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    RPGM3 Assumption Topic

    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.
    Last edited by marcus; 08-16-2005, 04:54 PM.

    #2
    Re: RPGM3 Assumption Topic

    Here's some additional information (in a seperate post simply to make browsing and editing for me, easier).

    Field Editor: The field editor appears to be the coolest feature of
    the game. You basically a "picture" using a series of sprites and
    the game renders the map for you. There are a few field "types"
    that I know about:

    -Grassy Field
    -Volcano Lair
    -Desert/Wasteland
    -Snowy field
    -Plateu/desert

    Objects (like trees and ground) can be placed at different heights
    to create easy elevation.

    Known field "objects" that you paint:
    -Trees
    -Standard ground (like grass for the grassy field, and sand for desert)
    -Road
    -Water (there appears to be shallow and deep water types)

    Panoramas: it appears that you can create a custom effect panorama to
    use as a background when the field is rendered off screen (probably a
    technique to minimalize pop up). The known ones are:
    -Snowy mountains and clear sky
    -Desert wasteland/plateus
    -Snowy tundra
    -Rainbow/aurora borealis sky

    When walking around a field, you have full 360 degree movement (not
    8 way movement like in rpgm2). In the top left corner, the name of
    the area is displayed. In the top right corner you can see a compass
    (with a highlighted NORTH) and a simple clock that tells you the
    time of day (morning, evening, afternoon, night).

    Dungeon Editor: Dungeons appeared to be created by placing down
    "blocks" that acts as floors, walls, and pits. It appears as if
    dungeons can be multileveled to create balconies and such. According
    to enterbrain, custom traps (like spear traps and arrow traps) can be
    placed in a dungeon and triggered if a character steps on them (think
    pressure plates, etc.).

    Known Character Models:
    -Generic hero guy
    -Female elf archer?
    -Hat wearing shopkeeper/peasant
    -chainmail wearing guard character
    -woman in dress
    -little dog
    -broad chested guard type character
    -generic peasant looking guy
    generic peasant, middle aged man
    generic king character
    heavily armored dwarf (dwarfey mcheavily armored lol)
    petticoat wearing, long haired female warrior
    guy with a vest and plaid shirt
    peasant female with a dress, vest, and head scarf
    NINJA!
    woman with a dress and hair in a bun
    cleric/priest guy
    another robe wearing cleric person
    jester/clown
    fat peasant person
    old witch/hag
    nun
    fat dwarf
    OMFG TREEMAN!
    strange monk/cleric guy
    a bird/human hybrid
    GANDALF THE WHITE (white bearded wizard dude with robes and a cloak)
    male archer dude
    koinichi/female samurai/ninja
    strange, lightly armored female adventurer (it's too small to tell)



    known buildings (buildings can have animations like smoke coming
    from chimneys; windows also light up at night):
    red roofed large house
    fruit booth/stand
    item booth/stand
    medium sized brick house
    generic castle walls
    Blue roofed residential home
    Windmill
    large whiteroofed home
    castle like tower
    fountain
    cathedral
    small, square stone building (like a jail)
    tent
    house with a tarp
    tree house (a house built into a tree)

    Known Monster Models:
    skeleton dragon
    cerberus (three headed dog)
    armored skeleton warrior
    Ringwraith (black cloaked, heavily armored guy)
    -Winged, bull horned demon (looks like the balrog)
    -large beetle monsters
    -****atrice? (large, multi-colored chicken monster)
    -loincloth wearing goblin
    king dragon (a large, long necked dragon)
    a large, armless dragon creature (most likely a wyvern)
    centaur (half horse/half man) carrying a bow

    Known character portraits (note, each character model apparently
    has a portrait so listing these isn't necessary):


    Known story teller backgrounds:
    Prison background

    Known Objects:
    pine tree?
    tomb stone
    skinny looking tree
    Wall spears
    stone bridge
    Axe/shield set
    Armor set
    Sword set
    shield set
    potion set
    tapestrie
    cash register?
    desk/countertop
    throne
    large, thin pillars
    candlelabras (that emit light)
    religious looking tapestries
    small castle town (used as a worldmap icon)
    large, ziggaraut style temple (used as worldmap icon)
    rainbow
    female stone statue
    waterway (used to create a water system for towns)
    locked barred gate door
    generic tree
    bookshelf
    desk with books
    fat but short pillar
    window (with working light!)
    potted plants
    shelf with security boxes
    wood pillars
    uncomfortable looking bed
    shackled window
    stained glass window
    benches
    church benches
    wall candles/torches
    altar
    weird religious candle thingy
    stand/booth
    wooden fence
    hot air balloon
    wooden sign post
    save point?
    Prison bars/gate

    Comment


      #3
      Re: RPGM3 Assumption Topic

      though Ill play the sh*t outta this title, Im still a little p*ssed about the exclusion of a vfx editor, I cant make guns, chainsaws, gernades, nothing anymore, if youve played hippy hunt 2 (hosted at doans site.) I use the vfx ALOT, but whatever ill live, my cinematics will now be the equivilent of the cinematics in the Full Metal Alchimest games.........yay.....
      Last edited by Biggie; 08-16-2005, 07:41 PM.

      Comment


        #4
        Re: RPGM3 Assumption Topic

        Yea, the vfx editor was basically rpgm2's saving grace.

        Comment

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