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Events of the Pandora's Box

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+++ DynRPG - The RM2k3 Plugin SDK +++

That could work yes...I just find it silly that 2k3 forces the "target all" function that it does with switches @_@


Though the question is now, would that apply to Command abilities as well (those that aren't skills but actual commands themselves. I daresay there's none in there that targets one ally at all, but can be set to target one enemy with the Attack subtype)?

Utilizing the Class tab for different effects? [2k3]

Posts before...in the thread above or in this section of the forum? lol...


Hmm...I suppose that is true. So if the default changes, then that whole idea is tossed out of the window. Darn, and I thought that'd be a great way to implement a "Megaman" type character, so to speak, by balancing it >_<

[2K3] Key Inputs!

Hmm...if I get this system put in, would I have to give this to anyone that downloads the game as well? Or would the game register this itself automatically without me having to give them the application?

+++ DynRPG - The RM2k3 Plugin SDK +++

Ah, here's one. I'm not sure if I'm blind or not, but here goes.

Regarding skills that activate using switches and Commands in Battle Layout: Would there be a way to make it so that when using skills that require switches, that it'd be possible to target ONE enemy instead of it targetting everything on-screen? And on that note, when it comes to making Command abilities (i.e. using the Battle Layout tab, this one I'm not sure on at all), is it possible to make it select one ally?

+++ DynRPG - The RM2k3 Plugin SDK +++

If I may, could I drop suggestions in here for this? Just in the event that something catches yours (or anyone else's who may be doing things for this) eye that could be useful? I'll have to think on some things first (or they may appear as topics anyways depending), but just seeing ahead of time!

Utilizing the Class tab for different effects? [2k3]

Ah, and to add to this, since I forgot to ask this too since it's important. Say I have a character who can switch skillsets. For her default skillset, her stats are "Normal". When she switches to the "Mage" skillset, her HP, ATK, and DEF would decrease, but her MP and Magic would increase. I would assume that the Class tab would be useful in this regards? And if the character levels up when in said class, would that affect her base stats in her "Default" class at all?

[2K3] Key Inputs!

Yes, this is going to sound REALLY silly, especially from someone that's used this thing for 3 years. But bear with me please ^^;

So, I honestly don't know what the default keys are for keyboard (yes, I've never tested nor played my own game using keyboard. I've always used my PS2 controller, which is where another question will come in). If anyone could tell me what the default keys are, that'd help me a bit.

Now, here's the NEXT question. Right now I'm trying to implement a system which changes the overworld graphics of your party. This I currently have set to Shift. However, there is another system that goes with this where choosing a key will let the player use an ability designated for the field when a specific party member is the one on the field. Now, I could use the Key Input command and set it to say...+ or one of the number keys...however, I do not know if there's a way to put this on the controller. As far as I've seen, none of the shoulder buttons correspond with any of the keys, and Triangle (X I guess for some) acts much like the Open/Cancel Menu, without cancelling the menu. Any ideas on how to alleviate this for those that use controllers? I wouldn't want to have them to deal with both keyboard and controller at the same time, if possible...

[RM2k3 DynRPG Plugin] Keyboard & Mouse Input

Let's see if I understand this one. So basically, using this plugin, you can set a switch to key using some kind of coding that I don't know (lol) to any key (I actually need to ask something about that later...) that can be used repeatedly? So in other words, if you use this plugin, you can set it so that the Shift key will turn off or on a switch that controls say...switching parties or something similar?

A Game About Making Games!

I would do so myself for 2k3 if I wasn't bogged down by my own game as it is. I thought it was a neat idea, depending on how one goes about doing it (since they'll need to be able to explain stuff...maybe the Picture thing would be used a lot...I don't know yet). It'd probably be a pain to transfer code though unless they used Ultimate...just thought about that x_x;

A Game About Making Games!

So recently, with all of the tutorials and events and all that good stuff out there, I was thinking: What if someone made a game that was a tutorial on how to make events, use the Maker they are using, etc? As in, not a game just to play, but a game to learn...something like Mario's Time Machine (oh lord that game!), if you get what I mean. For instance, imagine a hallway or library of such, and each door takes you into a tutorial of how to set up a specific event, and lets you test out that event in said room. For instance, Room A would be a tutorial on how to make a Tent item (I'm sure there's multiple ways of doing it) and then it would allow the user to test out how the Tent event works (this could even extend to being a vault of codes for users to use perhaps).


What's everyone's opinion on this? I know it's not very descriptive or anything, but thought I'd toss out this idea I had. ^^;