you are buying.
So here is what I am basically trying to do:

As you probably guessed I create four characters for strength, endurance, wisdom and finesse. I give each of them the appropriate attribute before opening a shop.
When the shop is closed, they are removed from the party and the "real" hero is added back.
As you can see, I ran into a problem because I am a bit unsure of how the arrow system works.
So here is my first question: I think the system works that way. If my hero has 5 for all of his stat and has a dagger which increases strength by 2, and decides to change it for a two handed axe which increases strength by 5 but decreases finesse by 2, the engine calculates a value for the dagger build (7+5+5+5=22) and one for the axe build (10+5+5+3=23), the shop will claim that the axe is stronger since 23>22.
Can anyone confirm that it is indeed how it works?
And now for the second question: Is what I'm trying to do even doable in RM2003?
I tried setting each of the other stats to zero at first (but then every item is always better) and then I tried setting all other stats to an average of all stats (since in my mental model, the calculation is done by adding the attributes) but to no avail. Should I do the average of only the remaining stats? Every other solution I can come up with needs to take into account the items (which basically makes it undoable in RM2K3).
so TLDR:
- How are the arrow up, arrow down calculated in the default shop system?
- Is what I am trying to do even doable?
Thanks in advance!
EDIT:
Turns out my mental model was wrong and RM is really stupid when comparing equipment.
I won't go too much into details but basically RM chooses an arbitrary stat to compare (usually the first one modified so by order of priority attack, defense, mind, speed) and as a result cannot do exactly what I was trying to do.
Nevertheless this is my current solution to the problem:

In my opinion it is better than the default system for a one man party, it does serve a different purpose than the normal arrow system as it absolutely does not compare to the current equipment. I posted this here in case someone was interested.
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