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That weird kid's attempt at a custom RM3 system.

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    That weird kid's attempt at a custom RM3 system.

    After reading over many of the tricks compiled by several people on the pavilion, I’ve taken a crack at creating systems of leveling up, earning cash, and gaining skills in an RPG maker 3 game. Here goes:

    Let’s say for the 4 main characters I set all of there Base hp to 20, their hp to 20, their mp to 10 (except the warrior, who doesn’t use magic and has 0 mp), their INT to 100, their luck to 45, and their STR, DEF, MAG, MDF, and AGI to 99. Also, I set their level to 1 and their level-up rate to Average (not that it’ll matter).
    Now, at the start of the game, right before the player gets control, I place an invisible auto event with a variable control branch or whatever it’s called, with the Internal variable X, or IVX for short. The branch will have 2 choices, IVX=0, and IVX=1. Under IVX-0, I modify the 4 characters’ Strength, Defense, Magic and Magic Defense to the following:

    Name: Strength Defense Magic MagicDefense
    Warrior 8 0 0 4
    Black Mage 4 0 5 3
    White Mage 3 0 7 2
    4th guy 4 0 4 4

    I know what you’re thinking: “No defense?! WTF?” well, It’ll all make sense in a minute. Lastly, designate a shared variable (let’s say variable 1) to be the “level” variable and increase it by 1.
    After the modifying, I modify IVX to 1, and then I display the event off. If I ever want to use the event for something else, I place a “display on” followed by an “event transition” in another event and edit IVX=1 accordingly. This enables me to reuse that event without wasting space. I can even place Value conditional branch in that 2nd event, which modifies its own Variable before the event transition.
    Now, for the monster parties, I place a decent amount of AGI, to keep the battles fast. I give no STR, because they’d always miss anyway. I adjust the other stats accordingly, a la http://pavilionboards.com/forum/showthread.php?t=9833. Here’s a little trick: when creating the stats for the monsters, just use a “uniform character”. This “character” doesn’t exist in-game, but has the lowest Strength, the Lowest Magic (not counting characters with no magic at all), and the highest Magic Defense. In this case, Strength would be 3, Magic would be 4, and MagicDefense would be 4. Since there’s no STR in monster parties and no DEF in the player’s party, you don’t have to worry about that part of the battles.
    Also, I set the battle patterns to “always magic”. If I want a “normal” attack, I create a skill titled “attack” that does no extra damage or effects and is just a regular attack. Nobody will miss.
    Now let’s talk about the actual leveling. In each and every monster party, I place a treasure titled “EXPtreasure” or something (It doesn’t matter, since I’m going to change it to a blank name before the game’s finished) that always drops. I place an invisible auto event in the field and duplicates in dungeons (they’re not really duplicates, since you can’t copy events) that only activate when the player has “EXPtreasure” in their inventory. I’ll name the event “level-up” (The events in the dungeons will be named “level-up2” “level-up3”, etc). In the event code, mode 1, I remove EXPtreasure from the party, increase another internal variable (called Internal Variable X 2, or IVX2) by 1, then I modify “level-up” to mode 2. In mode 2, In mode 2, I place a value conditional branch with the following choices: IVX2=1, IVX2=3, IVX2=6 and IVX=10. Under IVX2=1, I increase each character’s level by 1. Then I modify their Strength, Defense, Magic and MagicDefense to the following:

    Name Strength Defense Magic MagicDefense
    Warrior 13 0 0 9
    Black Mage 9 0 10 8
    White Mage 8 0 12 7
    4th guy 9 0 9 9

    These stats are really the stats from above, just “increased” by 5. Lastly, increase shared variable 1 by 1.
    Now, under IVS=3, increase the characters’ levels by 1, then modify the characters stats again, this time to a total equal to the above plus 5. Do the same for IVX2=6 and IVX2=10.

    Oh, and if the pattern eludes you, here’s the idea:

    It takes 1 battle to reach level2: the total is now 1
    It takes another 2 battles to reach level 3: the total is now 3
    It takes another 3 battles to reach level 4; the total is now 6
    It takes another 4 battles to reach level 5: the total is now 10

    Add another Value conditional branch with the following: IVX2=15, IVX2=21, IVX2=28, IVX2=36. If you come close to running out or room in mode 2, place a “modify mode” event outside the last value conditional branch to mode 3 and repeat the process. Just remember the “It takes X battles” pattern and the “+5” pattern and you’ll be fine. Also, in my pattern, the level cap is 80.
    Now let’s talk about Gold. Everyone knows it makes no sense for random monsters to carry around several hundred dollars in Gold, but we go with what works anyway. In my game, however, each monster gives out what I call a “fake treasure”. Basically, a fake treasure is a normal item that has no real use at all. It just sits there. Give the fake treasure a name, like “wolf pelt” or “bird meat” or some such. Also, give the fake treasures a monetary value and infinite usage. If you’ve played Final Fantasy XII, you’ll know what I mean.
    Now, here’s how I handle skills. Set all your character skills to level 81 (they’ll never get to level 81). I placed several NPCs throughout the world who either require a character to complete a side quest or finish a minigame. After the character succeeds, the NPC rewards that character with a new skill. Alternatively, mainly for spells, I placed a normal house with a “shop” graphic. In that house, I placed an NPC (who has all animations set it “Idling”). In the event code, He asks who would like to purchase a spell : Warrior, Black Mage, White Mage, or 4th guy (Note that if the player selects Warrior, a message displays saying “Warrior can’t learn any spells!”). Let’s assume this particular shop has spells only the Black Mage can buy. Using a decision branch, the selected character is given a choice of 4 spells. For each spell choice, the player is given a QA branch. In the message, give a description about the spell, with details regarding the amount of damage, the effect, the level required (you can make this up at your leisure) and the Mp cost. Let’s say this particular spell requires the black mage to be level 15 under “no”, modify the mode to 2, and then under mode 2, modify back to mode 1. Under “yes”, place a value conditional branch with 3 choices: Shared variable1<15, Shared variable=15, and Shared variable>15. Under Shared variable<15, place a message that says the character doesn’t have the required level. Place the same thing under Shared variable=15 and Shared variable>15: place a sound effect, have the character learn the spell, place a message saying something like “Black Mage learned spellX”, then modify the ode to mode 2. This shop only teaches 4 spells, so the player will have to ravel to other “magic shops”. Or, if you want to save space, instead of creating new shops entirely, just place the “magic shop guy” inside other shops.
    Put together, this should give the feel of a well-balanced game. I hope.
    Last edited by That weird kid; 10-25-2008, 05:24 PM. Reason: EDIT: Gah! something happened to the list of stats!
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    #2
    Re: That weird kid's attempt at a custom RM3 system.

    Hey! Awesome. You're using one of my hints.

    It's really hard to grasp the playability just from looking at your scheme, I'd have to play it to really know how sound it is, but I like the ideas you have so far. Pretty innovative stuff. I like the 'poaching' aspect, complete with trading post-type-thing also. It just makes more sense in games to do it that way, rather than knocking gold coins out of a giant snail's ass. You would probably want to have an invisible event that adds one to your 'poaching' variable though, so that you can stack your 'treasures' (to save space in your item inventory)...and that's another thing...it's a bit tricky to track the selling of a non-treasure item, but it's doable. You just need to use ONLY event shops, and allow the 'sell' choice only if your 'poaching' variable is >= 1. Also, don't remove the 'treasure' item until your 'poaching' variable = 0. That way, you can see when you have no pelts left, or shells, or eyeballs, or whatever. Also, in the event that gives you the item, you can check to see if your 'poaching' variable = 0, and only give players the item if that is the case.

    Originally posted by That weird kid View Post
    Also, I set the battle patterns to “always magic”. If I want a “normal” attack, I create a skill titled “attack” that does no extra damage or effects and is just a regular attack. Nobody will miss.
    That's cool. I think you meant to say "just create a magic spell titled 'attack'", but I understand what you're saying.
    Last edited by Ωbright; 10-25-2008, 07:40 PM.

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      #3
      Re: That weird kid's attempt at a custom RM3 system.

      That is a pretty cool idea. The making a spell called attack and making it so you can only use spells is pretty innovative. Also then you can make types of attacks you unlock as you go on. I can see myself using the system in my latest project " A Pavilion Dream "
      Last edited by Big Country; 10-25-2008, 06:49 PM.

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        #4
        Re: That weird kid's attempt at a custom RM3 system.

        Hoo boy that's a lot of reading. But that sounds like a superb system for an RPG


        "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
        -Walt Disney

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