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[RMVX ACE] Modifying the battle system

I want to remove two things from the basic battle system of rmvx ace.

1) The ability to guard
Don't ask why, just please tell me how I can remove this option entirely from the command menu. I want only the enemy able to use this.

2) Defeat message
I'm using a script which calls a common event in case of game over. It'd look better if there was no defeated message popping up, the battle immediately ended. Is this possible without also removing the battle win message?

A battle system idea

I thought up a stats/battle system and I was wondering if I could get a few tips to bend it in the right direction if I posted it here.

The sats:
  • Levels: Only 10.
  • HP: A max 3 digits number, won't reach 400 and will be 2 digits long for the first half of the levels.
  • Max SP: Participants gain 2 SP a turn by default and the max SP just limits the amount they can store. I plan to create strategy around this.
  • Strength (2 digits): Determines the power of a hit.
  • Constitution (2 digits): Defense power, amount is added to max HP.
  • Wisdom, Soul (2 digits): These two determine the damage of a spell in a Wisdom divided by Soul manner.
  • Initiative (2 digits): Determines the turn order. (A random small number is generated for each participant, then the initiative is added.)
  • Weapon modifier (1 digit): A multiplier. Default: 1 (no weapon).
  • Armor modifier (1 digit): A multiplier. Default: 1 (no armor).

Standard attack's damage formula:
Attacker's Strength multiplied my his weapon modifier minus defender's Constitution multiplied by his armor modifier.

My concerns are about the damage formula. Whenever there's multiplication very high or very low numbers can occur and I know I'll have to pay special attention to this one in order to keep everything balanced. (I wanted a simple system with small numbers, mind you.) I was thinking of including weapons which gives strength, not just modifier, maybe that could balance things out better.

Does anyone have any suggestions?

Legal related question

Hello. I've been unsure since I went to the official rpg maker site's forum after 2003 has been officially released. There the rules stated no material made with the unofficial translations of the makers or that which contains a rip of some sort could be posted.

Here, I see the old games - many of which probably fall into the above categories - remain, but are listed under RPG tsukuru 2000 or RTP tsukuru 2003.

Which brings me to the following question:
First of all, I legally own rpg maker 2003. I wish to make a freeware game with it in which I want to use graphical material mainly from REFMAP tile sets, but some of them also have material mixed in from Rudra no Hiho and Seiken Densetsu 3 SNES games, in other words: contain rips. Is there such a restriction on this website / has such a restriction been added since the official English release of RPG Maker 2003?
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