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[RM2K3] Keeping equipment after class change.

OK, tested this some more with multiple characters, works like a dream. I'd like to thank our wondermaker Cherry for this little patch thing.

@LordBlueRouge - I'm gonna PM you for details, I don't wanna write offtopic messages here.

[RM2K3] Keeping equipment after class change.

Cherry's patch seems to work fine (he's truly a wondermaker), I'll letcha know if it fixed this problem after some more testing.

As of the RM version... well, I want to get it ever since 2k3 got finally officialy released, but I'd rather have non-Steam version (if there's one), and I'd kill for a boxed collector release :P heheh.

[RM2K3] Keeping equipment after class change.

Second try:

When equipping weapon(s) and, say, armor simultaneously, the armor will be dropped anyway, because there's no way the game can save armor's ID to a variable.

When doing this separately, everything seems to work just fine but there's another bug happening - defense stat rises permanently once the class is changed, and I don't want players to exploit this bug as a cheat. Tried to counter that with unequipping current armor before it's equipped via common event, but this results with inability to equip it at all.

Dammit, NeoK, how did you pull this off?

[RM2K3] Keeping equipment after class change.

Long story short - I got events that switch characters' class dependent on what weapon current character has equipped. When it comes to weapons, it works like a charm, but other equipment (armor 'n' stuff) gets unequipped, and I'd rather like to keep it, especially when it comes to "cursed" items that are part of my stat raising system.

I tried to solve this problem by checking equipment before entering the menu, then restoring all pieces according to variable values, but this doesn't seem to work.

Other RPG Maker games that inspire you?

1. The Way
Ah... The Way. It's been ten years since I picked up this game and it's still something for me. Graphics? RTP charsets and common rips mixed with pre-rendered backgrounds, some might dislike it, some may not. Gameplay? I love the idea of auras and notch items, also battles themselves were of good design (bonus points for NOT having random encounters!), but Plunge system was kind of... "meh". Minigames are numerous and varied, I like them. But most importantly this game has shown me, that it is possible to tell a great story and RPG Maker is not only for making little dumb games as majority of gamers think. Story-wise The Way is golden standard for me and first serious RM game I've played. Heck, it's more than a game for me - it's an experience.

2. Legion Saga series
Shameless Suikoden clone made in RPG Maker? Maybe, but I loved it nevertheless. This game learned me to keep number of features as low as possible, while making the game still fun to play.

3. Alter AILA
There's less sci-fi games than those set in fantasy world, and while I admire The Way for having a very original fantasy setting, I've been always more of a sci-fi guy. Sure, A Blurred Line is a fun game featuring such setting, but it didn't feel polished to me. Then I discovered Alter AILA in late 2009 and this was a game-changer to me. Many aspects of the game were top-notch to me, though it's not free of flaws, but I like how NeoK programmed the game as well as kept order in game's files and database. Oh, and those battle charsets - love'em! And the remake is a total blast from both technical and gameplay point of view, but I don't think I will ever achieve this level of awesomeness. I took a peek into the game's code and I thought my brain would explode.

WHICH TEAM IS YOUR TEAM?

My bet is on Blue.

[RM2K3] Checking skill use by certain character

Sounds interesting. How should I do MP check? I don't see any command for checking MP used by a skill though. And honestly I don't care about the downside, after all, you gotta do some work if you want your game to be unique.

[RM2K3] Checking skill use by certain character

Without any ado, here's the deal:

I want to make custom skills in RM2k3 that involve user's self-damage, and others that heal the team at user's cost and vice versa. One solution I'm aware of is to assign these skills permanently to characters, but I'd like them to be acquired by all of the characters under certain conditions. So I need some way to check if certain character has used given skill and execute it when conditions are met.

For example: Character A uses a skill that takes half of his own HP to deal critical damage to single target. Or Character B uses a skill that drains party members' HP to restore his own.

Is that even possible in 2k3?

Just Do It! - Anti-Procrastination Initiative

Count me in if it's still possible to join. This can be something.

My goals are as follows:
Master Goal (#1)
Finish the first stage of Project: Dystopia (w/out testing, just the necessary stuff).

Goal #2
Every major character seen throughout first stage must have a FaceSet.

Goal #3
Complete bestiary must be finished for said stage. It won't be much anyway since it serves as the introduction to the game, but still there are some bad guys to be pwned.

Goal #4
Revmap alarm system slightly. Enemies will move randomly once alarm is deactivated and reset when player exits the map.

Goal #5
Draw map layouts and story flowcharts in scrapbook.

DEADLINE: End of July

ss3.png

If only facesets could be dithered as the background.