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[RM2K3] Does magic do more damage than weapons?
Hey so I created a skill Slash that costs 5 mp to use. It deals a damage of 1, with 10 str influence. Now an thing I noticed. If I have the damage type "slashing" set as a weapon it deals about 100 damage, if it also has a second "slashing" that is declared as magic it deals about 200. The damage for rank C damage is identical on both damage types and the skill ignores defence.
Is there a way to make materia/runes work for all characters?RM2k3
Hey so I have this code that makes it so that if I have an item equiped (in this case fire rune). I gain some spells. Is there a way to make this apply to all characters or do I need to input it one by one?
I have a common event
Branch If [Hank fire rune equiped)
teach fire skills
else if (hank fire rune not equiped)
remove fire skills.
Is there a way to make this check every character and teach them the skills if they have it equiped and remove if they dont. Or do I just have to make a commen event for every character?
I feel like its something to do with character id stored in variabled but im not sure how to get and set character ID.
I have a common event
Branch If [Hank fire rune equiped)
teach fire skills
else if (hank fire rune not equiped)
remove fire skills.
Is there a way to make this check every character and teach them the skills if they have it equiped and remove if they dont. Or do I just have to make a commen event for every character?
I feel like its something to do with character id stored in variabled but im not sure how to get and set character ID.
Would suikoden/exit fate style recruitment work if there all NPCS?
Hey just a game design/theory. Do you think having a game where you use a normal rpg cast of 4-12 playable characters and the rest are NPCs would work for a build your army type of themed game?
You would still do the mass recruitment like in the suikoden games but wouldn't be able to play any but the essential. Would it be worth it if all the recruits are NPCs that do stuff like open up shops within your fort. As a player would it be rewarding enough to do loads of side quests if you can't get the new recruits in your party?
You would still do the mass recruitment like in the suikoden games but wouldn't be able to play any but the essential. Would it be worth it if all the recruits are NPCs that do stuff like open up shops within your fort. As a player would it be rewarding enough to do loads of side quests if you can't get the new recruits in your party?
How to make enemies walk towards you when you get close?
Hey people.
How do I make a dist function in rpgmaker 2k3? I know its something to do with a switch. I want the enemies to move towards the player when they "see" the player.
Psuodocode.
Page 1
Move randomly
Page 2
If dist (playerx, playery, this.x, this.y) less than 3
move towards player
Thanks
Flik
How do I make a dist function in rpgmaker 2k3? I know its something to do with a switch. I want the enemies to move towards the player when they "see" the player.
Psuodocode.
Page 1
Move randomly
Page 2
If dist (playerx, playery, this.x, this.y) less than 3
move towards player
Thanks
Flik
How powerful should bosses be
Hey so iv been messing around with making bosses. And Iv got it so they hit as hard as a player and fast. I was wondering if anyone had any quick guides on how hard a boss should hit based on player hp and how much hp they should have based on player attacks. My characters hit for roughly 1/3 there max hp, having a boss that hits like that and is twice as fast of then feels like you need twitchy fingers.
Wanna get the basic maths down before I start adding in status effects.
I like hard bosses and played hardmodes of ff7-9 etc on an emulator so not sure if im ok with these bosses because of these reflexes I have etc.
Wanna get the basic maths down before I start adding in status effects.
I like hard bosses and played hardmodes of ff7-9 etc on an emulator so not sure if im ok with these bosses because of these reflexes I have etc.
Hello general advice
Hello so I have been making a project for a few weeks. Now I have some questions around the methods of creating a game.
Firstly is it best to map out the whole game, then make a mechanical shell before thinking about story. Or is it better to make each game section by section eg you make the map for chapter 1 then do the mechanics and story of chapter 1 before moving on to chapter 2.
Secondly what are the pros and cons of making few but large maps in comparison to lots of little maps. I notice that most games use the lots of small maps method, while a few will use big maps.
Thirdly what makes an rpg maker game fun to play? Can you get away with a lame story if you have a really good and original battle system. Vice versa does a boring battle system kill a game that would have a really good story if it wasn't for its bad system.
Thanks
Flik
Firstly is it best to map out the whole game, then make a mechanical shell before thinking about story. Or is it better to make each game section by section eg you make the map for chapter 1 then do the mechanics and story of chapter 1 before moving on to chapter 2.
Secondly what are the pros and cons of making few but large maps in comparison to lots of little maps. I notice that most games use the lots of small maps method, while a few will use big maps.
Thirdly what makes an rpg maker game fun to play? Can you get away with a lame story if you have a really good and original battle system. Vice versa does a boring battle system kill a game that would have a really good story if it wasn't for its bad system.
Thanks
Flik
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