ESSENCEBLADE'S PROFILE

Hai-ho! The name's essence.

I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.

Search

Filter

FSM battle characters

I downloaded these a while ago and went to the effort of putting it all together in one MASSIVE file. There's literally like, a char-set for every FSM sprite here. Seriously, check it, it's MASSIVE.

Here it is.

Enjoy~

Custom Music and Event Spawners? rpgmaker2003

author=Col_izual_Zephyr
That would mean that the "death" will always be by chance, no health to it? Not that I care if health isn't involved.


Yep. Adding separate HP variables would take way longer. Let alone one event, there's two, and ontop of that, there's 20 others. A timed decider is better than a variable which is held for attack damage, HP and miss chances.

author=Col_izual_Zephyr
By another you mean when the knight respawns then they fight again? If there is a variable that is specifically set to only two knights, I don't think I can make the knights switch targets unless there was a way to reset the variable to be associated with the living knight and another knight whom is set to nobody else, or the nearest enemy if the former isn't currently available.


Again, another batch of long coding, you need to set variables equal to a knights co-ordinates. I guess you could turn on a switch which is called "Passive" which means any knight touched while this switch is on engages battle with another.

author=Col_izual_Zephyr
But it's possible, that's all I care about. (unless I find this much too difficult, then I would most certainly give up)


Possible, extremely difficult, those are the two roads. The difficulty isn't making all the coding, it's always stringing it together so that it works properly.

author=Col_Izual_Zephyr
And how would they ever even make contact? And if they ever do by some miracle, how would I make them call the common event under the condition that they made contact at that moment only?


Co-ordinate variables. You would set 1 "Moving" Variable to One, and Another "Moving" Variable to another you then need to put a conditional branch which checks if they can't move any more. This is the one thing that I wouldn't know how to do via simple coding. I guess you would have to use some sort of path finder. (I would recommend the pathfinder patch from DynRPG).

Custom Music and Event Spawners? rpgmaker2003

Exactly, replacing spawned knights with generated randomly ones is the only thing impossible in RPG Maker 2003. Unless you use pictures, which I'm SURE you would very well know to avoid. It can't actually spawn an event out of no where. So to get around that, you need to "recycle" the events to counter masses upon masses of separate events and lag. 20 events of knights which die and then respawn is a perfect amount to simulate a battle with a large group for example. Having 10 - 14 on the field fighting against the others is enough to simulate a large battle field.

The way to define how they would die, I guess is to make a variable which is set to both of those knights. So 20 v 20 knights = 20 seperate variables.

Upon two events being touched, you would have these events call a common event which sets a "timer" on that variable which you called through events. You would then have that variable constantly being like this.


Label 1
Set VAR:(0000:Knightcombat) equal to: Random Number Between 4 - 9.
Wait 2 Seconds
Branch If VAR:(0000:Knightcombat) is 8
<>>>You could then add your own death sequence with a respawn here.<<
: Else Handler
<>Jump to Label 1
: End
<>

Basically, that is like a clock timer between the knights in combat. It will keep setting itself to a random number until it reaches 8. If not, it will wait 2 seconds then try again until it gets it. Think of it as if two knights were fighting each other until death. The event I just explained simulates them fighting till one dies.

Once the event is triggered you would simply set another variable to both the knights, and set it between the random numbers 1 and 2. If its 1, Knight I dies and respawns. If its 2, Knight II dies and respawns. While the other joins in another or something.

Again I'm just throwing ideas out there. It certainly is possible. I guarantee you that. But the amount of coding for that one battle is going to cost you at least 90% of your braincell count. I've never seen it in RPG Maker as a result of this. You'd be the first, and I'm sure you'd get highly appraised for pulling it off.

Custom Music and Event Spawners? rpgmaker2003

author=narcodis
Event spawners like you're talking about are not possible in rpgmaker 2003.

Music needs to be set in the map properties, or changed via an event.


Actually, they are. It just requires more programming than its worth. It'd be like;

-Making the map bigger than it already is and place a massive amount of events with knights as their graphics in a hid and hard to see location.

-Common Event which calls the knights.

-Variable which randomly is set to a number which defines which colour or type of knight is to about to spawn

-Variable which holds the timer in which they come out. For example you can have a variable which holds time for seconds. Set it so that from anywhere from 30 - 50 seconds, another variable is activated which tells the game for a knight to come out.

Again, it is possible, but it probably takes a lot more to make than it's worth.

RM Limit Changer

author=Seena
author=Craze
if only you had the ability to personally customize every aspect of your menus and battle layouts :<


Good idea! Maybe I will make a utility that does this.

In the mean time look into Cherry's DynRPG plugin system. I believe it has the ability to do this (if you are willing to program in C++).


He is subliminally saying RPG Maker 2003 is inferior and lacks in many places in which VXa doesn't.

need help with game

author=Jparker1984
Great, you got everything. Let me know when your done creating my game.


He meant it in a way which pretty much means its on hand to help. Most people CREATING a game generally databases and event. Scripting isn't done unless you do it by hand. If not, you can find 90% of what you're looking for already anyway. Mapping, again is an adaptable skill, personal experience / trial and error can make mapping an easy skill to learn.

Also, mr_engino, I'd recommend a site called Spriter's Resource. It's got a large database of sprites, music, portraits, backgrounds ect. And for music, just literally type in Google: "Gundam OST" and see what comes up.

accepting a game profile request...

author=facesforce
author=kentona
for fucks sake calm down and chill out man.
I can endorse this statement.

I also endorse this statement.

accepting a game profile request...

It's good that you're confident in your work, but you're kinda pushing it a little, assuring people who play your game that it's awesome, is one thing, but them doing that, and then finding out the game wasn't all it seems is another, which in term means your score might be hindered even more.

Also, you need to wait a little, Game Profile acceptance doesn't go through automatically, it is done by administrators which is manual. Give it a little bit.

RPG Maker 2003 Text Command Question

You need to set the HP you want to show as a variable.

<>Variable Oper: (0001:HP) Amount Set, Brandon HP


The text command "\v(n)" means Variable (XXXX). Replace the N with the variable ID the HP is being stored in. So for example. Brandon's HP is being stored in the Variable ID 0001, so you would display it as "\v(0001)".


Message Box:

"Your character currently has \v(0001) HP"


RMN's code doesn't let me add boxed brackets, so I replaced them with brackets, replace them with the boxed ones respectively.

how do i patch Rpg maker 2k3

Download what you want to patch and read the Readme. Seriously. Read it.