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Lich_Text_1.png
The Lich's speech when you encounter him.
I imagined him to be a very arrogant and poetic man. The speech starts off with a little rhyme indicating his grandiose view of himself.
I imagined him to be a very arrogant and poetic man. The speech starts off with a little rhyme indicating his grandiose view of himself.
Vexa_Text_1.png
First part of ??? Vexa's Speech.
She is the main antagonist of the game. Her motive as she explains in this image and the next 3 is to sort of remind humans what they are and what their purpose is. Of course, she litters her speech with a lot of provocation and belittling. Truly vexing. Much to her dismay, the protagonist challenges this belief by fighting her.
She is the main antagonist of the game. Her motive as she explains in this image and the next 3 is to sort of remind humans what they are and what their purpose is. Of course, she litters her speech with a lot of provocation and belittling. Truly vexing. Much to her dismay, the protagonist challenges this belief by fighting her.
[RM2K3] Having a bit of a "writer's block" regarding Battle Commands
If you're looking for skills/spells that do not become obsolete after a certain point I would suggest using scaling attacks that are based on your stat values.
For instance: An attack that does X2 of the 1st Actor's ATK or INT or DEF, etc.
I am aware that you said you are familiar with variables and switches but I'll just type it below just in case.
Variable 1 = Actor 1's ATTACK or MIND (Int)
Variable 1 x 2
Variable 2 = Enemy 1 DEF or MIND
Variable 1 (Actor's 1 ATK/INT x 2) - Variable 2 (Enemy's DEF/MIND)
Show Animation on Enemy
Change Enemy HP : Enemy 1 - Variable 1 (can knockout)
Up to you basically what Variable you want to store in Variable 1, Money, HP, Max HP, MP, Max MP, etc.
For instance: An attack that does X2 of the 1st Actor's ATK or INT or DEF, etc.
I am aware that you said you are familiar with variables and switches but I'll just type it below just in case.
Variable 1 = Actor 1's ATTACK or MIND (Int)
Variable 1 x 2
Variable 2 = Enemy 1 DEF or MIND
Variable 1 (Actor's 1 ATK/INT x 2) - Variable 2 (Enemy's DEF/MIND)
Show Animation on Enemy
Change Enemy HP : Enemy 1 - Variable 1 (can knockout)
Up to you basically what Variable you want to store in Variable 1, Money, HP, Max HP, MP, Max MP, etc.
Well_Picture.png
[RM2K3] How to freely move during text
Ok thanks!
For Picture Transparency:
In MSPaint there is an option to "color" areas with Transparent Color. It is under the Dotted rectangle in my version of MSPaint.
After that, you go to RPGmaker2003, then the picture line in events, and check the box with Use Transparent Paint between Zoom and Picture settings.
For Picture Transparency:
In MSPaint there is an option to "color" areas with Transparent Color. It is under the Dotted rectangle in my version of MSPaint.
After that, you go to RPGmaker2003, then the picture line in events, and check the box with Use Transparent Paint between Zoom and Picture settings.
[RM2K3] How to freely move during text
I want to display a town name or area name but my actor can't move until the text finishes. Is there anyway around this?
[RM2K3] Enemies: Discussion and possible fixings.
I read what you wrote and get what you mean. You can add more coding to check if the Barrette helm is on and to account for the other things you mentioned. It's very complicated and in my mind I think i can do it however it is very time-consuming to set that all up. Of course, my offer still stands, I'd gladly set up the coding if you want.
Actually it's pretty simple. Just add a page (turn 1) that does like
Control variable = Barrete Helm Variable = Is equipped (this sets it to 1)
then add a conditional branch to every relevant page checking if barrete helm variable is 1. If it is 1 (meaning it's equipped) then do reduced damage. via
Variable / 2 or Variable - X or whatever.
As for specific actors, I can figure that one out pretty easily. Don't know it yet cause I haven't practiced it yet.
Actually it's pretty simple. Just add a page (turn 1) that does like
Control variable = Barrete Helm Variable = Is equipped (this sets it to 1)
then add a conditional branch to every relevant page checking if barrete helm variable is 1. If it is 1 (meaning it's equipped) then do reduced damage. via
Variable / 2 or Variable - X or whatever.
As for specific actors, I can figure that one out pretty easily. Don't know it yet cause I haven't practiced it yet.
[RM2K3] Enemies: Discussion and possible fixings.
Nah I'm not suggesting you check for Elemental Resistance or Damage through the conventional way. What I mean is you create Switches that behave like checks to see if the player is chilled or not, you get what I mean?
So lets say "Minus K" is a Switch Skill that does damage but also inflicts a debuff.
The debuff will be represented by a switch called "Chilled" that is turned on by the "Minus K" switch.
In battle events set it up like this:
Page 1 - 1 Condition.
Condition : Turn Count (1) :
This page will turn ON Switch "Not Chilled" and turn OFF Switch "Chilled"
The purpose of this page is to make sure the battle begins where everything takes 100% damage "unaltered" damage and to make sure "Chilled" isn't by some freak logic turned on before the fight.
Page 2 - 2 Conditions.
Condition A : "Not Chilled" is on. Condition B: "Minus K" is on :
Turn on Switch "Chilled"
Turn off Switch "Not Chilled" (this is important)
This is the "unaltered damage" acting as 100% damage.
Make sure you set the damage as a Variable.
This will also turn on "Chilled" which acts as resistance reduction.
The purpose of this page is two fold: one to separate "unaltered" 100% damage with the "altered damage" and to turn on your PSEUDO damage modifier represented by the switch "Chilled".
How to do set Enemy INT as a Variable to represent damage then deal that Variable number as damage:
Control Variables: 0001:Enemy INT = 1:Slime's MND,
Change HP: Entire Party, - Variable 0001
Page 3 - 2 Conditions.
Condition A : "CHILLED" is ON. Condition B : "Minus K" is ON :
From this point on, whenever CIRNO uses the switch skill "MINUS K", the game will check TWO pages before it decides which one to use. Since "Not Chilled" is off and "Chilled" is on and so is "Minus K" (because Cirno uses it), it will ignore Page 2 and go to Page 3 in the Battle events.
This page is similar to Page 2 with the exception of the damage amplification.
You can do this multiple ways, lets say you want to do double damage then do this:
Control Variable ->
Enemy Int Variable = Enemy actual INT stat -> then do it again,
Enemy Int Variable x 2 ->
Change HP ->
Operation Decrease ->
Operand Variable Enemy Int Variable -> (It should do Enemy's Int stat x2 as damage)
That pretty much sums it up, hope you get it. If you want to remove the debuff just make a switch item that turns switch "Chilled" off.
If it's kinda hard to understand due to my wording or whatever the reason may be I can code it for you real quickly.
So lets say "Minus K" is a Switch Skill that does damage but also inflicts a debuff.
The debuff will be represented by a switch called "Chilled" that is turned on by the "Minus K" switch.
In battle events set it up like this:
Page 1 - 1 Condition.
Condition : Turn Count (1) :
This page will turn ON Switch "Not Chilled" and turn OFF Switch "Chilled"
The purpose of this page is to make sure the battle begins where everything takes 100% damage "unaltered" damage and to make sure "Chilled" isn't by some freak logic turned on before the fight.
Page 2 - 2 Conditions.
Condition A : "Not Chilled" is on. Condition B: "Minus K" is on :
Turn on Switch "Chilled"
Turn off Switch "Not Chilled" (this is important)
This is the "unaltered damage" acting as 100% damage.
Make sure you set the damage as a Variable.
This will also turn on "Chilled" which acts as resistance reduction.
The purpose of this page is two fold: one to separate "unaltered" 100% damage with the "altered damage" and to turn on your PSEUDO damage modifier represented by the switch "Chilled".
How to do set Enemy INT as a Variable to represent damage then deal that Variable number as damage:
Control Variables: 0001:Enemy INT = 1:Slime's MND,
Change HP: Entire Party, - Variable 0001
Page 3 - 2 Conditions.
Condition A : "CHILLED" is ON. Condition B : "Minus K" is ON :
From this point on, whenever CIRNO uses the switch skill "MINUS K", the game will check TWO pages before it decides which one to use. Since "Not Chilled" is off and "Chilled" is on and so is "Minus K" (because Cirno uses it), it will ignore Page 2 and go to Page 3 in the Battle events.
This page is similar to Page 2 with the exception of the damage amplification.
You can do this multiple ways, lets say you want to do double damage then do this:
Control Variable ->
Enemy Int Variable = Enemy actual INT stat -> then do it again,
Enemy Int Variable x 2 ->
Change HP ->
Operation Decrease ->
Operand Variable Enemy Int Variable -> (It should do Enemy's Int stat x2 as damage)
That pretty much sums it up, hope you get it. If you want to remove the debuff just make a switch item that turns switch "Chilled" off.
If it's kinda hard to understand due to my wording or whatever the reason may be I can code it for you real quickly.
[RM2K3] Enemies: Discussion and possible fixings.
Are you familiar with switch skills by any chance? I think they're the best ways to express creativity outside of the "Skills" tab because in all honesty the Skills menu is very limiting and bland. If you are familiar I suggest the following for the boss fight:
So Cirno is about learning to cure status effects right? How about make it punishing for the players who don't place restoration as a priority. You can do this by amplifying damage of Cirno's attack of frozen targets. Now you can accomplish this in two ways:
In skills screen you can give Cirno some or all abilities that Lower Ice element (you can only lower or increase resistances by 1 so a default C resistance can only go to B or D never A I believe) then use a Skill that increase resistances to make it back to normal.
The 2nd way is more complex and requires an understanding of switches and variables in Battle Events under Troops tab. Basically make two switches for example Switch A (not chilled) and Switch B (chilled). Then change your abilities to switch skills. Lets say you name another switch Minus K. Make the condition "Minus K (the switch) is on" and "not chilled" is on then do X (normal damage). If "Minus K" and "chilled" are on, do double dmg or whatever. It requires more coding than that but I'm giving you the synopsis since I don't know whether you are familiar with Switch skills or not.
As for Auto-lifing after X turns, you can make in Battle events a counter for turns that display text each turn to remind the player to DPS the Auto-lifer asap.
So Cirno is about learning to cure status effects right? How about make it punishing for the players who don't place restoration as a priority. You can do this by amplifying damage of Cirno's attack of frozen targets. Now you can accomplish this in two ways:
In skills screen you can give Cirno some or all abilities that Lower Ice element (you can only lower or increase resistances by 1 so a default C resistance can only go to B or D never A I believe) then use a Skill that increase resistances to make it back to normal.
The 2nd way is more complex and requires an understanding of switches and variables in Battle Events under Troops tab. Basically make two switches for example Switch A (not chilled) and Switch B (chilled). Then change your abilities to switch skills. Lets say you name another switch Minus K. Make the condition "Minus K (the switch) is on" and "not chilled" is on then do X (normal damage). If "Minus K" and "chilled" are on, do double dmg or whatever. It requires more coding than that but I'm giving you the synopsis since I don't know whether you are familiar with Switch skills or not.
As for Auto-lifing after X turns, you can make in Battle events a counter for turns that display text each turn to remind the player to DPS the Auto-lifer asap.
[RM2K3] [Unpaid] Looking for a few game testers
1. I clearly listed E-mails. I will add PM. I am new to this site so I wasn't aware of that feature.
2. I was just trying to make it interesting / provide the genre in a detailed fashion in order to attract specific testers. I wouldn't want someone who doesn't like dungeon crawlers to test my game.
3. I didn't imply anywhere that I wanted fast results and a "3 page paper" as a comparison is a poor use of exaggeration. I am not going to post a link to my game in public because I wouldn't want an unfinished game to be spread around.
Thanks for the criticism but only one was worthy for me to consider. Here's a suggestion for you; next time you advise people on what to do, do not present it in bullet points or in a numbered system as that seems rushed therefore rude and patronizing. You're not my professor so don't act like it.
2. I was just trying to make it interesting / provide the genre in a detailed fashion in order to attract specific testers. I wouldn't want someone who doesn't like dungeon crawlers to test my game.
3. I didn't imply anywhere that I wanted fast results and a "3 page paper" as a comparison is a poor use of exaggeration. I am not going to post a link to my game in public because I wouldn't want an unfinished game to be spread around.
Thanks for the criticism but only one was worthy for me to consider. Here's a suggestion for you; next time you advise people on what to do, do not present it in bullet points or in a numbered system as that seems rushed therefore rude and patronizing. You're not my professor so don't act like it.













