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Thanks for all the help! Thats amazing!

But sadly...I cant find it....that info is too old. :( They had a subform under "Engines and Toolkits" thread that was dedicated to RM2k/3 tutorials.

I was skimming though there one day and saw a guide on how to balence your battles/stats properly, i remember the first part was making your ATK and DEF the same value....but thats all i remember.

Im getting ready to program my stats and was hopeing to find it.
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Hello, im trying to find a old tutorial that was on GamingW for Rm2k3.

Does anyone know if the RM Tutorials were archived and if so....where are they?
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Nevermind...ill just use page numbers :) 1/1
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I think this is the closest place to post this....

I made this on MSPaint for my CMS but need a scroll bar in the left side of the dark inventory window in that slot. I tried a few different things but couldn't get anything to really look like a scroll bar. Im hoping someone with a little more artistic talent can help me.

http://img40.imageshack.us/img40/4213/items0.png
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Ouch, you have used it on the RPG_RT.EXE? When you installed the Power Patch, YOU RENAMED THE RPG_RT.EXE TO RPG_RT.OEX and placed a new RPG_RT.EXE file there.

Why would you (want to) change .exe to .oex...iv googled and cant come up with what .oex is?
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That was the tutorial that I was going to link.

Kinda figured  :cool:​...
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this is worth taking a look over:

http://www.blade2k.net/writings/0/1/1/writing_102

Its kinda steep thou...I think ill stick to rm2k3s simple but effective algorithms

Or you could forget about algorithms and just have constant damage....

Wood Sword: 12 damage
Metal Sword: 19 damage

Escape Chance: 100% or 0%

Lvl 1 damage: 4
Lvl 2 damage: 6

Slash Kick: 6 damage
Mega Punch: 9 damage

and all you would need is just attack stat + weapon attack stat! hehe.
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Also take a look at the help file...Do a search for: "Battle Algorithms"....it should clear a LOT up...im making a CBS...but ill use the same algorithms as rm2k3...makes things easyer.

This info and algorithmate should be just what you need!

But if your to lazy to open the helpfile like I am at times, heres the text:

Quote
·   The attacking character is designated as A, and the defending character (the one being attacked) is designated as B.
·   Success or failure of certain things are determined by a random number.
·   When using an attack with attributes assigned to it, damage fluctuation and effectiveness are separately calculated.

Normal Attack Damage

Damage (HP decrease value) = (Attack power of A / 2) - (Defense power of B / 4)

·   The actual damage fluctuates between 80%-120% of this value.
·   In the event of a "Critical Hit", damage is multiplied by 3.
·   When B defends, the damage taken is reduced to 1/4.

Normal Attack Hit Ratio

Hit ratio (%) = 100 - (100 - hit ratio % of A's equipped weapon) * (1 + (agility of B / agility of A - 1) / 2)


·   When "Ignore Monster Evasion" is checked, the hit rate becomes the basic hit rate of the weapon.
·   Hit ratio can change according to afflicted conditions.
·   When B is afflicted with a condition that prevents action in battle, hit rate is automatically taken to be 100%.

Skill Damage

Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)


·   For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
·   When [Ignore Defense] is checked, the damage algorithm is as below.

(Defense power of B / 40 * Attack influence of skill) + (Intelligence of B / 80 * Intelligence influence of skill)

·   When B defends, the damage taken is reduced to 1/4.
·   Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If the value is 100 or more, the character will revive with 100% of their HP.)

Success Rate of Skills

Success Ratio (%) = Success Rate

·   For a skill with multiple effects, each is checked separate to see if it fails or not.
·   When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.

Escape Success Ratio

Escape success (%) = (1.5 * (Average agility of party / average agility of monster group) * 100

·   For example, if the average agility of the party and monster group is the same, escape success ratio is 50%.
·   Every time an escape fails, 10% is added to the escape success ratio.
·   If a pre-emptive attack is made, escape success ratio will be 100%.
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Kingdom Hearts did something like that with the "deep" questions they ask you at the beginning...Note: Pick the top ones (I think)
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Until I have created a unique, cliche-less masterpeice that only losers complain about, so continue with the pressure so I go from  :laugh: to  :cry: to  :naughty:​, and then,  :woop:​, not like :sweat:​, or  :crazy:​, I will have my rough draft STORY by friday (pressure!!!)

I'm out!  :fogetcool:

Haha..that's awesome! Its great you have that much passion in the project.

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yeah you're a good guy but you need to detect sarcasm better

Ahh....sorry.  :mellow:
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I was thinking more and I have another piece of advice iv given a few times before in my life:

*Drum roll*....

FINISH! Theres nothing thats as sad as having to do a project dump! If you suffering from a technical problem, compromise on something easier. If you think your story sucks and its not even worth releasing or finishing...think again! Im not that picky about the games iv played as long as they are complete or playable till the end. If like to see what other people have thought of and try to enjoy there work or point out somethings I thought was pretty neat or a interesting way to do it. Even if it does stink you at least took the time (years most of the time) to make it and put your heart into it. You friends and family will be love it cause they know you and it came from you. But what I don't really like is that we are all developers here, thus we must "know how games should be made right" and every once and a while find a game that was release...maybe a first game and just trash and flame the developer...or least the negative feedback that we tend to give overwhelms the developer or makes the positive feedback seem very tiny.

I think if the/a kid took time to finish a game and put everything he had into it, it should be worth taking the time to play thought unless it is real unplayable...then try to help out and try to help the developer fix it if they care about the project. Or make suggestions for #2 or Project #2. And everyone's first project is there "baby"...they learned the maker while they made it and was a first shot at a game.

So ya...whatever it is...try to finish it and dont give up! Then you'll at least have a first finished game.
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oh wait you're right he's 12. HAHA LET'S ALL BULLY HIM AND MAKE A FOOL OUT OF HIM CAUSE HE'S A LIL KID THAT DOESN'T KNOW ANYTHING AND OBVIOSULY DOESN'T HAVE THE COMMON SENSE TO DO ANYTHING

Well I'm 22 and Iv found a few tips here useful?

Try not to stereotype age groups....
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I would give a strong vote to Story outline before Maps.....You need to have a idea of what you will "need" maps for depending on what your story requires...I just started making maps and then later I found out my story required a diffrent set of maps....im still fixing them up....It set me back far!

1. Story
2. Maps

You take so much longer if you make a game backwards. :crazy:

Also make a "short and small fun game first" Dont aim for something huge untill you gain the skills to make something huge...I started off way to big for my first project...use to game to play around with the maker, see what you can pull off....then your BIG game that you want to make will be so much better.
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Massive rage at Wild Arms 3: 'WHY DO YOU SUUUUUUUUUUUUUUCK'. :cry:

I never played any of the Wild Arms games...why do I keep on negative feedback on Wild Arms 3? Was it really that bad?
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Clever...but it would stink where if the player had a hard time with the minigame....then when the stats were set you got pwned in the first battle! haha...maybe it should be a average of like 2 out of 3.

But clever...I think im sticking to the...."Pick your characters strength and weakness" sorta thing.
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Ok...iv spent most of the morning editing and tweaking and I got the GUI formatting redone for the finding items:



And if you have already 99 or the amount you find will exceed your inventory from 99:



I think it looks a lil better.  :)
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The way you're using the icon is pointless. The whole thing just takes up too much of the screen.

Why not have a single window on the or towards the top. Have a slender window that's laid out like this.

[Icon] You found two poison cures!

You can change the icon depending on the nature of what you found. A little shield icon for shields, a little potion icon for potions, and so on.

Hmm...maybe if I wrote on the 4th line of the message box I could make the text box a lot smaller...sounds good. I think im finishing for the night but ill play with it tommrow and post a updated Screen shot.
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It was all the worrying about stupid little details like that that don't even end up mattering in the end that made me lose interest in game making. Just wasn't very fun after a while.

Ya...I guess that is really small...*shrugs*.

But I got it solved and am continuing.
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Hehe....a lots happened and a lot has been improved. I keep on thinking im done with a aspect and BOOM comes another idea....I like working with RTP...still. haha. The maps are doing much better, but im still improving. Im in no rush to get done...thats how my maps got like that in the first place..rushing. The story is still in the works. Its not really near completion yet.

I was thinking about something like (\c[3]\v[99]\c[0]) but insted the number incraments like Zelda OOT...on the money it looks kinda neat! Took 4 days to get it all to work right...talk about headaches.