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"DEFENCE UP" STATUS EFFECT (RM2K3)

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post=212382
Select the attack box. This will highlight the "Attack" text. Push tab. This will highlight the text next to the REAL defense box. In my Rm2k3, the text is "Intelligence" which means the box is mislabeled. Push tab again and the text next to the REAL intelligence box will be highlighted. In my 2k3, this is Defense and mislabeled. Push tab once more for the box next to Agility which in my 2k3 is correctly labelled.

Kind of weird that I've never, ever noticed that before in my decades of RM use.

post=212382
You can fix this by changing the text via a resource hacker. It's pretty simple but I can make some quick images to show how to do this if there's any demand. (You can also remove some minor editor limitations like no negative-MP skills, the 1000% maximum effect of elements, and increase the cap on enemy stats. I'm pretty sure all of these work in-game if you change the editor cap)

Please do this, at least for the string data. I'm not sure where to find any of it in RM2k3, and I'd like to change quite a bit (my brain still calls them Forks even though my eyes tell me they are called Conditional Branches in my edition of Rm2k3).
Craze
why would i heal when i could equip a morningstar
15170
Kaempfer, have you found the truth about if/then/else statements?
post=Kaempfer
Please do this, at least for the string data. I'm not sure where to find any of it in RM2k3, and I'd like to change quite a bit (my brain still calls them Forks even though my eyes tell me they are called Conditional Branches in my edition of Rm2k3).

Alright, first off you need a resource editor. I used ResTuner because it sorted stuff nicely but it's 30 day sharware so you should make changes quickly. Alternatively there's XN Resource Editor. It's free but it won't be as pretty or easy to find what you need to change. For this, I'll be using ResTuner. You probably won't need it for more than 30 days anyways.


First back up the editor executable.

Open the RM2k(3) editor in ResTuner. I'm doing this with 2k3 but I'm assuming it'll be similar for both. You should have something like this:

Select "RC Data", this is where most of the stuff to change is. It has the information of building the windows used, mostly static text to show, and limitations on number inputs. Now you have to find the window you want to change. For this I'll be doing the Int/Def switch so we'll need the conditions window. The name of the resource gives a hint of what it's for but you can also look at the "Caption = 'text' " for a better idea.


The resource we're looking for is TFORMEDSTATUS (Caption: "Conditions Form"). Double click on it to go to the resource editor.



Now we need to find the text we want to change. Again Captions are a great guiding tool. Expand TPanel and look through the TFakeGroupBox's captions until you see what you're looking for: "Base Statistic Alteration" (GroupBox10). Expand it and you'll see some TCheckBox resources with captions. CheckBox1 is "Attack", CheckBox2 is... "Intelligence"! Click on Caption on the right side and you'll be able to change it in the text box below. Change it to "Defense". CheckBox3 is the mislabeled Intelligence so repeat for that. Once you're done, click OK, save, and test out your new properly labeled editor!



Now for pesky limitations. Again this comes down to a hunt down the caption. For this I'll be doing enemy stats. Find the resource "TFORMEDMONSTER" and open it up like the status resource via double click.

Finding the limits isn't difficult. Look under TPanel, see the "Base Statistics" caption, open it up, and find the static text for stats. This is just text, the item below it, the TDialEdit, is what the user puts numbers into and it has a max/min value. The TDialEdit for each stat is right below the TStaticText that labels that stat. Click on a TDialEdit, select MaxValue from the right, and change it to something bigger!

Remember you can change the editor all you want, but if the actual game executable can't handle the number (I'd suspect my image above might be too big for HP values) then you should go back and adjust the limit appropriately.


if you want to change the name of Event command when adding a new event command, go into "TFORMEVCMDLIST" (or "TFORMEVCMDLIST2" for battle events) and change the TPageControl->T1Tabsheet(pick one)->TButtonList->Item.String. One list for each tab. This won't change how they appear when viewing an event (beyond what a resource editor can do) or the window of creating/editing the event action (is possible).



I remember trying this with RMXP/VX. It doesn't work :(

tl;dr
It's a case of "find the right resource to change and the appropriate number". You could do the same with a free resource editor like XN but XN doesn't break down the contents of a resource like Tuner. You'd have to find the line to change with the rest of all the lines of the rest of the resource.
Craze
why would i heal when i could equip a morningstar
15170
GRS WHY ARE YOU HELPING THEM

I already did enough damage with my numbers article.
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
More related to the original post than to the various sidetracks:

Doubling the player's defense stat doesn't halve the physical damage they take. The formula for physical damage from a normal attack is:

Damage = Att/2 - Def/4

If you make a physical skill, you can set it to be a percentage of this. So if you set a skill to be 60% physical, the formula becomes:

Damage = (Att/2 - Def/4) * 0.6

In skills, you can also add a flat number to this damage. This number is not affected by anything at all. So if you make a skill that's 60% physical and has a damage value of 300, the formula becomes:

Damage = 300 + ((Att/2 - Def/4) * 0.6)


Magical skills work the same way, but the base formula is different. The base formula for magic skills is:

Damage = Mag/4 - Mag/8

The fact that the magic stat only has half as big of an effect is designed to make up for the fact that it acts as both magical attack and magical defense.

If you actually want someone to take half or double damage, you can't use stats. You have to use elements. Your help file should explain how elements work. It's stupid and confusing, start a new topic if you can't figure it out. But I was able to successfully create working protect, shell, deprotect, and deshell spells in my RM2K3 game. Maybe just steal mine?
You could just use Microsoft Visual Studio to edit resources on a program too you know...
Hmmm, I had something weird happen to me in battle. I had a 'haste' condition buff on a character, and the enemy cast Poison on him. Since poison had a higher priority over the haste condition, it appeared that it completely removed the haste condition and replaced it with poison, forcing me to heal and rebuff. Is this normal with the priority system? Can only one status effect be in place at one time? What happens if all are at the same priority? Is that one way to have multiple buffs/status ailments in rm2k3?
If a condition has a priority > 10 over a current one, it will remove the old condition. Otherwise both will stay iirc.
But I was able to successfully create working protect, shell, deprotect, and deshell spells in my RM2K3 game.


how
a bunch of stuff about how rm2k3 sucks


major discovery
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
post=Feldschlacht IV
But I was able to successfully create working protect, shell, deprotect, and deshell spells in my RM2K3 game.
how

It is pretty complicated, and generally useful to a lot more people than just you, so I posted this as a tutorial.
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