QUITE A FEW QUESTIONS (RM2K3)

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Hey, I've tried posting this on the RPG Revolution forums, but haven't got too many helpful responses. I have quite a few questions, so any help is appreciated. I am just picking up RPG Maker after a very long break, but I still remember a good bit about it and have my older games as reference.

Question 1: I downloaded the version of RM2k3 from RPG Revolution, and the text looks horrible. It hurts my eyes to even look at it (I did even change the system graphics to ones that I had before from my old RM2k game). Here's a quick picture of just how bad it looks.


(Sample picture of the text)

Question 2: Each job in my game has what I call an action ability, or a job ability, if you will. I want this ability to be one that you can click in battle, but is not listed under what you learn as you level. For example, the warrior would start off with the action ability: "ChargeUp" which increases attacks. And would learn Drakslash as he levels, which would fall under a different category. It seems possible to do this with RM2k3, but I just may not be doing it right. I see "Skills" and "SkillSubset" as choices, but not exactly sure how to implement this. If possible, ChargeUp you wouldn't have to enter an extra menu to use it either, it would automatically go just as if you were hitting the fight command.

Question 3: Over the course of the game, I'm going to allow access to advanced jobs, but I don't want it to be an easy process. I'll give some background information first: I am creating a Dragon Warrior game. There are about 8 starting classes to pick from, and you hire them from Rudida's Tavern (same fashion as Dragon Warrior 3). As you progress, you'll find Dharma Temple. You ideally will need to have mastered your previous job (obtaining max level) and find a key item I'm going to make you find in the game (I know how to do this part). But I am wondering, is the obtaining max level prerequisite possible? Thanks!

And last Question: This pertains to an in-game error when I try to test it. What I'm doing, is using my old games basic concepts, but recreating it with better graphics and giving it a better Dragon Warrior feel. I chose RM2k3 instead of RM2k to do this. So I started rebuilding all my spells and items and reogganized everything, and when I try to test the game or do a test battle, I get this message:

"Event script referenced an item that does not exist."

So basically what I have, is I deleted all the regular items and events that came with the RMT. And so I started to build my own before I even start making my game. I just don't understand how it's referencing an event that doesn't even exist. I've made my heros/skills/and starting on items now. No events or anything even in my game yet!
Question 1:
You have to install the font ...
In the RTP folder there should be a "Font" folder. Copy those 2 font files and put them in your C:\\Windows\Fonts Folder
Question 1: Can't remember how to do this. Maybe google "font fix rm2k3".

Question 2:
In the Classes tab, for your Warrior class, go to the Battle Commands section and click .

Increase the Array Size and add your new battle commands: ChargeUp and WarriorSkillz (or whatever).

ChargeUp would be a Link to Event type. WarriorSkillz would be a Skill Subset.

Go to the Skill tab and make a new skill called Drakslash. Make it's type WarriorSkillz. Go back to the Class tab and add to Skill Progression the Drakslash skill, level, say, 8.

Now, when your warrior class hits level, he'll learn Drakslash and it will be accessible under the WarriorSkillz battle command.

For the ChargeUp skill, for every single Monster Group, you want to have a battle event.
Trigger will be when "Bob the Warrior ChargeUp "
Then add the Enable Combo event to the event pane and set target hero to "Bob the Warrrior", the target battle command "Attack", and number of reps = 2.

Copy this for every warrior in the game.



Last Question:

Either other of the classes or one of the characters have starting equipment referencing an deleted item.

Set all of your item, hero, class, skill, monster, etc.. array sizes to 1, and then increase them back to whatever. Also delete the first entry of each of those categories, too.
Craze
why would i heal when i could equip a morningstar
15170
kentona: I don't think that's the solution to the final question. In my experience, I've just increased the size of the database (added new slots) in the error-causing tab. The error--I may be wrong!--is caused when you try to call item/actor/skill/etc x with id y when you only have spaces in the database < y.
Such fast replies, thank you all. Question 2 (still working on Kentona's response to q2, I'm sure it will work) and 3 are still needed, but got my first and last one working! Also, for reference, Craze was right although I sure don't understand. I had only 1 "item" in my database then expanded it to 200 and it worked.

Here's what the battle looked like now:

author=kentona link=topic=2849.msg54747#msg54747 date=1231529966
Question 2:
In the Classes tab, for your Warrior class, go to the Battle Commands section and click .

Increase the Array Size and add your new battle commands: ChargeUp and WarriorSkillz (or whatever).

ChargeUp would be a Link to Event type. WarriorSkillz would be a Skill Subset.

Go to the Skill tab and make a new skill called Drakslash. Make it's type WarriorSkillz. Go back to the Class tab and add to Skill Progression the Drakslash skill, level, say, 8.

Now, when your warrior class hits level, he'll learn Drakslash and it will be accessible under the WarriorSkillz battle command.

For the ChargeUp skill, for every single Monster Group, you want to have a battle event.
Trigger will be when "Bob the Warrior ChargeUp "
Then add the Enable Combo event to the event pane and set target hero to "Bob the Warrrior", the target battle command "Attack", and number of reps = 2.

Copy this for every warrior in the game.

Ok, I'm linking ChargeUp the the event and posted and did what you said. All the skill does is nothing. How can I make it increase next attack's damage? Can I reference it to a skill in my database to use instead?
I misuderstood. I thought you said you wanted more attacks (as in attacks per round). With my quick script, the next time Bob uses the Attack command, he's attack twice.

Make a condition where the Attack is Double in the Conditions tab. Make it Always abate after turns with 0% chance to recover. (What this section is saying that, after X turns, this is the chance that the afflicted character will recover. So if you have Abate after 5 turns, 50%, that character will be afflicted for 5 turns minimum, and on the 6th turn he'd have a 50% chance of recovering. When both are 0, it never abates). Call it Charged

In that battle event for ChargeUp, apply this condition to Bob. Also, turn on a switch, and call it, say, "Bob Charged Up"

Add a new battle event, triggered by "Bob the Warrior uses Attack"

Add:

IF OFF
Remove condition Charged from Bob
ELSE
Set == OFF
END IF

The weird thing about turns is, every single event in a battle counts as a "turn". So if you have 4 party members fighting 3 monsters, if every one attacks in a round, 7 "turns" have taken place.

EDIT:

Alternatively, you can create a new skill called Charge Up that targets Self and inflicts Charged condition. Problem is you'll have to play around with the turn abatement to get it to last for as long as you planned, because of the weird turn counting rules.

Question 3: Over the course of the game, I'm going to allow access to advanced jobs, but I don't want it to be an easy process. I'll give some background information first: I am creating a Dragon Warrior game. There are about 8 starting classes to pick from, and you hire them from Rudida's Tavern (same fashion as Dragon Warrior 3). As you progress, you'll find Dharma Temple. You ideally will need to have mastered your previous job (obtaining max level) and find a key item I'm going to make you find in the game (I know how to do this part). But I am wondering, is the obtaining max level prerequisite possible? Thanks!


In the event that checks that you have both item and level required to change jobs have a conditional branch that checks that the hero is at least on level !!. It basically checks to make sure that the level is at or higher than a chosen number. Then you can use the Change Class command (page four).

So:

Branch: If **** Level at least 10

Else

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