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mirageman613
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Evil_Priest_Fight.png
Please add a description of what the spell does. This will help players know which spell does what, saving them from endless headaches.
Example: Darkness Dance's description would be "Inflict Darkness on foes", while Madness Dance's description would be "Inflict Madness on foe". Stuff like that.
Example: Darkness Dance's description would be "Inflict Darkness on foes", while Madness Dance's description would be "Inflict Madness on foe". Stuff like that.
5.jpg
author=Sinjin48
Looks awsome. But those trees are a bit too bright to fit with the rest of the map.
Actually, that's just the lower layer of the chipset being darkened in rm2k3. In-game, it looks fine.
HP/MP Swap
HP/MP Swap
Update: Made a slight change to this tutorial; now it says to subtract 1 from the variable that stores the character's HP because reducing that person's HP will only set it to 1.
HP/MP Swap
author=undefined
Did not test, but... Isn't this going to kill the character?
As long as you left the "Possible Death"/"HP Reduction can Kill Target" box unchecked, no, it shouldn't.
new_crystal_cave_3.png
author=Desmo360
Nice map, but why so much pink?
The pink doesn't show up in the actual game, just the map editor.
Protect, shell, and more in RM2K3
This is a pretty good tutorial, but all of this is assuming "normal" elemental damage is 100%. If you're using higher numbers (like 200% for attacks or 400% for magic), this probably wouldn't work.
EDIT: Also, with your elemental setup, you can only use Protect and Shell once; you can't use them to counter Deprotect/Deshell. And why, why, why do Protect and Deprotect not share the same element?
EDIT: Also, with your elemental setup, you can only use Protect and Shell once; you can't use them to counter Deprotect/Deshell. And why, why, why do Protect and Deprotect not share the same element?
malboro.png
0
post=Fallen-Griever
It's cute, but horribly inefficient if you want to have MP-draining skills and the like.
Having the branch check if the dummy MP variable is less than the current MP variable should prevent this. Since MP-draining skills increase MP, they will never trigger the skill effect.













