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New Guy
Mar 20, 2005 20:06:40 GMT -5
Post by Dark Knight Of Lodis on Mar 20, 2005 20:06:40 GMT -5
Hey, I'm a new guy to both RPG Maker 2 and this board. Just got it 8 days ago and I'd say that I already passed the intermediate level, as I'm learning everything quickly and even impressing myself with what I can do on RPG Maker 2. That said, I need some help, that it seems like I shouldn't be having trouble with. The enemies that I've created seem to love to gang up on the first guy until he's dead, and then the second until he's dead, and so on. Any help would be appreciated, and if I'm not supposed to put these kind of questions on here feel free to tell me. (found this site on a search engine) Thanks for the help!
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New Guy
Mar 20, 2005 21:39:38 GMT -5
Post by Doan the Nado on Mar 20, 2005 21:39:38 GMT -5
You have come to the right place. I'm really glad that you've found our community, and you might interest yourself in checking out my website (www.doanthenado.com), as it has information on both my game and those that I'm hosting for everyone here. Some other good RPGM2 sites are: www.pavilionboards.comwww.rpgmmag.comwww.agetec.com (message boards) I began this board because I felt that RPGM2 wasn't getting some of the respect it deserved and some of the people using it were getting disheartened, so I made a community that is almost completely based around RPGM2, and in just over five months it's gotten this big, so there are definitely some interested RPGM2 users out there. Anyways, getting back to your question, I actually don't know all that much about manipulating the default battle system (DBS). We do have a couple members who are very good in this area, however, so I'm sure you will get the help you are looking for within a couple days. Welcome to the Domain of Doan the Nado, it's good to have you. Also, we're interested in hearing about your game, too, so if you'd like to discuss your story, feel free to do that in the Our Created Games forum (just be ready for some constructive criticism).
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New Guy
Mar 20, 2005 22:47:37 GMT -5
Post by Deleted on Mar 20, 2005 22:47:37 GMT -5
The 'Enemy Attack' (or something very close to that) Direct Effects, under the Custom Tab in Targeting should be set for Random Enemy-Random Party Member instead of Single Enemy-Single Party Member. Gl
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New Guy
Mar 21, 2005 14:08:42 GMT -5
Post by Dungeon Warden on Mar 21, 2005 14:08:42 GMT -5
It sounds like the problem is in the targeting scripts. Did you copy and paste the original scripts or try to create your own from scratch? You really should copy, paste and edit to aviod these kind of probelms since the alternative is to study and edit the scripts and editors until you understand whats going on. It is better to change something that does work and see if it stops working then to try to create something from scratch and not understand what is going wrong. FYI: The reason this is happening is that the default is always set to zero for all variables and off for all flags. If no targeting instructions are given, the enemy will attack member order number 0 until dead, then member order # 1, member 2, and member 3 last. The same thing happens when members attack the enemy. The left most enemy (Enemy Battle Order = 0) will be attacked first, then the second to left, and so on until only the right most enemy is left. If you use an area attack you can see this happen in a preset battle. However, if targeting is set, the enemy will pick a random target and the player is given the option to choose a target group. Note that the lowest numbered member of the group is attacked first until dead (one of the things I don't like about the default battle system). I hope that helps you to understand the battle system a little better. Good luck with your game.
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New Guy
Mar 21, 2005 15:03:50 GMT -5
Post by Dark Knight Of Lodis on Mar 21, 2005 15:03:50 GMT -5
Thanks a lot, guys. I'm going to go an try that random enemy suggestion as soon as I get around to it. I feel like an idiot now. lol. I figured out things that were way tougher than that on my own.
I'm also looking forward a lot to seeing how all of you customized the game system. As of right now, I'm still in the process of learning the default one. As of right now, I can only think of one more question.
I owned RPG Maker 1, and I would say that I completely mastered everything in it (probably why I picked up RPGM2 so easily) and my RPGs were always extremely long. How in RPG Maker 2 can I make ones that take up more space than a single memory card can hold, and still keep the info from the last one?
Finally, thanks for the warm welcome and the help one again. I finally feel I have someplace to turn with my questions, since all the people in my area couldn't even figure out as much as me. I'm looking forward to making great games with the knowledge that you bestow upon me. ;D
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New Guy
Mar 21, 2005 15:33:00 GMT -5
Post by Doan the Nado on Mar 21, 2005 15:33:00 GMT -5
Unfortunately, RPGM2 makes it very difficult to use more than one save slot on a game. If you are careful with your memory usage, you can fit a lot on one slot. If you need more room, however, you can make a game continue on to a second (and third) slot, but variables, flags, and party information is not carried over. The only way to get around this is to create a script that checks all the used variables and outputs a password. Then, the user can enter that password when the new game starts and you can write a script that changes the variables based on that. That probably sounds kind of complicated and tedious, and the truth is that it is. I tend to think that the best strategy is to simply try to cut corners as much as possible... you'll be surprised how much you can fit on one slot.
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New Guy
Mar 21, 2005 15:48:32 GMT -5
Post by Dungeon Warden on Mar 21, 2005 15:48:32 GMT -5
You could also use a password to pass over only the most important information (quest points, major items, levels, etc.) and maybe have something happen to the party to explain why the rest of the stuff is gone. You could give the party some minor healing items as well to replace any they may have lost in the transition.
An other method is to use a second memory card that has the same file in the same slot but with different content. The only problem is that the date the file was created must also match. You can change the internal clock on the PS2 to do this, but the timing must be perfect. Good luck.
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New Guy
Mar 21, 2005 16:56:54 GMT -5
Post by Dark Knight Of Lodis on Mar 21, 2005 16:56:54 GMT -5
Thanks for all the help, and yes, that sounds complicated. One last question that I need for now, that I just noticed before I got on here to post for more help. My enemies now successfully attack randomly, instead of in order down the party line. Now my problem is that the party doesn't gain any experience, even though the text says that they do. They do gain the money, however. Any ideas? This is probably simple too, but I don't know that much about editting the default scripts. Thanks.
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New Guy
Mar 22, 2005 15:02:20 GMT -5
Post by Dungeon Warden on Mar 22, 2005 15:02:20 GMT -5
Go to the Character Editor Select each character Go to the ADV tab (you need to be in Hard mode) go to the slot "End Battle" Select "Battle Victory" and switch it with "Battle Victory." Yes, there are two battle victories. The first one works with classes and the second with characters. You can't level up because only the classes are getting any experience.
Why there are two battle victories I don't know, but everyone that tries to make their own characters runs into the same problem. Always cut and paste data, it will save you a lot of trouble in the end.
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New Guy
Mar 22, 2005 15:25:11 GMT -5
Post by Dark Knight Of Lodis on Mar 22, 2005 15:25:11 GMT -5
Thanks again for the BIG help in making my game better. I was thinking about customizing the battle system, and I thought about customizing stats and have NO idea how I would do this. But anyway, I figure one of you guys would, or would know if it's not possible so here goes. Would it be possible to make agility the chance to run, hit, and evade (i know it's normally on the weapon) and luck the ability to get a critical hit? Also, making intelligence doing a decent boost to magic effectts. I think everything else is good for now. Thanks.
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New Guy
Mar 22, 2005 15:47:41 GMT -5
Post by Deleted on Mar 22, 2005 15:47:41 GMT -5
First plan out your formulas for different things on paper. For example, 'making intelligence doing a decent boost to magic effectts' comes from using the INT stat in a battle formula such as [Damage] = [Inst INT] * [direct effect Rate] - [Targ INT/2].
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New Guy
Mar 22, 2005 15:50:08 GMT -5
Post by Neo Samurai on Mar 22, 2005 15:50:08 GMT -5
I believe they all are possible to do. I think you can use Agility to determine fleeing, but I'm not sure.
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New Guy
Mar 22, 2005 16:09:54 GMT -5
Post by Dungeon Warden on Mar 22, 2005 16:09:54 GMT -5
Agility is already the chance to flee, all you would need to do is remove luck from the formula (script 19).
Hit is equal to Attack (str + Weapon rate). This could be changed in the battle formula (change the variable Attack to Agility)
Evade is a simple random chance. Be careful using agility, some characters may become impossible to hit.
Luck as the critical hit chance is very bad, unless you force luck to stay low. Even a luck of 10 will give you are critical an average of 1 every 10 attacks. Note that most weapons have a critical rating of 5 or less.
Intelligence can easily be used to increase spell damage (I've already done this in my game). Be aware of how the spell formulas work. The presets multiply all formula numbers by 1000 so that significant digits are not lost during divisions. RPG Maker 2 variables are all whole numbers.
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Deleted
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New Guy
Mar 22, 2005 16:13:57 GMT -5
Post by Deleted on Mar 22, 2005 16:13:57 GMT -5
Sorry, yes, it is possible and people here can help.
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New Guy
Mar 23, 2005 16:17:15 GMT -5
Post by Dark Knight Of Lodis on Mar 23, 2005 16:17:15 GMT -5
Alright, since I want my first game to be as good as possible (as I already started over for this purpose), I was wondering if anybody on here would like to hear all about my game, the storyline, planned battle system, and other ideas that are definately spoilers who want to actually play it. If there is anybody, just let me know. Thanks!
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New Guy
Mar 23, 2005 19:08:58 GMT -5
Post by Dark Knight Of Lodis on Mar 23, 2005 19:08:58 GMT -5
I saw someplace on this board that you should use a map instead of a dungeon for a dungeon? Could someone explain this to me?
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New Guy
Mar 23, 2005 19:21:49 GMT -5
Post by The Final Rune on Mar 23, 2005 19:21:49 GMT -5
More than likely they were refering to using the Map Editor instead of the Dungeon Editor in cases where you want to have realistic water instead of using the river object piece. This use can be seen in the preset game FuMa where you use a ship in a "dungeon". Using maps for a dungeon base works the same as using the Dungeon Editor to create a base except that you can use 1024 dungeon blocks + 512 building blocks in a dungeon editor dungeon and you can only use the 512 building editor blocks in a map based dungeon. Was that as clear as mud?
Ask anything else if you need more explaination.
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New Guy
Mar 24, 2005 3:44:06 GMT -5
Post by Deleted on Mar 24, 2005 3:44:06 GMT -5
I think most everyone would be glad to hear more about your game. Keep what you think you should to yourself, but from what you said some of what you're keeping back aren't really spoilers, like the battle system, and that stuff I'm sure everyone would be interested in.
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New Guy
Mar 24, 2005 9:58:50 GMT -5
Post by Dark Knight Of Lodis on Mar 24, 2005 9:58:50 GMT -5
Ok, here come my "dreams" for my battle system. I am trying to make the stats in my game different than the default battle system, and I have heard how to do some of them on here. For anyone who has ever played Tactics Ogre (the one with Kachua and Vice, I forgot the name ) I loved that game, and one of the main reasons was how their stat system worked. Strength seems good to me in the default system, physical damage. Intelligence (or as I renamed it Magery) seems to do the right effect, increasing magic damage/healing, but not at the right power (it should be much stronger, I heard that 10 points is only 1 bonus point, I'd like it to be more of a 1 to 1 ratio). Agility is one that I'd like to modify a bit. I think it does your flee chance, and your battle order. I was thinking of trying to to make it count as your flee chance and battle order, but also as your ability to hit and dodge. Defense seems perfect to me, and simple. Higher points, less damage received. As for luck, I was hoping I could remove it from the flee rate, while making it a chance for scoring a critical hit. I am going to try and do this, but make it so that it does not level up, thanks to the suggestion I read on here that if I leveled it up, there would be continual criticals, and what kind of game would that be?] If only you could add your own stats, things would be much easier. As for actually customizing the battle system, I am still thinking on it, but so far here's what I have. - I heard of someone making a "wait" system where they were able to show all party members' life, mana, and time until their next turn on the screen at all times, I'd like to learn how to do that, as I liked that from FF - I'd also like to have battle systems where you can see the characters as they are fighting (little boxes with their names are kind of boring) but I'm not sure if this is beyond my current skill level - As for status effects, I'm thinking of having poison, blind, disease, sleep, curse, slow and a few other bad statuses, as well as regeneration, haste, bless, and a shielding one These are my ideas so far, and I have one more question...I made an ability called "Poison Bite" that a Viper has, and I looked through all the scripts, events, enemy database, etc. but can't seem to find the error. It's supposed to do normal damage, along with poisoning the target. I set it for 25% but I have yet to see it do it after going at least 20 rounds with it. lol. I guess it could be chance, but I doubt it.
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New Guy
Mar 24, 2005 10:06:38 GMT -5
Post by The Final Rune on Mar 24, 2005 10:06:38 GMT -5
About stats.
You can totally use your own stats and use them however you wish. Everything that happens in battle references a script and/or direct/indirect effects. these references can be altered by you to call and check what ever stats you choose.
And if you want to make custom functions for your stats then just assign a varible to represent them and use that variable instead of the player stat.
I'm not any good with figuring out that stuff much yet, but DungeonWarden and WilliamKirk can probably help you out there.
Good luck!
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New Guy
Mar 24, 2005 10:48:56 GMT -5
Post by Neo Samurai on Mar 24, 2005 10:48:56 GMT -5
I believe I can answer some of your questions. Let's see, but first thing's first: You can create your own stats. By using BattleVariables0-9 (and Normal Variables 0-9), you could create your own stats. However, you can't view them on the Stats menu in the default menu. I recommend making a custom menu so that the player can view those stats. It may seem unprofessional to have some stats in the default menu and some others in the custom menu, but it could be a lot more convenient (sp?) for the player. Now, let's see what you have here: I know this is possible, but I'm not sure how it could work in the default battle system. If you were to make a custom battle system, you could have a script called (applying all commands together) that keeps track of each characters time. You could use a visual effect to keep track of the time (I think that Doan would know more about this than me, though). That's very possible. DW figured this one out. If you'd like to see how it works, go here. And, to see it in action, go here. All of these are very possible. Many regular status effects are possible to create in the Indirect Effects database, except for ones that take away control from the player (such as Confuse). Are you talking about the Viper not performing the ability? I've never experienced this problem myself, so I don't know if I could help you. Did you set the Direct Effect and Indirect Effect to the ability? If not, I don't know what else to tell you.
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New Guy
Mar 24, 2005 14:46:47 GMT -5
Post by vespuleth on Mar 24, 2005 14:46:47 GMT -5
im sure i speak for everyone in saying that we would love to hear about your story. please post it in the 'our created games forum'. ------------------------------------------------------------------------ im back everyone.
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New Guy
Mar 24, 2005 15:35:32 GMT -5
Post by Dark Knight Of Lodis on Mar 24, 2005 15:35:32 GMT -5
Thanks, Hitou. That post helped out a bit. I think I know what I'm doing wrong with the poison bite, because your "did you set the direct and indirect effects" set off a switch in my mind that made me remember that I tried to put both into the script under direct effect. I forgot poison and other status effects are under indirect. As for my other questions, thanks for pointing me in the right direction.
One last one, is it possible to make it so that you can target a single enemy, without the whole group. Personally, it is kind of annoying to me, and there must be a way to get around it, right?
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New Guy
Mar 24, 2005 19:37:00 GMT -5
Post by BlackBoxx on Mar 24, 2005 19:37:00 GMT -5
"Is it possible to make it so that you can target a single enemy, without the whole group"
Do you mean target just one enemy?
Or do you mean to be able to pick a target that is part of a group?
The first one is a simple, yes. Just make the ability target a single enemy and let the player choose which group to target. Of course, they will end up attacking the member of the group that's on the far left.
If you want to let the player pick an individual target, there is a way. Unfortunately, it means that you limit yourself to a maximum of four monsters per battle. WHat you do is instead of assigning 2 monsters into the same group in the units editor, you set each monster into their own group. A maximum of four groups is why you would limit yourself to only four monsters. Not that this is a bad thing. I plan to do this in my game. To make up for matching or outnumbering moinsters in every fight (once you get a full party, that is), I plan to make monsters a little bit more powerful than other RPG's where you can kill things in one shot.
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New Guy
Mar 24, 2005 19:47:36 GMT -5
Post by Neo Samurai on Mar 24, 2005 19:47:36 GMT -5
There is a way of picking an individual target without doing that, BlackBoxx. However, I don't know how to do that. You'd have to ask DW, and I've been trying to get an answer on this for a while, so I hope he sees this topic and posts a reply.
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