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Battle Metric

The battle system I have to design since it was the thing that Enterbrain did horribly wrong in the first place.

A couple of you have the misconception that there is any learning curve to this engine.. Well there can be, but after replacing the old engine, it should be RPG Maker 2003. It acts weird and different, but the important parts should be identical.

Now the important part, and this is really important: I assume you know how to use RPG Maker 2003. You knowing how to use RPG Maker 2003 is the single reason why this engine is at all useful. If you do, then you can just go ahead and start like you always do. If you're throwing up your hands not knowing where to start, then it means you do not know how to use RPG Maker 2003 at all in the first place which would be quite a problem.

This engine almost *currently* works to some degree with RPG Maker 2000 and RPG Maker 2000 Value except I haven't quite tested it yet. The data format is almost nearly identical except for some (surprisingly) small differences. I'm expecting it to crash simply because my engine may attempt to load battle characters and the like. If I can find a way to detect version, then the engine should just work. I know some of you would like a much more modern old school fusion using RPG Maker 2000.

Now for the part you really would have to learn, all the weird features you can access. This all happens when you add Year=20XX to the RPG_RT.ini, then the engine will act differently. Everything past here would require a tutorial and all those tutorials would assume you know how to use RPG Maker 2003. Since it seems that there was a section for RM20XX added when they added the engine, I'll go ahead and add some basics later.

Metrics

This engine will use the old battle formulas, but with weights added. Before, you were using the magnification trick mentioned here by Craze, but now you'll be able to adjust values to directly control the formulas.

There will be extra formulas available because the old ones didn't make too much sense to begin with. I'm not sure how to handle these yet but you'll be able to change the formulas and the battle system independent of one another.

System

By default, the engine will a remixed version of the ATB system, and a remixed version of the front-view system. Battles will be different, but not too different that it breaks most every existing battle. There may possibly be some battles that get broken by the differences in the new and old systems (agility!!), but the point was to have better systems, or at least tolerable ones.

After that, there will be a third new battle system based on the ATB system designed to make everything much more furious and insane, but it will operate differently enough to possibly throw off old battle setups.

Posts

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Decky
I'm a dog pirate
19645
I love the word Metric.

Edit: by the way, when do you plan on having this done? I was going to make a pretty bold port to 2k3, but I kind of want to use this engine.
I will almost definitely port my current project over to this once I see a working battle system.
Yeah, sounds like this will be quite fitting for Fragile Hearts 2.
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