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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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Lowest Damage instead of 0, make it 1.

author=Travio
Have you tested it using an enemy that always guards and with variance in place? Because the second you include variance, your number will never remain exactly the same - it will vary up or down from the values you have in place. And without it, an attack will always do the exact same amount of damage to a certain enemy. It makes sense for attacks like you say do an exact amount of damage (and be sure to work on a way around Guard unless you want it to be roughly halved when someone Guards, btw - ignoring defense doesn't take into account Guard as an action), but not for attacks that need to do a range of damage. Between variance and guarding, it can reduce your actual damage to 0, even with a +1 in the formula.

The change to the script catches these cases and lets you keep variance in damage.


I never even thought about the enemy guarding.

[2K3] Terrain & Tile Substitution

It should be possible. You just have to make good use of variables (some that you will set to random numbers to determine what monster group you face) as well as conditional branches.

If you're completely out of luck, check back here in a week or two. I will eventually get around to testing this myself because I want to use random battles in my game too but also avoid multiple battles in a row after only walking 2 or 3 steps :P

Lowest Damage instead of 0, make it 1.

author=Travio
Because it's still possible, even with the +1 in the formula, to do no damage because of how the script actually calculates damage. You need to have a catch in the actual script to make minimum damage equal to 1. I tested the second way (which is part of why I recommend it) before I put up the initial post.

Even if the +1 did work, you'd have to put it on every skill, as opposed to one (easy) change to the script. And if you later decided to drop the minimum damage back to 0 as opposed to 1, it's one easy deletion as opposed to going through every skill.


I haven't really used VX Ace, so I assumed that you could just easily change the universal damage formula somewhere. If I was definitely wrong about this, then Travio's way is probably better, especially if you have a lot of skills.

[2K3] Terrain & Tile Substitution

Just put in a conditional branch, checking if you have that, and then multiply the encounter rate by the desired amount.

Lowest Damage instead of 0, make it 1.

I still like my idea of just adding one to all the damage formulas :)

Lowest Damage instead of 0, make it 1.

You might just be able to add a +1 to your damage formula then. However, in RM2k3, I can't think of a way to do this without using some fancy plug-in...

[2K3] Terrain & Tile Substitution

Okay, good to hear. I wasn't sure how expansive your project was. If you only have a few terrains, then you could probably just go with the copy tileset and terrain route, but who knows? Maybe you'll want to add more later...

[2K3] Terrain & Tile Substitution

I'm assuming that you are doing random battles? You could try making your own "random battle system" using a parallel process common event. Keep track of how many times your characters map coordinates change, while a BATTLES_POSSIBLE switch is ON. Set a random number for the number of steps that you have to match, say 30-40 before the next battle. When you have stepped that many steps, do an enemy encounter. Have another randomly set variable to determine the monster encounter.

Doing something like this will not only fix the random encounter algorithm, which I think is faulty at times, and make it more predictable by setting your own minimum number of steps (rather than some average), but it will also give you a chance to edit more easily how often each monster group will appear, and for your case, how often you get preemptive strikes.

Also, by doing this method, you could have all your game's encounter groups in one common event, and then you don't have to edit them in the map, but if you are using map encounter areas, I think the common event would still work, but then you would have to check your current hero coordinates before calling an enemy attack event.

Looking for new games to Let's Play

I only have a short prologue/demo for my game so far: Legend of Alkior (not enough for a full Let's Play, but maybe a Let's Try? actually, I'm not even sure what exactly constitutes a Let's Try) but I would appreciate any kind of feedback that you could give. Also, make sure to read the download page if you do take a look! :)

[2K3] Terrain & Tile Substitution

It sounds to me that you will need to make a copy of every tileset AND terrain. Tilesets to set the new terrains, and terrains to vary the % of initiative, etc.