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sherman






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Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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Old-School vs. New-School

author=WIP link=topic=573.msg7732#msg7732 date=1200687710
What I also hate, is how people think games that are original are automatically more fun. If that was true, Unlimited SaGa would be the most fun game ever.

You just reminded me of Dawn of Mana >:(



:'(
RIP SD series





The old NES RPGs have been falling out of my favour as of late. Stale dungeons, uninteresting plots and even more boring characters (is there any difference to the heroes in FF3?). It isn't something exclusive to the NES RPGs, but it feels like the NES has the majority which is understandable since how long ago it was but at this point I'm up for something tastier than those dry old games. SNES and on though, its all good :)

(And I'm not hating the other NES games, mostly the RPGs. Bionic Commando is still loads of fun :D)

Hard Parts of Game Making?

Making interesting maps. I've stopped working on Demons Gate because I used up all of my good map ideas and that I've lost the energy to make any others. Part of the problem might be that I make my maps too big, but I wouldn't have it any other way. I'm even worse with places like towns...


(back for Rm2k(3)) Coding: Coding with the RM2k(3) event commands is painful and its like a step up from Assembly. I never want to use something like that ever again. Finding simple errors in some of my Rm2k(3) code would've been much easier with a real programming language, and that extends to making it in the first place and modifying it.

Programming for RMXP is a challange (for different reasons), but that's hardly due to accidential complexity and its nothing I can't work out.


Writing: I'm painfully slow when it comes to getting the plot and characters done. I've had a fair sized gap in my story for some time now that I'm 'Thinking' about without ever really getting anything done. I've scrapped several parts of the story and characters and its going to be hard to get the game started when I keep rewriting/scrapping everything :\


I know you ask for a hard part, but I can't choose when it comes to these sort of things ;D

Annoying RMXP glitches-- is there a cure?

I'd bet its what Quiversee is saying; you've got some invisible tiles in use with different walk-through properties that's causing the problem as opposed to RMXP being glitchy.


I also can't find the 'Change Event Graphic' command, I'm blind or something :\

Possibly the Hardest Game Ever

The hardest game I've played (that I can recall) is Zelda 2 (not counting mass-death games like that one or Romhacks which involve more state reloads than saves, I place those under a different category)

The final dungeon, the Grand Place, is made out of the blood, sweat, and tears of people who have tried... and failed... :'(

Rmxp(damage calculation for skills)

2007 Misaos

Last Scenario was done by Origami.

[RM2k/3] Message Box Special Character Codes

Here's some of RMXP's code (from what I read in the script):

\C where 7 >= x >= 0
Display a colour

\G
Show the gold window

\n
New Line

Its lines 93-148 of the Window_Message class, and that's all I got from a quick glanceover

Rmxp(damage calculation for skills)

You can download the demo of RMXP at www.download.com which'll come with the entire help file. I can upload the help file sometime tomorrow or so too.

In the meantime, here's this!

RPGXP's default battle system uses the following formulas.

The active battler is represented by A, where the battler who is the target for A's actions is represented by B.

First Hit

Normal attacks:
First hit rate = Hit rate of A's state

Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100
Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate

Items:
First hit rate = Item's hit rate

If A's condition is normal, the state hit rate is 100.



Critical Hit

Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility

Skills:
Critical hit rate = 0

Items:
Critical hit rate = 0



Calculating Damage

Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
Minimum force: 0

Skills:
Skill's force is positive:
Force = Skill's force
+ (A's attack power × skill's attack power F ÷ 100)
- (B's physical defense × skill's physical defense F ÷ 200)
- (B's magic defense × skill's magic defense F ÷ 200)
Minimum force: 0

Skill's force is negative:
Force = Skill's force
Rate = 20
+ (A's strength × skill's strength F ÷ 100)
+ (A's dexterity × skill's dexterity F ÷ 100)
+ (A's agility × skill's agility F ÷ 100)
+ (A's intelligence × skill's intelligence F ÷ 100)
Variance = Skill's variance

Items:
HP recovery amount is negative:
Force = - Amount of HP recovered
- (B's physical defense × item's physical defense F ÷ 20)
- (B's magic defense × item's magic defense F ÷ 20)
Minimum force: 0

HP recovery amount is positive:
Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance


Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)


Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing) element.
When there are more than one of the same defending elements, the damage may be halved multiple times.

Critical modifier: Equals 2 when the damage is positive and a critical hit is made.

Defense modifier: Equals 1/2 when the damage is positive and B is defending.



Second Hit

Damage is positive:
B's condition is normal:
Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier

Normal attacks:
Second hit rate = 100 - evasion

Skills:
Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)

Items:
Second hit rate = 100
B has "Can't Evade" state:
Second hit rate = 100
Damage is negative (recovery):
Second hit rate = 100



Successful Escape

Successful escape rate = 50 × actors' average agility ÷ enemies' average agility

RPG Maker ?

This sounds like an RMXP problem where you don't have the game font installed, maybe its something similar but with Rm2k3? (Although I've never seen this problem before with Rm2k3, I always got the ugly font without the font patch, never nothing at all)


Try downloading this, and copying the *.ttf and *.fon files to your /Windows/Fonts/ directory and if that doesn't work, replace your game's RPG_RT.exe with the one included in the zip.

After that, I'm not sure. Answer WIP's questions.

Rmxp(damage calculation for skills)

The default formulas used in the game are in the RPG Maker XP help file. Help->Contents, and there should be a link at the bottom of the first page of the help file that will take you to the battle formulas.