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Question about Differences between 2k3 and VX Ace

Is the damage better?...heh Rm2k3 is horrible with formulas, You actually can create your own formulas for VX Ace, it's right there in the skill tab for you to fill out.

Yes you can do custom scripts, if you know ruby scripting, (Well you can learn it of course. I have no clue how.)

As for the party system, I mean't caterpillar system, my bad. You can switch to single file walking, or have one representing the whole party. But I'm not too knowledgeable on the "party switch" if you have more than 5 or 4. I know they allow us to rearrange the party.

Only reason i use rm2k3 is because i want to accomplish something on that old program before upgrading.

What Videogames Are You Playing Right Now?

Dissidia 012 Duodecim, Lost saga, and mabinogi...

Only reason I like Mabinogi is because of the unique battle system and a very good storyline (G1-G16)

I can't wait to start tearing up my FFXIII and FFXIII-2 but oh... no ps3.

Question about Differences between 2k3 and VX Ace

Some things that I recognized about the differences between VX ace and rm2k3

-You can't change the boat or skiff sounds via the Event menu editor, I looked everywhere for it!
(You'd probably have to script those things, and I'm no good at scripting.)

- They removed the return pan to original state... (hate that!)

- Scripting makes your Battle System and Other ideas more possible!( *Cough* Tactical battle systems)

-You don't have to worry about color loss when loading an enemy or any resource.
(Heck I had imported some 3D model from some Wii game with a transparent background as an enemy and it worked ahaha!)

-You can force battle actions, like say you're just showing a mini scene to add to your story scene, you can add a battle scene showing some "powerful move" then just cut it off and continue the scene.

-Speech balloons and Party system already implemented.

- Ooh! Ooh! one more thing to add! I actually love the VX ace music...yeah they made some really sweet battle themes this time, although RmXP had some good Themes too.

There's too much to add that describes the two, oh and yeah none of them are free.

[Rm2k3] Question about buffs

author=Dyhalto
The most practical "Reload" I can think of is to simply restore 6 MP, while having the character's maximum be set at 6 MP. One bullet = One MP. There's no need to gamble on it. If later on the character gets a 30 bullet SMG, change the max MP to 30 and make Reload restore 30 MP.
It would also be practical to restore MP after battle too.

Wow using MP as bullets! Now that's something I never thought of. It sounds like a good bullet system if using the DBS to me, I may be wrong.

[Rm2k3] Question about buffs

Well i have no clue, the character is a gunner , and since I was using the DBS at the current moment. I thought a reload skill would come in handy (if they didn't have access to mp pots) or should i put the mp reward higher?

[Rm2k3] Question about buffs

ok, will do, thanks for the advice!

[Rm2k3] Question about buffs

Yeah this IS my first time designing buffs the proper way. Its all confusing but i'll use the suggestions!

Basically I'm making a Defense booster (Network shield) and no status changes, and an attack booster (Upgrade), so i guess from reading all this that i should make it a low number and have it reset after each battle. (what dyhalto said is confusing, i'm not really good at math...)

just an off-topic question, is it bad to make a "reload" skill that restores mp like a gambling situation. (The success rate is 50%) so if successful, they get 6 mp, if not, they lose the current mp used for that skill. Get what i'm saying?

[Rm2k3] Question about buffs

Wow thank you! I'll try all of these suggestions.

[Rm2k3] Question about buffs

Yeah i agree with you there, I'm thinking of starting small first, but thank you!

[Rm2k3] Question about buffs

I know Rm2k3 is old and I'll upgrade to Ace soon, but i have one quick question concerning buff skills. (not sure if this is the right place to ask...)

When making buff skills like attack up or defense up, what's a good Effect rating number to use so that way I don't "overpower" a character, or better yet, is it better to have them get buffed for some rounds and then reduce it afterwards so that way i don't break the game?

PS: I'm mainly focusing on defense buffs.