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SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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[RM Ace] Final Attack

Like I said, I haven't used Ace or the scripting associated with it. But perhaps, you could do something like override the Death condition where you check the monster ID of the enemy that has 0 HP, do a final attack if applicable, and then manually remove the monster from battle.

Resource Museum

author=SpellcraftQuill
I'm looking for some of the other RM2K3 chipsets that have this style:
http://i41.tinypic.com/viftaw.png


Is this a rip from something?

PepsiOtaku's DynRPG Plugin Emporium!

I was thinking the names would be displayed and selectable like the 'Traditional' default layout. However, the one box at the start of battle sounded like it might be much easier to implement and would fix the general issue to *some* extent. The player would have to be paying attention though, or the names would have to be obviously attributed to the enemy sprites. For this implementation, it would be best to require user input to proceed past this "Monster(s) appears!" window, so you don't completely miss it.

That would still leave Max MP not being shown anywhere and for that I was thinking in the subskill window.

However, if a plug-in works and all you need are coordinates to place a window, I might put some more thought into this to make it look a little more unique.

Another thing related to the battle windows was that while having the party info written below like default, when a message window appears it is shown up top so very little on the battlefield can be seen for a moment. I thought it would be better to show any message dialog boxes over top of the party status window while a battle-related message like "The enemy is loafing around!" would be shown up top in a much smaller window that would be more fitting for one line of text.

...Actually, the message dialog box/window for in-battle conversation/banter is probably fine, but I would like to see a fix for small battle-related messages without having the whole 4-line window show up for what is probably not a 4-line message.

PepsiOtaku's DynRPG Plugin Emporium!

I don't mean to add to the pile of requests for plug-ins, but perhaps you could at least evaluate how hard it would be to rectify the following issue with the RM2k3 DBS using some sort of DynRPG plug-in:

Picking between the 'Traditional' and 'Alternative' battle layouts (ignoring the extra freedom of the 'Alternative' mode where you can select who in your party attacks first) is basically deciding whether you want the names of your enemies shown at all times OR exclusively whether you want the MP of all party members shown on screen at all times without having to select a skill subset on a particular character.

Ideally, I would like both, since I would like to name enemies with some relation towards either their basic attack pattern or weakness, so the player could make some logical guesses and would not have to resort to trial and error or obtaining the basics in addition to the finer details of the enemy like exact stats and HP/MP that would be provided after using some kind of Scan skill. I was also thinking of having players manage MP more strategically in battle to avoid something like the equivalent of a Lv.5 Death skill but with MP (MP at multiple of 5 and your dead) or maybe if your MP is above half, then you're poisoned. Or even if I don't include skills like these, I would find it more helpful to include both current and maximum HP AND MP on the battle screen rather than either on the skill selection subscreen.

Oh, and another difference between 'Traditional' and 'Alternative' is that 'Alternative' does not show maximum MP AT ALL, even on the skill submenu! Meanwhile, 'Traditional' shows both current and max MP but on the skill submenu. Ideally, the main battle screen would show current/max HP and current MP, while the skill submenus would show the current/max MP as well.

Thoughts? Thanks in advance.

Edit: I hadn't read this entire forum topic, but I just read your last post, PepsiOtaku, and it actually related to this. =/ But perhaps there is a simpler fix to this specific dilemma?

Bat_2.png

I hope that eggshell dino is the most powerful enemy there.

city_redux.png

Well typically, that crosswalk would be right at the intersection!

Field Skills Tech Demo

Right. I was actually thinking of varying the threshold for a successful release depending on the skill. And then I will have an extra bar to indicate the threshold. I'll have to test it out and make sure it feels right.

exam.png

Well clearly, since the 2nd and last choices don't fit right with the fill-in-the-blank, then those must be wrong!

Tower of Immortals Review

I saw the title of this review and thought that "Tower of Tedium" was satirically the actual title of the game. However, I wouldn't think it an attractive title in the first place...

[RM2k3] "Label Loop" Issue -- Will sometimes exit loop by itself?

I think it might have something to do with playing sounds or showing an animation right after, but I can't keep testing at the moment.

Edit: Huzzah! I located and managed to fix the source of this additional lag. I was calling a common event that contained a label loop that was missing the magic "Wait 0.0", which was needed because I was showing multiple pictures to update the mana bar for my ABS-type system. I also fixed the logic so that I would only ever have to show one picture one time rather than multiple, since before, I was tracking remaining mana from the minimum amount rather than the maximum amount, so I wouldn't have to keep updating the picture.

Anyways, thanks to both of you for your assistance! I can now proceed from here with smiles =)