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rm2k3 mp checking skill, how do I?
Okay, I have in the first battle event page on Turns Elapsed 0 that it sets VARIABLE A to Character MP
Next battle page is triggered on said character USING his skill subset.
Inside that page is setting of VARIABLE B also to character MP.
I then subtract VARIABLE B 'from' VARIABLE A. That should give me the difference and show me how much MP was spent. Based on this I can decide what was 'cast.' Then we have a branch that says, 'if VARIABLE A is 5 equal to, then subtract 1 of said item.
And....it doesn't do this. Where did I go wrong?
Next battle page is triggered on said character USING his skill subset.
Inside that page is setting of VARIABLE B also to character MP.
I then subtract VARIABLE B 'from' VARIABLE A. That should give me the difference and show me how much MP was spent. Based on this I can decide what was 'cast.' Then we have a branch that says, 'if VARIABLE A is 5 equal to, then subtract 1 of said item.
And....it doesn't do this. Where did I go wrong?
Yet another chipset help request
http://rpgmaker.net/users/Darkflamewolf/locker/city.jpg
I mainly need help on the water-canal ways. I can twist them to bend upwards or left or right via the corner tiles. But when wrapping it around the backside of certain segmented sections of the city, there are no corner tiles for that. So for example, if we had a straight up down canal wall, you can bend it left or right on its bottom side, but on its top side, there are no tiles to bend the wall in a new direction. Does that make sense? How can I have four-way canal sections with this tileset? or do I need to edit this?
I mainly need help on the water-canal ways. I can twist them to bend upwards or left or right via the corner tiles. But when wrapping it around the backside of certain segmented sections of the city, there are no corner tiles for that. So for example, if we had a straight up down canal wall, you can bend it left or right on its bottom side, but on its top side, there are no tiles to bend the wall in a new direction. Does that make sense? How can I have four-way canal sections with this tileset? or do I need to edit this?
rm2k3 conditions never abate?
I have it set up in the conditions tab that my status effects always abate after 10 turns. Well after some testing, it doesn't seem this is the case. They never abate! Is this a bug current in rm2k3? Either that or it might be one I've never noticed in the Goliath patch I currently have installed. (where you can go above 999 on stats, etc.)
Need 2003 battle char help
I have these types of battle charsets available:
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr1.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr2.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr3.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr4.gif
And I have these monster sets that I'd like to have 8 specific monsters be made into the types of battlechars depicted above. Thing is, I haven't seen such a battle char online anywhere. So it'd have to be made from scratch. So I'm hoping someone who is willing to help me out might do it for me. For which you'd get credit in the game.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters02.gif
Of these I need: the wolfman third on the top row and the snake, second on the bottom row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters03.gif
Of these I need: The bee second on the top row, the ogre, third on the bottom row and the dragon last on the bottom row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters04.gif
Of these I need: the slime first on the top row and the demon creature last on the top row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters05.gif
Of these I need: just the black flame first on the bottom row to be made into battle chars.
If anyone is willing and can do this for me, it'd be much appreciated.
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr1.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr2.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr3.gif
http://rpgmaker.net/users/Darkflamewolf/locker/Aladyr4.gif
And I have these monster sets that I'd like to have 8 specific monsters be made into the types of battlechars depicted above. Thing is, I haven't seen such a battle char online anywhere. So it'd have to be made from scratch. So I'm hoping someone who is willing to help me out might do it for me. For which you'd get credit in the game.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters02.gif
Of these I need: the wolfman third on the top row and the snake, second on the bottom row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters03.gif
Of these I need: The bee second on the top row, the ogre, third on the bottom row and the dragon last on the bottom row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters04.gif
Of these I need: the slime first on the top row and the demon creature last on the top row to be made into battle chars.
http://rpgmaker.net/users/Darkflamewolf/locker/Monsters05.gif
Of these I need: just the black flame first on the bottom row to be made into battle chars.
If anyone is willing and can do this for me, it'd be much appreciated.
help on desert fortress chipset
I know I've asked for help in the past on chipsets I don't readily know how to use. This is another request. Thanks for those who have helped me previously, it is much appreciated. So I'm hoping you can help me once again.
I have no idea what game this comes from or I'd look up its maps to see competent uses of this chipset. So I'm hoping someone will know and will direct me where to look for images on how to properly use this chipset. I can use the mountains, trees and stuff easily enough, but it is the actual fortress itself that I can't get a clear idea of how all the many pieces connect. Any help would again be appreciated and put to good use.

I have no idea what game this comes from or I'd look up its maps to see competent uses of this chipset. So I'm hoping someone will know and will direct me where to look for images on how to properly use this chipset. I can use the mountains, trees and stuff easily enough, but it is the actual fortress itself that I can't get a clear idea of how all the many pieces connect. Any help would again be appreciated and put to good use.
rm2k3 stat algorithms broke?
It seems quite inconsistent across the board on damage algorithms for weapon damage, less so for magic damage. although I think the wisdom stat is broke when it comes to spell defense, but seems to work for spell offense. Anyone know the current mathematics behind the statistics of rm2k3?
Final Fantasy 6 Mt. Kholtz panorama
The spriters resource is strangely missing this background panorama. Does anyone know where I could find this elusive resource? Thank you.
switch charasets
Anyone know of any good charasets that have switches and other 'flippable' items that could be incorporated into puzzle solving other than the simple ones RTP gives you?
state increasing patch?
Is there a patch currently out there that gives me the ability to increase the strength, defense, intelligence and speed stat of enemies from 999 up to 9999?
Because as it is, my enemies level up with you up to two times (so that eventually you do become all powerful, just not as early as you'd wish), but by the time most enemies reach their 'level 3' forms, they all tend to have 999 attack etc. And there is really nothing to differentiate them other than the skills they use. So is there a way to increase their max stat values?
Because as it is, my enemies level up with you up to two times (so that eventually you do become all powerful, just not as early as you'd wish), but by the time most enemies reach their 'level 3' forms, they all tend to have 999 attack etc. And there is really nothing to differentiate them other than the skills they use. So is there a way to increase their max stat values?
Mac and Blue Castle Chipset, how to?
There is this mac and blue castle exterior chipset that has blue rooftops and a dark brickwall as an addition. I've been tinkering with it for a while now and I can honestly say, I have no idea how to properly use this chipset to make a proper looking castle. Are there any screenshots out there with said chipset demonstrating proper usage of it?














