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MagusMartovich
02-08-2008, 09:35 PM
Okay, I am about 99.999% positive that I have totally given up on RM3 and I'm falling back onto RM1 because it will always love me!

ANYWAY, as its been quite some time, I was wondering about some of the features and whatnot so I'm going to go ahead and ask my Qs looking for some As:

1) Is there any way to gain/change elemental weapon damage via the use of a spell? (ie: cast "Fire Sword" to cause an ally to do Spell A Type damage for the remainder of the fight)

2) Do class bonuses add a set ammount or a percentage (possibly based on level)on things like Critical Hit, EXP Up, Treasure Find, etc.? (ie: A level 50 character has 50% more chance to find treasure than a level 2 character.)

3) Does RM1 require a Max Drive to upload/download games on a PS1 and PS2 or will having the Dex Drive suffice?

That's about it for now, I am hopeful (yet doubtful) about the answers that are sure to follow!

JANK
03-26-2008, 04:03 AM
1) Is there any way to gain/change elemental weapon damage via the use of a spell? (ie: cast "Fire Sword" to cause an ally to do Spell A Type damage for the remainder of the fight)

2) Do class bonuses add a set ammount or a percentage (possibly based on level)on things like Critical Hit, EXP Up, Treasure Find, etc.? (ie: A level 50 character has 50% more chance to find treasure than a level 2 character.)

3) Does RM1 require a Max Drive to upload/download games on a PS1 and PS2 or will having the Dex Drive suffice?

That's about it for now, I am hopeful (yet doubtful) about the answers that are sure to follow!

1) There is no way of giving a weapon elemental properties in RPGM1. Only magic can have those properties.

2) I am not 100% positive but I believe that it is at a set percentage. This is my observation from experience but I could be wrong.

3) I'm not sure about this but I always thought that Dex Drive was for PS1 memory cards and Max Drive was for PS2 memory cards. I don't own either so I don't know.

Karr Lord of Chaos
03-26-2008, 05:27 AM
no to the first question.

the second you can rig a few things, such as condition a chest to give a percentage chance of dropping something better if the player has a certain strength stat or higher. a direct class bonus as mentioned you cannot do.

a dex drive is all you can use for rpg maker 1. remember that your memory card must be the old ps1 style, it will not recognize a ps2 card with data on it (if thats even possible).

JANK
03-29-2008, 04:46 AM
I'm sorry I lied about my answer to #1. I jumped the gun without checking. Karr is right in that you cannot add an elemental property to a weapon via magic, but you can choose an elemental property for the weapon by default. I forgot since I usually dont use elemental properties on weapons simply because the rock/paper/scissors thing sucks (you can't have fire and ice both be weak to each other, it has to be one or the other). I usually only use the element classes so that you can have accessories that give you protection from them.

Karr Lord of Chaos
03-29-2008, 09:13 AM
elements are done to death, find a new and innovative way to do elementals. i invented my own new system that is quite good, so there is no excuse to why you cant come up with something equally cool.

JANK
03-29-2008, 04:18 PM
Sure you can call those magic classes something different that will lend itself to the rock/paper/scissors thing better but what kind of RPG doesn't have any fire/ice/lightning spells? It would be nice if you could have elements and some other magic class system on top of that, but alas you cannot.

Karr Lord of Chaos
03-29-2008, 08:56 PM
a ton of rpgs dont have elementals in them. traditional old school style has elementals, but its been over used so much to make its original impact almost lost. id much rather see some other type of system in a game rather then a generic ice/fire/lightening.

why not put your imagination to work rather then settling for something half baked.

JANK
03-30-2008, 12:01 AM
a ton of rpgs dont have elementals in them.

I don't think so. Maybe some don't have the traditional cliched element system but I can't think of a single professional RPG that doesn't have some kind of attack related to a basic element. Maybe you could give some examples?

Karr Lord of Chaos
03-30-2008, 05:39 PM
I don't think so. Maybe some don't have the traditional cliched element system but I can't think of a single professional RPG that doesn't have some kind of attack related to a basic element. Maybe you could give some examples?

let me clarify. a lot of rpgs dont have huge reliances on an elemental system, meaning one char usually has elemental spells (generic magic user). the spells are called a variety of things but the games are not centered around that and its more often as a side character role. now it seems more of a bonus homage role, a foot note in the game rather then a big part of its mechanics.

"but its been over used so much to make its original impact almost lost." i will point out this sentence again, which is one reason why elementals have taken more of a back seat, the concept has just become too cleche.

when i made the comment i was mostly thinking of rpg maker rpgs, which most crappy ones have elements, but the good games generally dont bother with them at all.

MagusMartovich
06-02-2008, 09:44 AM
okay... Well, I was going to "add the twist" to elements that you don't have them unless the character "gives" them to you via a spell (ala Secret of Mana) but that got shot down.

I was also wondering about the critical hit/treasure find abilities because I wanted to add "hireling" characters who would aid a player based upon what the player's needs were (magic/fighting/getting more of stuff) but I didn't want those characters to get better (level ups and whatnot) so I didn't want to create characters at level 99 who would ALWAYS do critical hits, or ALWAYS find treasure.

Come to think of it, I might just go all out on XP or VX... but RM1 will still always love me.

Karr Lord of Chaos
06-03-2008, 12:27 AM
okay... Well, I was going to "add the twist" to elements that you don't have them unless the character "gives" them to you via a spell (ala Secret of Mana) but that got shot down.

I was also wondering about the critical hit/treasure find abilities because I wanted to add "hireling" characters who would aid a player based upon what the player's needs were (magic/fighting/getting more of stuff) but I didn't want those characters to get better (level ups and whatnot) so I didn't want to create characters at level 99 who would ALWAYS do critical hits, or ALWAYS find treasure.

Come to think of it, I might just go all out on XP or VX... but RM1 will still always love me.

critical hit is controlled by luck if i remember right. the higher it is the more likely you will land a critical blow. but the find treasure i dont remember being in rpg maker 1 (is it one of those skill things?).

if you want to make a char that has a higher chance of getting items from monsters then you need to make your own battle systems and use some form of condition to let the event know your "treasure" stat. use a non usable item that is effected by different game decisions or such.

the easiest way to implement non growth monsters is to make them with zero stats and acually set the stat of the monster through an event which isnt too difficult.

JPS
06-03-2008, 12:51 AM
I don't think so. Maybe some don't have the traditional cliched element system but I can't think of a single professional RPG that doesn't have some kind of attack related to a basic element. Maybe you could give some examples?

Super Mario RPG

:doofus

MagusMartovich
06-03-2008, 09:12 AM
...and the original Dragon Warrior (Dragon Quest), RM3 (nuless we play with "weak vs./strong vs. and that's NOT elements) ALL NES Zelda
games (and the first few for Gamboy)...

Uh, this entire thread was about those skill thinggies... :cry

...and it was all directed at RM1. In RM1 you can set a % that enemies will drop a treasure/item upon defeat, but there is a skill that increases your odds.


AND is there an event that allows you to change any of the following during the course of the game:

-Playable character's names
-PC's sprites
-Force learn/forget spells/skills

Cutter De Blanc
06-10-2008, 12:08 AM
No
Yes
Yes

...If I recall correctly, it's been ages....

MagusMartovich
06-10-2008, 10:31 AM
No
Yes
Yes

...If I recall correctly, it's been ages....

Cool. I can do without changing the names (I guess) but what event command (or whatever) do I use to change sprites and/or spells???

MRevelle83
06-13-2008, 05:28 PM
Sprites-

Under the Party Display option. Select this, then at the bottom is the sub-menu Main Character. There, you select the PC and the new sprite.

Force Learning of Spells/Skills-

Under the Character Status option. Select this, and at the top is Learn Magic. Selct the PC and which magic they will learn. Characters cannot forget spells.

MagusMartovich
06-16-2008, 12:30 PM
Characters cannot forget spells.

So, there is no way to make "Reward Spells" that you can (for example) pick a PC and they can now use the spell Cure 3, regardless of if they are ever supposed to learn it or not?

MRevelle83
06-17-2008, 12:00 PM
So, there is no way to make "Reward Spells" that you can (for example) pick a PC and they can now use the spell Cure 3, regardless of if they are ever supposed to learn it or not?

Any character can learn any spell. It doesn't matter if you set up that they learn it at a certain experience level- that is just one way they can learn it if you want to do it that way.

Any spell can be given to any character- no specific assignments. But whether you give it to them manually or the PC gets it through levelling up, its there permanently. If they get Cure 1 through levelling up, and you force them to learn Cure 3, then they get both spells. Learned spells cannot be removed or altered in game.

MRevelle83
06-17-2008, 12:05 PM
EDIT: Accidentally double posted. See above post.

MagusMartovich
06-18-2008, 10:35 AM
SO, if A is supposed to learn Cure 3 at level 27, you can still put in an event that allows any character (A included) to learn Cure 3 right off the bat. A will have no changes except that A knows a spell from the get go, rather than having to learn it later on, correct?

That having been said, there is no way for PCs to forget or "unlearn" if you will, a spell once they have it. To make an effect like this, I would have to make 2 characters and track levels/experience and then switch the characters in an event, thus causing the player to believe that A forgot Cure 3.

MRevelle83
06-18-2008, 11:43 AM
SO, if A is supposed to learn Cure 3 at level 27, you can still put in an event that allows any character (A included) to learn Cure 3 right off the bat. A will have no changes except that A knows a spell from the get go, rather than having to learn it later on, correct?

That having been said, there is no way for PCs to forget or "unlearn" if you will, a spell once they have it. To make an effect like this, I would have to make 2 characters and track levels/experience and then switch the characters in an event, thus causing the player to believe that A forgot Cure 3.

Yes to all.

Karr Lord of Chaos
06-18-2008, 12:06 PM
only other way to do it would be to make an item with the magic attached to it and have it set to never break. the player will have to use the item as a spell in order to be able to cast it, though you can remove it when the time comes. if you weave this into your story arc somehow then you shoudnt have any problems.

having two chars with mirrored stats wouldnt work out to great as youd have to set a pile of checks and balances to make sure the second matches the first exactly. im not sure you can even do this exp and level wise.

MRevelle83
06-18-2008, 12:10 PM
You can (sort of) do it exp and level-wise, though very difficult. Difficult because you'd have to use Gold like a variable (1 gold for every 1 EXP, just add it in the event- though this means you can't use Gold as money without f'ing your system up), or have non-random counters and keep track of EXP with a ****load of switches.

I'd suggest Karr's explanation, though you may not want to do that. I was thinking of making a game that does this, with Item being renamed Spells, to act as a Spellbook really (throwback to DnD).

Really though, Magus, you cannot keep track of levels without just counting non-random battles and taking up huge memory.

But, even then, it wouldn't really work. Since you only have 15 character slots, it would be impossible to have 2 or more characters start with the exact same experience points.

Simply, Magus, you'd have these choices:

1. Don't have a character forget a spell unless you do this really early in the game. i.e. Before the player has the opportunity to gain EXP.

2. Create your own way of increasing the PCs attributes without the default EXP system. (You can apply the same Stat changes to both the PC with and the PC without the spell)

3. You go with this scenario: Character levels top out really low, you have very few Party members, and when a character forgets a spell his EXP resets back to the basic EXP requirement for that level. Not using Gold as money and using switches to keep track of EXP applies here.

If none of these sound good to you, then you are SOL unfortunately. I'd go with #1 myself.

Ah, if only Enterbrain had the foresight to let a character unlearn a spell. Hell, even if the Page requirements in Events included EXP or Level (amount of Gold was included, so what the hell?) this would have been easier. As a matter of fact, they even made it to where you can remove all equipment on a PC (even cursed items) but not just one specific equipped item. Shame on EB. :/

MagusMartovich
06-18-2008, 12:58 PM
HA! Actually, I was planning on #1 scenario all along, but I didn't wanna make it seem like it was one of those "here's what I wanna do, make it happen for me alone" kinda threads! :laugh I am making a game where you play as a superhero and at the begining you are pretty maxed out (neutral) and as you progress you can sway more good/evil/remain neutral, thus changing the ending considerably. I WAS trying for a universally applicapable thread that anyone could come and add questions/comments/concerns/endless lists seperated by forward slashes/etc.

MRevelle83
06-18-2008, 01:13 PM
... You're welcome? :lol

MagusMartovich
06-18-2008, 01:47 PM
Yes! Yes, I am!