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[RM2K3] Making an "Item Throw" command?

It's all right, the fact there is a way to work this around at all is welcome, I really appreciate it. I've been away from home the last couple of days so I haven't had chance yet to try things out.

I'll let you know on my own progress about it. And once again, thanks for all the help.

[RM2K] Music won't play :c

I think there's an issue with newer PC and the Midi in general. I don't know the details, but I had the same problem with my new computer, weird considering MIDIs played fine in older ones.

My solution was to download Timbres of Heaven. It's a sound font that adds more instruments to Midis, not only they all play again, they sound a lot better. Except for electric guitars, they are noisy.

http://midkar.com/soundfonts/

[RM2K3] Making an "Item Throw" command?

So there is a way to work this around. Actually... I am kinda willing to give it a shot, despite it may be a truckload of work. If you can give me a bit of more detail I'd really appreciate it. It isn't necessary to write specific event commands and such, just the general steps to follow, I can work out the details on my own so no worries.

Still, thanks a lot for letting me know of a solution.

[RM2K3] Making an "Item Throw" command?

Well, I did look around for a tutorial on making the Item Throw command, but no luck. Perhaps you can't do it with RM2K3 like it works in FF (as in it opens a new menu with the throwable items). But is there a way to make some sort of "substitute" kinda like make a sub even where you set throwable weapons?

Essentially the command would allow you to hurt the enemy at the cost of 1 weapon on your inventory.

Thanks in advance

[RM2K3] Need suggestions for game mechanics...

You could try something like:

Common Event: Autorun
Branch Condition: Character knows corresponding Spell Lv.
Secondary Branch Condition: Corresponding Scroll (the next LV) is in the inventory.
X character learns corresponding spell
Corresponding Scroll -1

I am not at home now, but later I can try stuff on my own maker and let you know.

EDIT: Okay, here's a more detailed idea.

Make an event in battles that turns on a Switch in turn 0, meaning it will be on after the fight regardless of anything. Then make an Common Event that Autoruns when said Switch is On. Let's call the switch "SKILL LEARN"

So it would look kinda like this?

Common Event: Skill Mastering - Autorun - Switch: SKILL LEARN

@> Conditional Branch: REIMU has FIRA learned
@> Conditional Branch: FIRAGA SCROLL is in the Inventory
@> Change Skills: REIMU, + FIRAGA
@> Change Items: FIRAGA SCROLL, - 1
: Branch End
@>
: Branch End
@> Control Switches: 0022:SKILL LEARN = OFF

This is more or less draft for it. At least is the way I make my characters level up their Element Level and get AP for skills. Hope this helps.

[RM2K3] Is it possible to edit weapons, armors and such with events?

Hmm... thought as much. Well at least I made sure. Thanks for the help, guys!

[RM2K3] Is it possible to edit weapons, armors and such with events?

What I mean is, for example, you have a sword with +30 Atk and in-game via... I dunno forging that same sword also gives +10 Def or Fire Attack Atribute. I know there isn't an option to edit the same item outside changing it in the database or making several items with the same name but different properties. But is there a way to do so with events, variables and such?

RPG Maker 2000 Value! Is now out in English!

author=Archeia_Nessiah
If you mean RM2k! Value. Yes. They recently updated it to be compatible with Windows 8, which we have but it still seems to have issues. You can see it over here: https://tkool.jp/sp/valueplus/index

It's the most popular RM in Japan after all.


Yeah RPG Maker 2000 was kind of awesome and special for a lot of people.

I am kinda tempted to start over the game in it... but many things I have done in the game so far work only with the expanded options of RPG Maker 2003