LOCKEZ'S PROFILE
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
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The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
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RM2k3: How exactly does the Agility stat work?
As best I can tell, here's how agility seemed to work based on my testing:
- If character A has twice as much agility as character B, character A will get turns twice as often.
- The overall battle speed will either slow down or speed up based on the total number of party members + enemies. If there are more battlers, then the overall battle speed will be slower. This doesn't actually affect combat balance at all, it just speeds everything up evenly. (This rule is actually just a side-effect of the next rule...)
- Similarly, the overall battle speed will either slow down or speed up based on the total combined agility of all party members + allies. If the total combined agility is higher, then the overall battle speed will be slower. Similar to above, this doesn't actually affect combat balance at all, it just speeds everything up evenly.
- The end result of the above rules is that there will always be approximately the same total number of turns per minute.
- I did not test for an effective cap of 256, but it's certainly possible. If this cap exists, it is a cap per character, not a cap on the total combined agility.
- If character A has twice as much agility as character B, character A will get turns twice as often.
- The overall battle speed will either slow down or speed up based on the total number of party members + enemies. If there are more battlers, then the overall battle speed will be slower. This doesn't actually affect combat balance at all, it just speeds everything up evenly. (This rule is actually just a side-effect of the next rule...)
- Similarly, the overall battle speed will either slow down or speed up based on the total combined agility of all party members + allies. If the total combined agility is higher, then the overall battle speed will be slower. Similar to above, this doesn't actually affect combat balance at all, it just speeds everything up evenly.
- The end result of the above rules is that there will always be approximately the same total number of turns per minute.
- I did not test for an effective cap of 256, but it's certainly possible. If this cap exists, it is a cap per character, not a cap on the total combined agility.
What are you working on now?
post=155973
I'm trying to make a dungeon on RM2K3 using only carpet-based tiles. Not easy.
Even all the objects? Even the walls? Even the ceiling?
Is the player travelling in the Elemental Plane of Carpets, or something?
Need some help with RPG Maker 2003.
These sorts of custom menus have to be done with events, due to RM2K3's lack of scripts. Amazingly, we don't seem to have any sort of custom menu system tutorial here in our tutorials section. Which sucks because it's pretty complicated. But here are the basics:
- Make an auto-start event. If your menu is on its own map (which is easier) then this should be a map event, and opening the menu should send the player to this map. Otherwise, it will need to be a common event, with a switch as a precondition, and opening the menu will be done by turning on this switch.
- Make a variable, "cursor location". If your menu is two-dimensional instead of just a single list, you'll need two variables, "cursor x-coordinate" and "cursor y-coordinate". The autostart event will need a conditional branch for every possible location the cursor can be. Within each of those conditions, if the condition is true, move the cursor picture (or event) to the specified location.
- Below that, in the same event, add a key input processing command, that accepts all the keys your game uses. The key the player presses will be stored into a variable, "player input".
- Then have some conditional branches, which will fork based on this "player input" variable. If the player pressed down, increase the cursor variable by 1. If the player pressed up, decrease the cursor variable by 1. In a 2-dimensional menu, you also need to check for left and right. If they pressed cancel, close the menu. If they pressed enter...
- If they pressed enter, then you need to detect their cursor coordinates, and do whatever you want that command on the menu to do. If your menu is a team-changing menu, then it would add or remove whichever team member the cursor is currently on. If your menu is a main menu, and the cursor is over the "Equip" command, then you get to send them to a second custom menu, where they choose equipment. Etc.
This is easier for simpler menus, like a team-changing menu. It's much harder for a real main menu, since the things the player can do are much more complicated, and it's not always easy to do what you want with just events.
With any luck, you can figure out where to go from here, or maybe find a tutorial on another site that explains the finer technical details.
- Make an auto-start event. If your menu is on its own map (which is easier) then this should be a map event, and opening the menu should send the player to this map. Otherwise, it will need to be a common event, with a switch as a precondition, and opening the menu will be done by turning on this switch.
- Make a variable, "cursor location". If your menu is two-dimensional instead of just a single list, you'll need two variables, "cursor x-coordinate" and "cursor y-coordinate". The autostart event will need a conditional branch for every possible location the cursor can be. Within each of those conditions, if the condition is true, move the cursor picture (or event) to the specified location.
- Below that, in the same event, add a key input processing command, that accepts all the keys your game uses. The key the player presses will be stored into a variable, "player input".
- Then have some conditional branches, which will fork based on this "player input" variable. If the player pressed down, increase the cursor variable by 1. If the player pressed up, decrease the cursor variable by 1. In a 2-dimensional menu, you also need to check for left and right. If they pressed cancel, close the menu. If they pressed enter...
- If they pressed enter, then you need to detect their cursor coordinates, and do whatever you want that command on the menu to do. If your menu is a team-changing menu, then it would add or remove whichever team member the cursor is currently on. If your menu is a main menu, and the cursor is over the "Equip" command, then you get to send them to a second custom menu, where they choose equipment. Etc.
This is easier for simpler menus, like a team-changing menu. It's much harder for a real main menu, since the things the player can do are much more complicated, and it's not always easy to do what you want with just events.
With any luck, you can figure out where to go from here, or maybe find a tutorial on another site that explains the finer technical details.
Vindication Review
It's a long game. He got through the first three dungeons, so he was about 15% of the way in. There are seventeen proper dungeons, one of which is optional, plus a few major events that have a lot of battles. The game is about the same length as the world of balance in Final Fantasy 6.
Vindication Review
On normal mode, the difficulty is pretty reasonable. If you play on Really Freaking Hard mode, and then decide to complain that the game is really freaking hard, I have no sympathy.
He didn't stop because of the difficulty though, he stopped because he didn't like the game. Oh well. Like a previous poster said, although the game is "Completed" I am still capable of making updates to it, and I plan to do so. Some of the issues mentioned were just problems with RPG Maker, but others are things I can address in updates.
He didn't stop because of the difficulty though, he stopped because he didn't like the game. Oh well. Like a previous poster said, although the game is "Completed" I am still capable of making updates to it, and I plan to do so. Some of the issues mentioned were just problems with RPG Maker, but others are things I can address in updates.
Vindication
Then out of the blue James turns to lv32? (from his training- does it double levels or something?
He gains levels from training, yeah. From that point until the end of the game, he's by far your strongest character. The game makes up for this by having a lot of sections where you can't use him. ;)
Also the fight with the teacher and james ... if you don't have an anti sleep equip you are pretty much screwed. It just feels like rfh mode spikes wildly in difficulty from not too much for a pro to wtf persona style mudo on you.
Oh yes, that particular fight is designed to make you scream in terror as soon as it starts. Sleep isn't actually very deadly, though, in a 1v1 fight against an enemy that uses only physical attacks. It's actually pretty useless, since both you and the enemy lose exactly one turn.
Vindication Review
The problems you mentioned are all duly noted and I will most likely attempt to address some or all of them with an update in the near future. In particular, I know that I really should rewrite the opening somehow to have the tutorial fight first.
Technical note, though: You cannot count. The battles in Opening Credits Forest occur every 20-32 steps. Yes, I actually created a custom random battle system which has a minimum number of steps. And that minimum number is four times what you claimed the average number is.
My main disagreement with the reviewer here is actually just that I don't really approve of a review that only covers the first 10% to 15% of a game. However, I suppose many of the points he made are still fair.
Technical note, though: You cannot count. The battles in Opening Credits Forest occur every 20-32 steps. Yes, I actually created a custom random battle system which has a minimum number of steps. And that minimum number is four times what you claimed the average number is.
My main disagreement with the reviewer here is actually just that I don't really approve of a review that only covers the first 10% to 15% of a game. However, I suppose many of the points he made are still fair.
Game Ranking
I just think it's silly that almost the only time you see it is in the forums, but nothing you post in the forums affects it. If you help someone with their problems or contribute resources, that seems to me like it should increase your score...
Game Ranking
Makerscore isn't a rating of your game, nor is it even linked to your game - it's linked to you. It's a (bad) indication of how much you as a person have contributed to the community. Note that the same number appears next to every forum post you make.
Why aren't there more tutorials on the basics?
Uh, no one is telling you not to write said tutorials, they're just explaining why they don't feel the need to spend their own time doing so. After all, it takes a fair amount of time and effort to write a good tutorial. It would certainly be potentially helpful to someone out there, but I can't blame people if most of them would rather work on their games instead.













