CUSTOM STATS IMPROVEMENT IN ADDITION TO LEVEL SYSTEM

Show how to make custom stats-improving system just like ff2 (Works on RM2K3)

Custom Stats Improvement in RM2K3

After several years for making game with this RM2K3 engine, I realized that we can make Final Fantasy 2’s battle system through RM2K3’s engine by using some event logic and some of the variables.
All you need is these things :
1. Variables. Here are some samples (Use your own imagination to make one, or just follow these samples)



Sorry about a little messy there. But we only used value number 11 to 18, and 41 to 44, So this makes that we need 8 variables for this event.
2. A common Event, make sure you have set that to “Parallel Process”

Try to insert this scripts (based on your logic) like the picture below :


The question is, where you can get THESE battle counts?
Check this out :

Another Common Event :D
Hey, where is the another 4? O.O” Where is the attack count, def count etc?
This is the hardest part, I think. Because ALL of this are applied to ALL of the Monster Groups.
Well, lemme give an example, just take a look at these pictures :


Lol, rly complicated, isn’t it?
But with your knowledges and your experience about this RM2K3 process etc, you can make that become simple.

SO,
After you make your own game with THESE trigger, you can improve your hero’s stats by this value, improve your stats without binded by levels, and have fun with these improvement stats for some of you who wants this feature for a long time :P

This documents is created by raikenjenova, as a contribution to rpgmaker.net and RM2K3’s user for helping through :p hope this tutorial can help you to make briliant game ever (/OoO)/

Posts

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Nice idea.
This reminds me of Rose Chronicles. It used a similar system: every action had a low percent chance of increasing a stat just before the character's battle animation started.

I recall some versions of FF2 had an overlooked programming feature that allowed skill exp to rise whenever a character selected an action, without the need to actually do it. You could therefore select an action, cancel, select it again and repeat to get loads of skill exp in a single fight.
Better check your urls again. There are no images showing.
author=Avee
Nice idea.
This reminds me of Rose Chronicles. It used a similar system: every action had a low percent chance of increasing a stat just before the character's battle animation started.

I recall some versions of FF2 had an overlooked programming feature that allowed skill exp to rise whenever a character selected an action, without the need to actually do it. You could therefore select an action, cancel, select it again and repeat to get loads of skill exp in a single fight.

Thank you.
Anyway now you mention about it, about 'percentage to rose'... I will research again about it and share'em as soon as I completed my research..
Just like... if HP below 5% after battle, then max hp roses by random point etc.
(I believe some of you have already got these logic above)

maybe at FF2 battle system as you said is that FF2 engine glitch? :\ (honestly I never try that :p but soon I will)

This is just the basic logic that I have and still improving them. If you have advanced logic to improve these logic, don't forget to tell us :)

author=Link_2112
Better check your urls again. There are no images showing.

forgive me, but I already copy-paste them through imagesh*ck.us and in my computer there was no mistake :\
Maybe I shoud better check them again. Sorry about that...

well maybe you can try to open these image below for alternate :
1. http://imageshack.us/photo/my-images/820/26388765.jpg/
2. http://imageshack.us/photo/my-images/690/92445183.jpg/
3. http://imageshack.us/photo/my-images/585/42856785.jpg/
4. http://imageshack.us/photo/my-images/196/93771463.jpg/
5. http://imageshack.us/photo/my-images/337/14225766.jpg/
hope that helps :)
I understood the whole article and loved it. FF2 is a game I enjoyed very much and from your tutorial I got more insight on RPG battles. Good Article.
author=Biggamefreak
I understood the whole article and loved it. FF2 is a game I enjoyed very much and from your tutorial I got more insight on RPG battles. Good Article.

Thank you :)

anyway, from this method and logics, I found several use for that 'combat counts' trigger, just like we can use them for 'Hidden Weapon Skills' event just like... "If you equipped 'Broadsword' and attack with it several times, then you will get a skill 'Slash' etc" that should do. But maybe the others have already found that tutorial already? I wonder :p
If not, maybe I will submit another article with this.
:o
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Nice little tutorial you have here.

For performance reasons, please please put some waits in here. :)

Or even better, just flag a switch on in-battle, then create these events as parallel process common event when your switch is on and turn it off after it runs through once.
author=dragonheartman
Nice little tutorial you have here.


For performance reasons, please please put some waits in here. :)

Or even better, just flag a switch on in-battle, then create these events as parallel process common event when your switch is on and turn it off after it runs through once.


Thanks, and you're right...
I realized in these days while I am making a game with this logic (mine), and it lagged a bit after several hours gameplay (Was that because of high-leveled enemy or my high stats? I am still wondering to figure them out)

I should try your advice and update it a bit.
Thanks alot :D
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