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RPG Maker 2000 Value! Is now out in English!

author=Dragon_Kamillo
author=Aoleorz
Question: can you use in battle events to call common events with this version? Or edit character's stats during the battle?
No, but is one way.
You can use RM Event Factory for copy common event pages, change for battle pages and paste in battle. Also you can use official english RM2k3 which you can copy "call common event" from common event (no battle "call common event") for battle event and copy battle page event and paste in RM2k. Should be work.

I wait for new fullscreen mode and possibility copy and paste battle and normal command in all place. And of course on patch EULA.

Yeah, that's what I have been using in RPG Maker 2003 so far for a bunch of things.

RM Event Factory is another program or an option within the makers?

author=Archeia_Nessiah
Except RM2k!Value is still supported in Japan. Only rm2k3 ceased development/support :D

Silly question but what does it mean it still supported? I mean, it's still updated, fixed, patched or something along those lines?

RPG Maker 2000 Value! Is now out in English!

Question: can you use in battle events to call common events with this version? Or edit character's stats during the battle?

Thanks in advance

[RM2K3] Having a bit of a "writer's block" regarding Battle Commands

author=Milennin
-Summon. Summons a random minion. Goes on a cooldown after the summoned minion dies/disappears.
-Power Suit. Equips character with a power suit, making him stronger and more durable while it's active. The suit breaks after taking certain amount of damage. Goes on a cooldown after the suit breaks.
-Stance Change. Swaps out character's skills for another set of skills.
-Darklight. Change all healing into damage and vice-versa.
-Absorb Element. Make a character absorb all elemental damage from the elemental he's last been hit with.


Hmm... the Summon command and the Absorb one gave me some good ideas. Thanks!

author=Noovo
If you're looking for skills/spells that do not become obsolete after a certain point I would suggest using scaling attacks that are based on your stat values.
For instance: An attack that does X2 of the 1st Actor's ATK or INT or DEF, etc.

I am aware that you said you are familiar with variables and switches but I'll just type it below just in case.
Variable 1 = Actor 1's ATTACK or MIND (Int)
Variable 1 x 2
Variable 2 = Enemy 1 DEF or MIND
Variable 1 (Actor's 1 ATK/INT x 2) - Variable 2 (Enemy's DEF/MIND)
Show Animation on Enemy
Change Enemy HP : Enemy 1 - Variable 1 (can knockout)

Up to you basically what Variable you want to store in Variable 1, Money, HP, Max HP, MP, Max MP, etc.


I actually did consider this and it works well enough to be useful from beginning to end. However the issue is that by later stages of the game the command would overshadow magic. This is noticeable in the Golden Sun games where by the last stages Weapon Skills deal much more damage than psyenergy (regular magic) because the use attack multipliers to the point all you do in fights is heal and use unleashes. However the idea could make some good end game spells or attacks, you know, that cool stuff you get on sidequests akin ultimate weapons.

Thanks for the help to both! I got some good ideas!

[RM2K3] Having a bit of a "writer's block" regarding Battle Commands

Well, the thing is that I want to make special commands for my characters. I have no problems with variables and switches and I can manage with tutorials and such. My issue is... I actually can't think of any ideas regarding special commands.

I have two obvious choices done: Steal and Scan. But I kind of backed myself in a corner; the most common option would be to make different sort of skill sets, such as black magic, white magic, blue magic or battle commands. However I use several switch based support spells which I can't put in a specific category (If I am mistaken here please let me know) so different kinds of magic wouldn't really work on separate menus.

Also I want to avoid simple attack or heal commands that may become overshadowed by magic or may overshadow magic or items, I was thinking of something that may be useful regardless of the stage of the game.

At first I thought I should just drop the idea and turn Scan and Steal into spells, but... eh, I didn't lose anything asking for a bit of advice.

A couple of details: I only have two characters in the game, both can learn the same magic form an AP based system, including physical attack spells, both can access to the same commands and all. My idea was to make the things so you can pretty much customize however you want characters, to an extent. The special commands would be "equippable" to the commands, you chose from a menu what special command you will carry in battle.

Thanks in advance

EDIT: I could come with a few ideas now:

-Provoke: This turn all enemies target the user (doesn't work on a couple of bosses)
-Lucky: Raises chances of getting item drops after battle.
-Double cast: Self explanatory, but only useable at intervals for balance.
-Double Item: Same as double cast but with items.
-Flee: Always escape from fight, of course doesn't work on bosses.
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Hello, everyone! Coming back to RPG Making after over a decade.

I dunno, but the concept is kind of awesome.

Thanks for the words, guys! BTW Kentona, the link is down.

[RM2K3] Is it possible to change a couple of terms in the in game status screen?

author=LockeZ
Nope!


I see, thanks for the help.

author=Pizza
You can use Resource Hacker to go into the executable's registry and change the terms. All the cool kids used to do it in the 2k3 days.

I think it's under String -> 10XX (some number). If you fiddle around with it you'll find the right one, it will have all the terms there and you can change them to whatever you want, even just blank space.


Eeh... I'll keep that in mind, but I guess I am gonna wait a bit before messing around with the RM2K3. I mean, as far as I know we still don't know what plugins, patches and stuff work well with the stream version and all that. Still thanks for the info.

[RM2K3] Is it possible to change a couple of terms in the in game status screen?

More especifically "Nickname" and "Class" terms. I know how to change the nickname and the classes themselves, but I mean something like this:

From

Status:
Class: Knight
Nickname: Traveller

To

Status:
Style: Knight
Profession (to say something): Traveller

I've checked the Terms section in the database but it doesn't seem to be possible to edit.

Thanks in advance

Hello, everyone! Coming back to RPG Making after over a decade.

Kinda long post, sorry about that:

Nice to meet you all. I wouldn't call me a programmer or anything of the sort but I did enjoy trying to make games in the old Rm2k and to a lesser extent Rm2k3 when I was a kid, 15 years ago. And I decided to come back and attempt to finish what I couldn't do when I was little.

This is skippable if you don't feel reading a somewhat sappy story.

It was a funny thing, I tried to make my own board game with RPG elements (by making the rules, the designs of the characters, the story, the desings of the board and cards... all of them were, of course, pretty bad), then I was introduced to RPG Maker 2000. I of course had no idea what to do, I barely knew how to use computers back then, in fact I learned how to use computers thanks to RPG Maker 2000. Still, stuff like variables, switches and all that were a mystery to me and while I had ideas for a game it wasn't well beyond my capacity so after a couple of years of trying stuff I eventually gave up and moved on.

Some months ago I was recalling some games I played on RM2k and decided to look around just for kicks. Expectably, most of them have dissapeared for good from the internet. But still found out that after I left the RPG Making many great games were completed.

So... I though why not try to do a short game just to see how would I fare now, 15 years later with a bit more of knowledge and a bit of skills here and there. I did find about newer makers, so I tried to go for VX Ace first, but found out things had changed and evolved a lot. I couldn't get used to scripting and all that so I just went back to RM2k. This time I could quickly learn how to use variables, switches, forks and all that, make my own title screen for the game, edit the sounds, etc. I am aware all that are basics and something everybody has mastered... but given those thing were unthinkable to do when I was a kid it really felt good to me.

So I began making a new game, the initial intention was to make something small, simple and forgettable that you could finish in less than an hour, but as I kept figuring more and more things out I tried to aim for something a bit bigger. I could add some small touches here and there in the RPG Maker 2000: a pseudo-class system, an AP learning system, some switch based spells such as scan, steal, a blacksmith shop.

Though I eventually came to the issue that RM2K was pretty much a relic, everybody had moved on and could do games much more complete. There wasn't really anywhere to ask for help if something came up and sharing a game of a program that was unused would simply be overlooked. I started to kind of lose my motivation and considered trying to learn using VX Ace, though my issue was that I don't have the intention to make an awesome game, but just give my all with a small something.

However, with the announcement of the official release of RM2K3 on stream I kind of found a good option. It uses the old school, simple system I am familiar and a small community of users may actually appear. I mean, the announcement topic quickly got a lot of activity and all.

So here I am, nice to be part of this community!

The official English 2k3 version is out!

author=Benjo
I've been a lurker here for some time, but this announcement is what finally convinced me to register. I received an e-mail yesterday from Steam informing me that a legal, translated version of RM2K3 was up for sale. I couldn't believe my eyes.

Congratulations to Cherry and Archeia for this achievement. I've been using VX Ace for some time now but this release is strongly tempting me to "go back to the old school". I started out using RM2K back in 2001, so like many others here I have something of an emotional attachment to the early iterations of the engine.

Once again, hats off to all involved!


Same here, lol. I've been trying to make a game for kicks in Rm2k for a while to relive childhood, but was having many problems, plus nobody uses it anymore for obvious reasons and Ace was just too different and much more complex. RPG2003 getting an official release gave me back my motivation and it is actually something I can handle.

Registering here too, at first I was hesitant because since almost everybody has moved to Ace and it's much more complete tools, so Rm2k would obviously be a dead relic.

Also... having a good translation and properly functioning Help File. May not seem much at first, but god it really makes things easier if you're a newbie.
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