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[RM2K3] I need help with my Blue Magic system.

I've just tried my last idea and it works. Once you are hit with the spell, you learn it.

Thanks for the help.

[RM2K3] I need help with my Blue Magic system.

If I made a status effect (which does nothing) for each blue magic spell in each battle and then made a common event which would look like.

Conditional Fork "If Vincent is under (Status effect)"

Vincent learns (Skill name here)

Remove Status effect

Put in a conditional fork connected with a variable "For this particular spell" so this can't happen again.

Would this work?

Could someone tell me how I should insert this in to a battle? Should it be active right from the start (Turn 0) so it will just constantly be on in the background for that battle.

[RM2K3] I need help with my Blue Magic system.

I'd rather have had it like how Strago does it in Final Fantasy VI, or how it works in V, but I don't know how.

If anyone does know how I could make this work in RM2K3 I'd appreciate it.

[RM2K3] I need help with my Blue Magic system.

Here's how it works.

Character (Vincent) uses "Study". There is an event under each battle which allows the possibility of learning monster attack (blue magic) It succeeds if they have an attack that he hasn't already learned (This works on a greater than/ less than, approach). It it's a more helpful skill, the odds aren't in his favour.

Study has a blank skill under it, so it can be targeted. Otherwise it's just a battle command put under "Skills - Specific" which can't be used on anything, or be used.

Vincent also has "Blue Magic", which is classified under "Skill" which allows the use of any spells he's learnt, but the skill under "Study" also gets in here. It doesn't do anything in a battle because the "skill" (The blank skill mentioned above) itself doesn't do anything.

I had to put "Blue Magic" under "skill" so it could use switch based spells like a "White Wind" type which is based on Vincent's current HP, and "exploder", which also depends on his current HP.

Could someone let me know how to work around this or if I'll just have to live with it.

Hope this isn't too confusing. It's a bit difficult putting it in to words.

Need ideas for skills for character

I think I'll go with the blue magic idea. I can incorporate that buff / debuff support in there as well, though the White Mage / Chemist shares some of these effects.

Thanks for the help.

Need ideas for skills for character

I've given skills to all the characters in my game except one, and my ideas have pretty much ran out. This guy is the main character

He's pretty much a Joe Bloggs type guy at the government. Initially being pushed in this by an enthusiastic conspiracy theorist, he joins her when he's caught by his superiors for being in an area outside his own department

Here's the other characters talents to try to avoid repetition.

Sophie (Marksman): Has a talent a bit like Irvine in Final Fantasy VIII. She can use ammo as an item. The common ones can be bought, but the the two rarer ones have to be found / stolen from monsters.

James (Knight): Has a skill set along the lines of Steiner and Auron in the Final Fantasy games.

Richard (Chemist): White Mage with a modern name.

Heather (Black Mage)

Jared (Tech type guy): Has skills with a low accuracy but since they hit all enemies/allies, there is nearly always a successful hit somewhere. He also has the ability to open combination locked chests. They can be attempted without him in the party but you only get three shots until they get locked permanently.

Tania: (Thief) She just has the steal command. I was going to give her other skills but it was becoming very complicated.

Note that I'm making this in RM2K3. (The version off Steam)



The Plot to Kill the King

I've made a couple of tiny changes to the game. The new download has

- A fishing rod given to you in Caesarea (If you talk to the man who previously had you purchase one from him.
- Some dialogue in Capernaum hinted that a merchant had an item that he shouldn't be selling. He now has that item.
- A mini guide is now included to help those new to RPGs.

The Plot to Kill the King

Hey. I've just thought that some people might not be making progress through the game as it is quite easy to get killed if you don't have the money for armour, weapons, or healing items. Click on "Show" and I've included a tip which will make your progress easier.

Go outside the walls in Caesarea and talk to the man by the sea. (He's west of the theatre) and buy a fishing rod. Fish until you have some "murex shells" and "sturgeon with roe" about five of each should do it. Now return to the market place and buy "wheat bread", "milk", "almonds" and "apricots" from the merchant who sells food. Now find the outdoor cooking fire in Caesarea and make "Trifle", this sells for a lot more than the cost of the ingredients to make it. Sell it to the merchant and repeat the process until you have as many shekels as you need to buy weapons, armour and healing items.


I hope this makes your progress through the game easier.

Is 1-5% a good HP range for a limit break skill? [RM2K3]

Cool. I'll go with that.

Is 1-5% a good HP range for a limit break skill? [RM2K3]

Just thought I'd add this in here, rather than creating a whole new topic. It's still related.

Should I put a message in when the limit break becomes active or should I just have this mentioned by someone in passing that this "status" sometimes happens?