[RM2K3] HOW CAN I CHANGE CERTAIN TERMS?
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I've been wanting to customize my rpgmaker games more, I realize there's an editable term dictionary, but some things I can't find a way to change
for instance: instead of (OK!) in the actor naming screen, have (DONE), and instead of G/gold have C/cash, and instead of Holy Magic (in the battle screen) have Skills.
and is there a way to change how fast the title screen fades in, and change the continue/shutdown box in general? thanks
for instance: instead of (OK!) in the actor naming screen, have (DONE), and instead of G/gold have C/cash, and instead of Holy Magic (in the battle screen) have Skills.
and is there a way to change how fast the title screen fades in, and change the continue/shutdown box in general? thanks
https://rpgmaker.net/scripts/138/
Yanfly Ace Message System
https://rpgmaker.net/tutorials/860/
I know you're not asking to make a title screen, but this tute will definitely answer your question about splash screen fade in and changing the continue/shutdown box.
Yanfly Ace Message System
https://rpgmaker.net/tutorials/860/
I know you're not asking to make a title screen, but this tute will definitely answer your question about splash screen fade in and changing the continue/shutdown box.
tysm for answering this, but both links you sent were for rpg maker VX ace. I am working with rpg maker 2003 ;o;;
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A lot of things aren't changable normally in RPG Maker 2003. Several of the things you're talking about are among those unchangable things.
However, you can try using DynRPG, which is basically a method of hacking the engine to do things it's not supposed to be capable of doing.
I don't know anything about DynRPG, but there's a 68-page topic about it in the Programming & Plugins subforum.
(You can easily change Holy Magic to Skill in the database, though, without doing anything special. In the Class tab of the database you can choose the battle commands for each class.)
However, you can try using DynRPG, which is basically a method of hacking the engine to do things it's not supposed to be capable of doing.
I don't know anything about DynRPG, but there's a 68-page topic about it in the Programming & Plugins subforum.
(You can easily change Holy Magic to Skill in the database, though, without doing anything special. In the Class tab of the database you can choose the battle commands for each class.)
Also have in mind that DynRPG only works with the illegal version of rpg maker 2003, also called Tsukuru2003. If you own the newest version (the steam one for example) it won't work.
As far as I know, dyn_RPG is only compatible with RPG Tsukuru 2003. I don't know that it's completely incompatible with the legal version, but last I heard, it's not trusted, and I haven't heard anything since.
The plugin looks really helpful, I even found the solution to something else I was looking for. Unfortunately though, I'm using a legal copy.
But, really? I've seen plenty of games that have changed the things I've mentioned above. I even vaguely remember a forum topic about changing the currency as you go along in the game (however that might have been a different version)
But, really? I've seen plenty of games that have changed the things I've mentioned above. I even vaguely remember a forum topic about changing the currency as you go along in the game (however that might have been a different version)
instead of (OK!) in the actor naming screen, have (DONE)
This is no way to do this in the English version of rm2k3.
instead of G/gold have C/cash
Go to the database --> Terms --> Glossary 4
On the bottom right corner is the field "Currency." Simply type "Cash" in that space.
instead of Holy Magic (in the battle screen) have Skills
Depending on what you're doing, you may need to change this two places.
Open Database --> Battle Screen
Then select the character who's commands you wish to change on the left side (it's listed as "Individual Setting" but it's easiest to just look for the list of character names).
Then on the right side (under "Battle Commands") use the drop downs to define the commands usable by the character in battle. You can have a maximum of six.
If you want to add a new battle command, click the "Set" button, change the maximum number, and define the new entry (or just overwrite an old one, if you want). The "name" field is the name that appears in the menu. The "settings" drop down defines what that menu setting does. Here's a brief rundown of the options:
Attack --> Your typical attack with weapon command against a single monster.
Skills --> This brings up a sub-menu with all of the skills available to that character. Skill types of Normal, Teleport, Escape, and Switch appear here, and are the only places where those Skill Types can be found in battle.
Skills (Specific) --> This brings up a sub-menu with only those skills whose Skill Type (defined in the "Skills" section of the database) is set to the name of this menu item. Hopefully that makes sense. Think of "Black Magic" or something.
Defend --> Reduce damage taken from physical attacks by 50% until the next turn. If the character has "Mighty Guard" checked (under the "Actors" or "Classes" tab of the database), then damage is reduced by 75% instead.
Items --> Use items.
Escape --> Flee battle.
Special (Event Use) --> This does nothing unless you code something specific in the Battle Events under the "Troops" tab of the database.
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