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[RM2K3] Quest log conundrum

Oh yeah, you’re right. Gonna try that.

[RM2K3] Quest log conundrum

Oh, yeah. I think that would work. But I don't see how it would work as a Common Event tho. Because I can only assign one quest ID to Slot1 at a time, otherwise it will just do them all and set it to the one that is last. And to know which quest ID to assign to it, I need to know to which quest giver the player is talking. But a common event that works would be a lot easier than to check 10 or 20 quest slots for every quest giver.

I don't think I'd even need a separate variable for every quest, right? Because the quest names are assigned a number in the sprite sheet anyway, the top one being 1. So I can just go off of that.

[RM2K3] Quest log conundrum

Ofcourse! Just do it the other way around. I think that might be it. Gonna try this out.

Actually, the only problem I see with it is, how do I know the first quest is Quest6? Assuming quests can be picked up in a non-linear fashion, I don’t know how many quests the player might already have when picking up Quest6.

The only way I can think of is to check the quest slots when talking to every quest giver. So when talking to the Quest6 questgiver:

If Slot1 is == 0, set it to 6 (Quest6).
If not, check if Slot2 == 0, then set it to 6.

And do that for every quest giver, for every slot.

[RM2K3] Quest log conundrum

So... I plan to have a quest log in my game.

The quest names I have in a picture used as a sprite sheet, listed vertically.

Now I need to figure out a way to tell which quest has been accepted first, to know which frame of the picture needs to be displayed at the top of the quest log.

I have a variable that's keeping track of the amount of quests (QuestAmount). Each time a quest is accepted, its value is increased by 1. I've thought about making a variable for every quest that I have, and setting it equal to the value of QuestAmount when the quest is picked up.

The problem with it is, it would require a conditional branch for every quest I have in the game, for every quest log position. If I end up having 100 quests, that's a ton of clutter.

For example:
If ExampleQuest1 == 1, Show Picture of this quest name at the top of the quest log.
If ExampleQuest2 == 1, Show Picture of this quest name at the top of the quest log.

I'd have to repeat that 100 times if I have 100 quests. And I'd have to do it for every "slot" in the quest log.

If ExampleQuest1 == 2, Show Picture of this quest name at the 2nd slot of the quest log.
If ExampleQuest2 == 2, Show Picture of this quest name at the 2nd slot of the quest log.

I feel like there must be a way to do this that doesn't require possibly hundreds of conditional branches. But I can't quite think of it.

Any creative minds here who can think of a more efficient way?

Whatchu Workin' On? Tell us!

I'm trying to make battle sprites for my battle system, but I suck at spriting.

Does it look decent?



Edit: Made another one. Not sure which I like more.

[RM2K3] Are there any good free resource sites left for Rm2k3?

I'm trying to make a game in RPG Maker 2003, but finding resources that go well with the RTP is pretty tough. The Roco stuff works pretty well, but I'm not sure I have all of it.

Anyway, with regards to resources the internet we live on today is starkly different from the one when many people used 2k3. Back then resource sites were abundant, sure half of the stuff on there were rips, but sometimes you'd find some good stuff. These days these websites aren't so prevalent anymore (Charas Project is the only one I still know of), and the resources that you can find aren't free anymore, but paid asset packs. Which isn't strange, but that quickly adds up to your wallet if you're just making a game for fun.

Are there any sites left that offer free RPG Maker 2003 resources? Or is that shit just over?

Is borrowing sprites like this legally okay? :3

It doesn't seem to me like it would be illegal. For the Mario in the black suit, it's just a dude with a mustache. Yeah, we can all tell it's based on the Mario sprite, but does Nintendo own the rights to that exact formation of pixels, or just the likeness of Mario?

I'm not an expert on it either, so I dunno for sure. But seems pretty okay to me.

[RM2K] Anyone know Rm2k games starring Alex?

I think many people used Alex as the main character for their Rm2k game back in the day, but I wonder how many actually saw a demo or full release. Does anyone know here know of any games that used him? Would love to give them a go for old time's sake. Good or bad, doesn't really matter.

Ones I know of already:

- Final Fallacy
- Super RTP Adventure
- Legendary Adventure

Feel free to add to this list if you know any.

[RM2K3] [RM2K] Is there any easy way to convert old games to the official english release?

So when opening an old Rm2k or Rm2k3 project in the official english release versions, you get the notification that you can convert it or leave it as is. Even if you convert it, if it used any RTP resources, all of those will not work anymore (because they had different names in the old illegal versions).

From what I can tell there's two things you can do to fix this: Re-assign every single event and database thing that uses RTP resources, or copy the entire RTP into the project folder. Both seem pretty overkill.

I was wondering if someone figured out an easier way?

[RM2K3] Is there a way to check required EXP for next level?

author=narcodis
To me, resetting the experience every level seems like it'd be pretty tedious. To your point about SNES RPGs doing this, I don't know if that's even true. A quick glance at all the major final fantasy games of the SNES era keeps a cumulative total of EXP, and then tells you how much is needed for the next level. BUT! Regardless, here is how you calculate experience needed.

Every experience curve in RM2k3 has three properties: Base Level, Acceleration, and Extra Value. (WARNING: in the official translation, the values are mislabeled and Extra should be labeled Acceleration! These formulas below are written assuming the 2nd value is Acceleration and the 3rd value is Extra.)

So, given your experience curve has:
B = Base Value
A = Acceleration
X = Extra value

Experience needed to get from level L to L+1:
B + X + A(L)

Total experience needed to reach level L:
(L - 1)(B + X) + A( L(L-1) / 2 )

Examples..
Given B=25, X=15, A=8
Experience needed to get from 5 to 6:
B + E + A(L) = 25 + 15 + 8(5) = 40 + 40 = 80

Total experience needed to reach level 6:
(L-1)(B+X) + A( L(L-1) / 2)
= (6-1)(25+15) + 8( 6(5) / 2 )
= 5(40) + 8(30/2)
= 200 + 8(15)
= 200 + 120
= 320


If you want to know exactly how much EXP is needed to get to the next level:
Given the hero's level is 6, we want to target level 7.
Take the hero's EXP (assign it to a variable) and subtract it from the Total Experience needed to reach level 7.

So say the hero has 350 EXP.
Given the same base, acceleration, and extra value parameters..
Total exp needed to reach level 7:
(L-1)(B+X) + A(L(L-1) / 2)
= 6(40) + 8(7(6) / 2)
= 240 + 8(42 / 2)
= 240 + 8(21)
= 240 + 168
= 408
Needed for next level: 408 - 350 = 58


It's a nontrivial amount of calculation to do in RM2k3, but simple enough to code up in a common event and reference whenever you need it. Hope this helps you out!

I think you're right actually, for some reason I assumed EXP was reset to 0 with every level.

I'm really bad at the math stuff, but why not just swap those labels around to suit the official translation? Seems less confusing to go off of that. The rest of your post looks like Einstein's calculations to me, but I'll try to make it work.