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  • The Lone Warrior - Jaffer The Battousai
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aten what does 2 X / 1/2 / Null represent? That's pretty cool. also MCP's magical attack? can't figure out what C would be.
I assume:
2x means double damage
1/2 means halves damage
Null means no damage is taken
From respective elements.
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Old King is hard as hell if you do try to actually kill him. Shoving off some health for Demonbrandt isn't too hard however
I was referring to the False King.  Translation differences!

Old King Doran isn't too bad though... his AI is way too much like a black phantom making him sort of predictable.  Now, of course, if he hits you, you're pretty much boned, but you can drag him away and repeatedly backstab him!
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Implementing the "Fury" state.  Effects:
0 AP/MP Cost
No Increase in Turn Delay
1.2x damage
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  • The Lone Warrior - Jaffer The Battousai
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Well, yeah.  You have to patch the font used in RM, not the RPG_RT.
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  • The Lone Warrior - Jaffer The Battousai
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(If you actually remember me, congrats. If I posted this in the wrong forum, I deeply apologize.)

Now, I have a few questions which I need answered. I use RPG Maker 2003, and I'm working on a official video game for my clan (yes, a video game). Here are the questions...

1) Is it possible to do a battle system like Shin Megami Tensei: Persona 4?
2) How do you make it so the images imported into RPG Maker 2003 do not change color or lose quality?
3) Is it possible to have an opening (such as a video, etc.) for the game (basically, the video plays before you go to the title screen).
4) How can you make it so a character can only learn at least eight skills, and if a character levels up and can learn a new skill, they would have to forget one of the old skills in order to learn the new skill?
5) Is it possible to use a time limit in-game? (As in, on the field, not in-battle)

If anyone can answer these questions, I'll be grateful.
1.) Yes, if you're willing to put forth the work.
2.) Convert it using a good conversion program
3.) Yes, use the Auto-Enter Patch
4.) Use a variable to track their current skill count, and once it's 8, if they're ready to learn a new skill, then you'd use a selection menu.  And then, a lot of conditions to erase the selected skill, then just have them learn the skill.
5.) Yes, if you don't want a timer to count in battle, just use a parallel process common event that counts every second.  Turn it off during battles.
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No, it has to do with the Font that your RPG Maker is using -- I had this issue with later versions.  There are plenty of fixes to this, mostly just "Font Patches," but I can tell because the font used in your actual maker is also excessively large.  I assume you also have to scroll to see all 20 variables/switches in a set, yeah?

Download a font patch!
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The CBS is still in "early development" (not really but there are no sprites so it looks fairly early-stagely).  I disabled the monsters for this run, since I wanted to test a few things out.  If you hear the music cut it's because I cut out the variable editting parts (testing critical hit rates, dex rates, passive skill activation).
Note: <Fatal Strike> is an ascended skill which has a 10% chance to instantly slay a foe.  It only activates during a random encounter.
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At what age do you tell a highway it was adopted?
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It's hard to read period at since it's so small.  I'll video it later and see the result.
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Not a mock up, but actual implementation~
Increase: Green
Decrease: Red
No change: Grey
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http://mods.whahay.net/ATARI/hosted/rm2k_fonts.zip

Check the stickies in this forum.
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Recoloring the numbers is easy, since it's displayed on a loop, and I can easily adjust all the colors swiftly.  The text for the backing is appended to the menu pictures itself though, so I'd have to adjust each picture individually.  Which I'm sure wouldn't be bad, just significantly more time consuming.  I think I've got someone to help me, trading off coding work for sprites to her.  So I may be well off!
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Not mine at all, I just draw for them :D

Lol.

So, working on the CBS:

Targeting.  Transparent targets show the "acceptable" targets.

Darkened the unusuable skills more.  Finished all the battle menus and compressed them into one event that'll handle skills, magics, and items of all characters~!

I also bought a new monitor today so I can clearly see all the visibility issues.  Like, wao.
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Since my spriter bailed before even doing the first sprite, I'm using my old char art.  I figure I'll work on the guts of the CBS for now, instead of the animated part!  Thus far, monsters can attack while you're taking action, cut you out of menus (if you die), and you can change who's currently acting! (with shift)

This specific screeny is to ask if you guys think that the Usable and Nonusable skills are differentiable enough.
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Jaffer, looks pretty good. I imagine a lot of work making all those numbers with charactersets. I just think you should do color shifting when equipments give better or worse status. For you who made all that, making just some characters coloring would be a challenge.
It's actually a picture based menu lol.  Map based menus are for sissies >:[
But I can try.  It'll actually be fairly difficult considering the way I made the menu qq~
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I like simplistic design... especially considering I've no artistic or design oriented abilities, I've got to go with what I can do.
I was aiming for a quick to navigate menu, though, and it was delivered.

I've also fixed a few internal bugs in the system that could potentially cause errors!

That's the new coloring in action.  I also added scroll arrows for the... well, scrolling menus.
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Sellsword - A mercenary.  Strong, but every command consumes money instead of (insert special points here).  Will not act if you have no money, may flee from battle automatically.

Arch Samurai - A Samurai that has abandoned the code of Bushido, such that he values his own life more than his leaders.  If in killed, he will turn against you for a period of time after resurrection.

Enchanter - A purely support character.  Can endow elements onto other peoples weapons (or onto monsters) for a number of turns.  Can change a monsters element by moderate chance to a random, new element.  Specific, unique supportive skills, but not very many of them.
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Honestly, I think it looks much nicer like this.


More... intensive menu screen.
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I reduced the brightness by 30%.
Better, or too dark?  I don't wanna implement it then have to redo it!
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@Jaffer: You don't have "amounts" of individual items, you have "numbers" of them. If I have four items, the number of items I have is four, not the amount. Otherwise, looks pretty solid!

Better?

Next order of business... CBS or Shop System?

Oh, the woes of not using the database for anything.  Although, I'm happy I've a fully functional menu now.  Wasn't as bad as I figured it'd be.
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