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What are you currently reading?
Does anyone else think facebook feeds, polls, and quizzes are the downfall of civilization?
Social networking seems to bring out the best in people: www.tweetingtoohard.com
Increasing 2k3's picture limit
Is there a patch for rm2k3 (1.08) that increases the picture limit from 50? I looked through the 'master rpg maker' topic, but there's nothing like this that would work for 1.08 version.
All I've found is the David/Goliath patches that increase to 120 but they completely butcher the 'M.Groups' database view.
Thanks.
Also if anyone's got the Play Edit patch by the same guy that allows you to edit while playing it'd be much appreciated. All the download links I can find are dead.
All I've found is the David/Goliath patches that increase to 120 but they completely butcher the 'M.Groups' database view.
Thanks.
Also if anyone's got the Play Edit patch by the same guy that allows you to edit while playing it'd be much appreciated. All the download links I can find are dead.
Accessory Levelling System
What I've decided to do is give experience for every accessory specific attack used in a battle, regardless of whether a enemy is defeated. An interesting point about escaping though. After reading the thread on how often people escape from battles it seems that a lot of the time it's because the enemies are too difficult. So if I give experience this way and the player pulls off some accessory attacks, but the battle gets too difficult, they can run and still gain accessory experience so the battle won't have been a complete waste.
The "golden" era of PS1 console RPGs?
I remember having endless fun playing a demo of Dark Cloud on the ps2. Wish I'd gotten the full game.
Accessory Levelling System
One problem I've got, is that when I equip the accessory, I have to come out of the main menu for the parallel process to take effect and add the appropriate skills. So the player can't go to the main menu, equip their accessory, then navigate to the skills section to see what they've learnt. They have to come out onto the field screen first. Is there any way around this (short of creating a custom item management system)?
Accessory Levelling System
Thanks FG, rather than adding the points at the first turn though, i'm wondering if it'd be better to add the experience points when the hero uses an attack from the equipped accessory. That way, the player won't get experience if they only use the default attack command to defeat an enemy without using any of the accessory's abilities.
Thankfully there is no 'party' as such in the game. Only one character will be available to use in battle so the lag should hopefully be a non-issue.
Thankfully there is no 'party' as such in the game. Only one character will be available to use in battle so the lag should hopefully be a non-issue.
Accessory Levelling System
Accessory Levelling System
Right, I'm trying to make a system whereby accessories get experience points and level up the more you use them. Upon levelling up they can learn new attacks and all that jazz.
How do you think would be the best way to implement this?
EDIT: Just realised that's probably a bit vague.
Basically each accessory grants the character certain related abilities (Water gives water based attacks, speed giving quick attacks .etc) and the more use each accessory gets (this could maybe be calculated by the number of enemies defeated by attacks from a particular accessory) it'll earn experience and level up in accordance with how much it is used. The idea being that the player chooses whether they want to 'specialise' in a certain class of accessory and only use one or two, which they can level up quickly, but be limited in the type of attacks they can perform, or use lots of different accessories and have a wide variety of attacks, but it'll take them longer to be able to gain the more powerful ones for each accessory.
How do you think would be the best way to implement this?
EDIT: Just realised that's probably a bit vague.
Basically each accessory grants the character certain related abilities (Water gives water based attacks, speed giving quick attacks .etc) and the more use each accessory gets (this could maybe be calculated by the number of enemies defeated by attacks from a particular accessory) it'll earn experience and level up in accordance with how much it is used. The idea being that the player chooses whether they want to 'specialise' in a certain class of accessory and only use one or two, which they can level up quickly, but be limited in the type of attacks they can perform, or use lots of different accessories and have a wide variety of attacks, but it'll take them longer to be able to gain the more powerful ones for each accessory.













