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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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My RPG_RT file isn't opening in widescreen...

Instead, it just opens in a normal square program with two big annoying black bars on either side of the playing field. Is there anyway to fix this?

Also, how do I get rid of the Enterbrain logo at the beginning of the program? I can do it with a resource editor, right? Or just download an edited RTP_RT?

So, does the battle animation autocomplete work? [RM2k3]

I haven't been able to make it function yet... I'll set a couple cels in the animation and try checking and unchecking everything, but not much happens. I also can't really figure out what mass copy/clear can be used for.

Is it possible to change message speed permanently? [rm2k3]

I know you can use \S or what have you to slow down messages... but is there a way to apply this automatically, or am I going to have to do it in every message?

Retroactively checking skill use (RM2k3)

This is a topic I've seen around a couple times. I bookmarked it, but I seem to have lost it and I can't find the link anywhere.

I know there's a way using RM2k3's battle system where you can check what skill a character uses from the Skill command. It involves setting a variable to the Hero's MP before and after a 'dummy' skill use, and then checking it to see if it equals the amount the skill costs, <I>immediately</i> after the skill has been used.

This part is important, because I plan on scripting most of the skill's actual use in the Battle Event window, so I need the skill's code to start as soon as I use the dummy skill. I've found ways you can make it activate on the next turn, but that could be iffy at best, because the skill could kill the enemy who's turn it is, or something of that nature.

I thought I read somewhere that if you make the skill's code the page before the code that sets the Hero's MP, the battle system will read it, and right after the dummy skill animation and damage is calculated, the game uses the real skill. Does anyone know what I'm talking about?

Help with chaning my character's battle sprite in battle (RM2k3)

I'm trying to create a special attack through the Battle Event system that does damage based on your hero's level and many other factors (i.e. unprogrammable in the normal skill tab). I have it set up so that this skill is a seperate command (i.e. "Special") and that when you use it, the battle event starts.

Now, here's the problem. The animation for this attack is my hero jumping up the air, catching fire and burning the enemy. However, my character's battle sprite (the "Idle Stance") is still shown on-screen the entire time. Is there any way I can remove it without having to remove my character from the party and put in a "filler" character?

(I've tried the "filler" thing, it works, but it's going to be a hassle if I have a party system that involves switching characters, or at least it will involve a lot of barriers. Plus, whenever he's added back into the party he goes from first to last position.)

So, if you input a command during a battle animation.. (help please)

In RM2k3, my battle animations are anywhere from 10-100 frames long. I've found that with two characters on the screen, I can input a command on the first, then, as the animation is playing, use the second to attack or something.

The second character will attack immediately after the first animation is done, but before the first spell/attack has any affect. If the first character used a spell, the MP won't be consumed, and the enemy won't take any damage, for example.

Is there a solution to this, or is an inevitible problem with RM2k3?

EDIT: Alright, so I've already fixed it... it world seem that if you create a battle event page with the trigger Second Character uses Attack command (or whatever) it pauses the system just enough to make it double-check and confirm both character's actions. Cool.

(You can create a battle event called Turns Taken and put a 0.0 second wait on it and it will cover everything)

Status Condition Recovery in RM2k3

I'm trying to make a game with a well-thought out battle system, and it involves heavy use of creative conditions. I'm trying to make conditions that last exactly three turns, for example, or a mirror skill that only lasts one turn.

However, the "Condition Always Abates" number doesn't seem to be working the way I want it to. I figure, if I set it to five, the condition should always be cured after five turns. But, enemy monsters don't seem to be being cured of their conditions, even after several turns.

Any suggestions?

Using edited RTP graphics...

I'm working on a project, and when I started off I knew straight away I didn't want to use the RTP (for obvious reasons: pride, overuse, etc.) But, I've been using custom sprites based off the rtp for a lot of things, mainly, the battle animations.

How does the RM community feel about heavily edited RTP sprites? I've noticed many games use darker sprites, or ones from FF-like SNES games. The RTP sprites have a goofier, lighter feel to 'em.

Okay! Can you make subset skills use Switches? RM2k3

I'm making a system that involves two types of skills: ones you can use all the time and ones you can only activate after certain battle events.

That being said, they're all pretty code-heavy and I was wondering if there was a way to make a skill under a skill subset (the one added to the commands at particular times) activate a switch, just like normal skills?

REAL Battle Formulas?

I know I've heard around here before that the battle formulas listed in the help files are incorrect (i.e. how stats affect damage, or ATK or INT influence affect a skill). I was wondering if anyone still had the true battle calculations, or a link to them?