RPGM3 Assumption Topic
This topic is basic assumptions of RPG Maker 3's features.
Please note that all of these were gathered from info
seen in movies and screenshots. Note that NONE of this
is definite and I claim NONE of it as FACT so don't hold something
against me if it turnsout to be false. I'm merely doing this
because I'm bored and as a way to garner communication across
the forums. It's just a fun little topic to pass the time until the
20th or until Agetec decides to release information.
Second note; this is also pretty unfinished. I plan on updating
it regularly.
Editors: All of the editors appear to be fully integrated with
each other. Unlike rpgm2, you can (finally) test things without
actually putting it into your game and fiddling around. There appear
to be 4 main editors: The World editor, Storyteller Editor, Battle Editor,
and Settings (save game, change default music, etc).
Story Teller Editor: This editor is used to create cinemas
seen in the style of old console games where a faces appear
above a text box and move around. Think of Fire Eblem (that's
the only example that comes to mind).
Basic Storyteller Settings:
Name: Enter your cinemas name
Settings: *unknown but appears to select a different style
of storytelling
Create Storyteller: Edits your story settings
Story Preview: Preview's your story
Storyteller Editor:
The editor works like a timeline with a "key count" determining
the time that passes during a cinema. There is a maximum of
500 key counts. At each key count, you can alter different settings.
BG: This stands for background.
Characters A, B, C: Apparently, up to 3 characters can be shown
at once.
Effect: A special effect can be inserted to the storyteller.
OBJ: Uknown but probably used to display an item graphic like a sword
SE: Sound effect
BGM: Background music
Character Editor (for use with the storyteller): This is used
to edit the character graphic that appears during storyteller.
Display: On/Off
Graphic Type: This is the graphic style used for the specific
character's face. There are 7 styles, Pop Art (cute little
chibi guys), Anime, and Drawn 1-7.
Character: Selects the character's graphic
Display Position: Adjusts the character's position (right/left/middle)
Orientation Size: Changes character orientation and size. I'm assuming
this changes the exact positioning and actual size of the portrait.
Silhouette: Determines if the portrait is fully drawn or if the silhouette
is drawn only (this makes it so you can create a mysterious or shadowy
character or insert a question mark in the character)
The World Editor: Is comprised of 4 other editors; field, town, dungeon,
and layout.
Town Editor: This is used to, obviously, edit the towns. There appears
to be a max of 40 town slots.
Basic Town Settings:
Size: Determines the size of the town's area. Probably small, medium, and large.
Name: Names your town (duh)
Comment: Write down a comment tag or something.
Town: Loads the buldings for specific town. The only one known about is Town(Stone)
Town Type: Creates a different type of your town. For stone town there is
Type 1 is a more "earthy" town with small buildings and trees. Type 2 is a
colonial style town with larger buildings (like a church).
Layout: This editor appears to be used for placing objects on a specific
map. There appears to be a 3000 page limit for areas with objects.
Object Placement: You move around the map and select 3 different
kinds of events to place on a map. The events are:
Character: NPC's to place in the map. Max appears to be 10 (boo)
Event: Events that you can interact with. Max 20.
Decorative Objects: Obviously objects you can place in the area
like buildings. Max 30.
Events: There are several different events that you place on a map.
Building: Creates a building and it's interior
Standard Event: Probably deals with cinemas or activating certain conditions
Save Point: self explanatory
Wary point: probably teleports you to a different map
Treasure Chest: YES! Easy treasure chest manager.
Buildings: Buildings come with premade interiors and access points but you can customize them with objects.
Placing Characters:
When you place a character, it actually brings up the character
editor.
Name: Name of the character
Class: The character's class
Comment Tag: Place comments here
Lv: Character's starting level
HP: Max appears to be 99999 (finally people can stop complaining
about low hp)
MP: Probably same as max hp (or maybe it's only 9999)
Str: Max unknown
Mag:
Def:
MDF: Magic Defense
Agi:
Int:
Luck: Probably critical hit%
Gender: Male/Female
Race: There are several races that determine things like special item
damage. Can be probably be called up in an event as well.
Character Models:
Here you can select the character's portrait (same as storyteller mode)
and the character's model. Each model has 4 color styles.
Items and Equipment:
Here you select the character's starting items. Although this is
unconfirmed, there appears to be a set amount of inventory space
(or possibly each character can only carry a certain number of items
which seems most probable). Max items (at creation) is 10.
Equipment slots are Weapon, Shield, Armor, and Accessory.
Skill Learning: Here you set the skills known at creation. There
appears to be 16 skill slots.
NPC and Event Codes: This is where things get cool. While little
is known about the event editor, it appears you can code an event
depending on the time of DAY! For example; you can have a different
message during the day and the character can disappear at nighttime.
While this isn't anything special, it makes coding a whole lot easier
over RPGM2.
Mode Editor: This is the most mysterious of all. I bet this is used
to create NPC behaviour such as random movement or a custom movement
script.
Skill Editor: This is used to, obviously, edit skills.
Name: Name of the skill
Comment Tag: Add comments
Lv: The level required to learn the skill
Skill?: This might be used to differentiate between skill types
such as skill or magic. On second examination, there is skill and magic.
Magic uses mp, skill uses hp.
Attack type?: This is probably determined to edit the skill specifically
such as whether the skill hits a monster or effects the party.
Skill type: Determines what exactly the skill does such as hp damage.
Area of Effect: Appears to be single monster, all monsters, and maybe random.
Effect Points?: This is how effective the skill/spell is in combat.
Point: I have no idea what this is used for. Maybe skills can be purchased
with points? On second examination, points seem to be used to determine how
much is costs to use the skill (hp for skills, mp for spells).
Condition: Conditions (like poison) can be attached to the skill.
Displayed Details:
Visual Effects: The visual effect tied to the skill. There appears
to be 53 types (not as cool as an vfx editor but a nice variety)
Skill animation: The animation the character uses when the skill is used.
There are 8; Magic/Item 1-2, Attack 1-4, Special Attack, and Throw.
Equip required?: This appears to be a weapon necessary to use the skill
(for example, "sword swing" skill can't be used if you're wielding an axe)
On second examination, this appears to actually be used to view the skill with
a different weapon equipped.
Shield required?: This appears to be the same as equip required but works
with shields. For example, if you have a shield equipped, you can't use
"No shield bash". On second examination, this also appears to be simply used
for viewing purposes.
Weapon Visual Effect: This creates a visual effect for the weapon.
There are 4; Special Effect Red, Blue, and Yellow (so you can create
a lightsaber star wars nerds).
Preview Skill: Preview the skill in REALTIME YAY!
Monster Editor: The monster editor appears to actually be USEFUL
this time around. Making monsters was a PAIN in rpgm3.
Parameters:
HPB: Unknown what this is
HP: Monsters HP
MP: These are all self explanatory
STR:
MAG:
DEF:
MDF:
AGI:
INT:
LUCK: Max 100
Exp: The experience the monster gives on death
Gold: Gold monster gives on death
Race: The monster's race
Gender: Male/Female
Battle Action Type: Unlike in rpgm2, instead of customizing a monster's
AI, you set it using different parameters. The only known AI type
is balanced which probably means the monster will balance between attacking
and using it's skills, etc.
Battle Skill Settings: This is used to customize a monster's attacks instead
of actually giving a monster skills (but I'm certain monsters can have
skills). This is used to make custom and neat monsters.
Attacks: 2 slots to add here. There are 30 different attack effects.
The known ones are Poison, Slow, Stop, Death, Crit Up, Drain HP, Drain MP,
Magic Sword, Smash, and Strong vs. Humans.
Defense: Gives a monster conditions to it's defense. There are 35
different effects and 2 slots. The known effects are anti-poison/slow/
stop/death/bad status/physical/magic/skill, dodge, and anti-critical.
Weaknesses: An awesome little feature, this sets a monster's weakness.
There are 29 of them. The known ones are weak vs. poison/slow/stop/death/
bad status/weapons/magic/skills/humans/beasts/golems/angels/demons/almighty/
devil/dragons/men/women/animals. There is only 1 weakness slot. Not
that this also gives away almost all the races.
Special Trait: 1 slot available to determine a monsters special traits.
There are 8 of them; Swift, Escape, Restore Hp (probably an auto regen),
Restore Mp, Revive, Full Revive (how can you kill it lol), Enrage.
Special Skills: Much like the skill editor the characters, you
can add up to 16 skills for a monster to use.
Monster Visual Effects: Monsters appear to only have two options
for making spell animations for them (unless each monster has different
settings).
Visual Effects: 53 visual effects. The known ones are: Fireball Red/blue/yellow/
green/flames/stars, poison ball, ice, and quake.
Animation: Monsters have 3 animations. This might be different depending
on the monsters type (for example, the slime monster type has 3 different
animations but a dragon might have multiple ones).
Battling: Battles use an ATB (active time battle) with a gradually increasing
bar that's probably affected by the agility stat. There can be up to
9 monsters in battle at once and 4 characters in battle.
When a battle starts, the camera rotates around and zooms on
the monsters. Battles also appear to take place on the same map
that you were contained in. Also, the map name appears in the battle
at all times. When an enemy dies, it's body remains on the ground
instead of disappearing.
Menu Choices: When it's a character's turn, they get to choose
their actions. They are:
Attack: Obviously physically attack.
Defense: Defend
Use Items: Yeah.
Use Skills: Self explainatory.
Escape: I'm guessing that each character escapes on their own
instead of the whole party.
When a character is hit, the words "hit" appear above them
followed by the damage. "Miss" is used when an attack misses
and "critical" is used for a critical attack.
After a battle, you are shown how much experience you recieve
(and how much to level), gold obtain, and items obtained.
This topic is basic assumptions of RPG Maker 3's features.
Please note that all of these were gathered from info
seen in movies and screenshots. Note that NONE of this
is definite and I claim NONE of it as FACT so don't hold something
against me if it turnsout to be false. I'm merely doing this
because I'm bored and as a way to garner communication across
the forums. It's just a fun little topic to pass the time until the
20th or until Agetec decides to release information.
Second note; this is also pretty unfinished. I plan on updating
it regularly.
Editors: All of the editors appear to be fully integrated with
each other. Unlike rpgm2, you can (finally) test things without
actually putting it into your game and fiddling around. There appear
to be 4 main editors: The World editor, Storyteller Editor, Battle Editor,
and Settings (save game, change default music, etc).
Story Teller Editor: This editor is used to create cinemas
seen in the style of old console games where a faces appear
above a text box and move around. Think of Fire Eblem (that's
the only example that comes to mind).
Basic Storyteller Settings:
Name: Enter your cinemas name
Settings: *unknown but appears to select a different style
of storytelling
Create Storyteller: Edits your story settings
Story Preview: Preview's your story
Storyteller Editor:
The editor works like a timeline with a "key count" determining
the time that passes during a cinema. There is a maximum of
500 key counts. At each key count, you can alter different settings.
BG: This stands for background.
Characters A, B, C: Apparently, up to 3 characters can be shown
at once.
Effect: A special effect can be inserted to the storyteller.
OBJ: Uknown but probably used to display an item graphic like a sword
SE: Sound effect
BGM: Background music
Character Editor (for use with the storyteller): This is used
to edit the character graphic that appears during storyteller.
Display: On/Off
Graphic Type: This is the graphic style used for the specific
character's face. There are 7 styles, Pop Art (cute little
chibi guys), Anime, and Drawn 1-7.
Character: Selects the character's graphic
Display Position: Adjusts the character's position (right/left/middle)
Orientation Size: Changes character orientation and size. I'm assuming
this changes the exact positioning and actual size of the portrait.
Silhouette: Determines if the portrait is fully drawn or if the silhouette
is drawn only (this makes it so you can create a mysterious or shadowy
character or insert a question mark in the character)
The World Editor: Is comprised of 4 other editors; field, town, dungeon,
and layout.
Town Editor: This is used to, obviously, edit the towns. There appears
to be a max of 40 town slots.
Basic Town Settings:
Size: Determines the size of the town's area. Probably small, medium, and large.
Name: Names your town (duh)
Comment: Write down a comment tag or something.
Town: Loads the buldings for specific town. The only one known about is Town(Stone)
Town Type: Creates a different type of your town. For stone town there is
Type 1 is a more "earthy" town with small buildings and trees. Type 2 is a
colonial style town with larger buildings (like a church).
Layout: This editor appears to be used for placing objects on a specific
map. There appears to be a 3000 page limit for areas with objects.
Object Placement: You move around the map and select 3 different
kinds of events to place on a map. The events are:
Character: NPC's to place in the map. Max appears to be 10 (boo)
Event: Events that you can interact with. Max 20.
Decorative Objects: Obviously objects you can place in the area
like buildings. Max 30.
Events: There are several different events that you place on a map.
Building: Creates a building and it's interior
Standard Event: Probably deals with cinemas or activating certain conditions
Save Point: self explanatory
Wary point: probably teleports you to a different map
Treasure Chest: YES! Easy treasure chest manager.
Buildings: Buildings come with premade interiors and access points but you can customize them with objects.
Placing Characters:
When you place a character, it actually brings up the character
editor.
Name: Name of the character
Class: The character's class
Comment Tag: Place comments here
Lv: Character's starting level
HP: Max appears to be 99999 (finally people can stop complaining
about low hp)
MP: Probably same as max hp (or maybe it's only 9999)
Str: Max unknown
Mag:
Def:
MDF: Magic Defense
Agi:
Int:
Luck: Probably critical hit%
Gender: Male/Female
Race: There are several races that determine things like special item
damage. Can be probably be called up in an event as well.
Character Models:
Here you can select the character's portrait (same as storyteller mode)
and the character's model. Each model has 4 color styles.
Items and Equipment:
Here you select the character's starting items. Although this is
unconfirmed, there appears to be a set amount of inventory space
(or possibly each character can only carry a certain number of items
which seems most probable). Max items (at creation) is 10.
Equipment slots are Weapon, Shield, Armor, and Accessory.
Skill Learning: Here you set the skills known at creation. There
appears to be 16 skill slots.
NPC and Event Codes: This is where things get cool. While little
is known about the event editor, it appears you can code an event
depending on the time of DAY! For example; you can have a different
message during the day and the character can disappear at nighttime.
While this isn't anything special, it makes coding a whole lot easier
over RPGM2.
Mode Editor: This is the most mysterious of all. I bet this is used
to create NPC behaviour such as random movement or a custom movement
script.
Skill Editor: This is used to, obviously, edit skills.
Name: Name of the skill
Comment Tag: Add comments
Lv: The level required to learn the skill
Skill?: This might be used to differentiate between skill types
such as skill or magic. On second examination, there is skill and magic.
Magic uses mp, skill uses hp.
Attack type?: This is probably determined to edit the skill specifically
such as whether the skill hits a monster or effects the party.
Skill type: Determines what exactly the skill does such as hp damage.
Area of Effect: Appears to be single monster, all monsters, and maybe random.
Effect Points?: This is how effective the skill/spell is in combat.
Point: I have no idea what this is used for. Maybe skills can be purchased
with points? On second examination, points seem to be used to determine how
much is costs to use the skill (hp for skills, mp for spells).
Condition: Conditions (like poison) can be attached to the skill.
Displayed Details:
Visual Effects: The visual effect tied to the skill. There appears
to be 53 types (not as cool as an vfx editor but a nice variety)
Skill animation: The animation the character uses when the skill is used.
There are 8; Magic/Item 1-2, Attack 1-4, Special Attack, and Throw.
Equip required?: This appears to be a weapon necessary to use the skill
(for example, "sword swing" skill can't be used if you're wielding an axe)
On second examination, this appears to actually be used to view the skill with
a different weapon equipped.
Shield required?: This appears to be the same as equip required but works
with shields. For example, if you have a shield equipped, you can't use
"No shield bash". On second examination, this also appears to be simply used
for viewing purposes.
Weapon Visual Effect: This creates a visual effect for the weapon.
There are 4; Special Effect Red, Blue, and Yellow (so you can create
a lightsaber star wars nerds).
Preview Skill: Preview the skill in REALTIME YAY!
Monster Editor: The monster editor appears to actually be USEFUL
this time around. Making monsters was a PAIN in rpgm3.
Parameters:
HPB: Unknown what this is
HP: Monsters HP
MP: These are all self explanatory
STR:
MAG:
DEF:
MDF:
AGI:
INT:
LUCK: Max 100
Exp: The experience the monster gives on death
Gold: Gold monster gives on death
Race: The monster's race
Gender: Male/Female
Battle Action Type: Unlike in rpgm2, instead of customizing a monster's
AI, you set it using different parameters. The only known AI type
is balanced which probably means the monster will balance between attacking
and using it's skills, etc.
Battle Skill Settings: This is used to customize a monster's attacks instead
of actually giving a monster skills (but I'm certain monsters can have
skills). This is used to make custom and neat monsters.
Attacks: 2 slots to add here. There are 30 different attack effects.
The known ones are Poison, Slow, Stop, Death, Crit Up, Drain HP, Drain MP,
Magic Sword, Smash, and Strong vs. Humans.
Defense: Gives a monster conditions to it's defense. There are 35
different effects and 2 slots. The known effects are anti-poison/slow/
stop/death/bad status/physical/magic/skill, dodge, and anti-critical.
Weaknesses: An awesome little feature, this sets a monster's weakness.
There are 29 of them. The known ones are weak vs. poison/slow/stop/death/
bad status/weapons/magic/skills/humans/beasts/golems/angels/demons/almighty/
devil/dragons/men/women/animals. There is only 1 weakness slot. Not
that this also gives away almost all the races.
Special Trait: 1 slot available to determine a monsters special traits.
There are 8 of them; Swift, Escape, Restore Hp (probably an auto regen),
Restore Mp, Revive, Full Revive (how can you kill it lol), Enrage.
Special Skills: Much like the skill editor the characters, you
can add up to 16 skills for a monster to use.
Monster Visual Effects: Monsters appear to only have two options
for making spell animations for them (unless each monster has different
settings).
Visual Effects: 53 visual effects. The known ones are: Fireball Red/blue/yellow/
green/flames/stars, poison ball, ice, and quake.
Animation: Monsters have 3 animations. This might be different depending
on the monsters type (for example, the slime monster type has 3 different
animations but a dragon might have multiple ones).
Battling: Battles use an ATB (active time battle) with a gradually increasing
bar that's probably affected by the agility stat. There can be up to
9 monsters in battle at once and 4 characters in battle.
When a battle starts, the camera rotates around and zooms on
the monsters. Battles also appear to take place on the same map
that you were contained in. Also, the map name appears in the battle
at all times. When an enemy dies, it's body remains on the ground
instead of disappearing.
Menu Choices: When it's a character's turn, they get to choose
their actions. They are:
Attack: Obviously physically attack.
Defense: Defend
Use Items: Yeah.
Use Skills: Self explainatory.
Escape: I'm guessing that each character escapes on their own
instead of the whole party.
When a character is hit, the words "hit" appear above them
followed by the damage. "Miss" is used when an attack misses
and "critical" is used for a critical attack.
After a battle, you are shown how much experience you recieve
(and how much to level), gold obtain, and items obtained.



Comment