i know alot about how rpg maker 1 works, but there are a few things i dont know.
as of right now, i dont have the game with me. im letting a friend of mine borrow it, and he lives quite some distance away from me. i will be getting it back somewhat soon, but until then im messing around with ideas and plots.
i do know that i want a battle system where you see your enemies outside of the battle. i've never actually tried it before, but from what i know of the game, it would seem simple.
there's just a few questions i have to ask about it.
im assuming youd make an enemy graphic.
page 1
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
i guess my first question would be, would it be more effective to make it unable to execute, that way if the player left the area and revisited it, you can rechallenge the monster, or to make a switch activate to a new page with no graphic, and then when the player leaves the area, turn off the switch.
im not to familiar with how unable to execute works. from what i remember, back before i knew anything about switches, i used it only to be disappointed when the event would reoccur if i revisited the area.
logically i'd assume that leaving the event as unable to execute would save more memory, but i would like a second opinion.
another aspect i'm kind of concerned about is the type of movement. if i set it to follow, i realize the monster will follow the party, but when i messed around with this before, the monster wont touch me to engage the battle, i have to touch it. is there something im doing wrong or an alternative to this?
and if i remember right, there is no way to run from event battles. is there anyway around this?
lastly i debated on adding a blue magic system to my game. i figure it would be easy, but i just want a second opinion about this.
first id make the magic, lets say for example.. flamethrower. it does decent fire damage.
id make a monster, lets say salamander for this example, and teach it that magic. id make an event graphic such as a red dragon.
then i'll have a character that learns blue magic.
itd go something like this:
page 1
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
page 2
page conditions:
(blue maic user) in party
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (3-way % switch with a salamander in each possible monster party)
event status flashing
sound effect
change event graphic to nothing
message: blue mage learned flamethrower
add magic: flamethrower
switch: 001 on
unable to execute < or > activate a switch
Page 3
page conditions:
switch 001 on
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
i'd imagine that's how'd it work out, but i'm not exactly sure if it's solid. again, i'd just like a professional's opinion on this.
and lastly, i've read through a few subjects and i find a reoccuring term that i dont understand. it's CBS, something battle system? translation please..
as of right now, i dont have the game with me. im letting a friend of mine borrow it, and he lives quite some distance away from me. i will be getting it back somewhat soon, but until then im messing around with ideas and plots.
i do know that i want a battle system where you see your enemies outside of the battle. i've never actually tried it before, but from what i know of the game, it would seem simple.
there's just a few questions i have to ask about it.
im assuming youd make an enemy graphic.
page 1
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
i guess my first question would be, would it be more effective to make it unable to execute, that way if the player left the area and revisited it, you can rechallenge the monster, or to make a switch activate to a new page with no graphic, and then when the player leaves the area, turn off the switch.
im not to familiar with how unable to execute works. from what i remember, back before i knew anything about switches, i used it only to be disappointed when the event would reoccur if i revisited the area.
logically i'd assume that leaving the event as unable to execute would save more memory, but i would like a second opinion.
another aspect i'm kind of concerned about is the type of movement. if i set it to follow, i realize the monster will follow the party, but when i messed around with this before, the monster wont touch me to engage the battle, i have to touch it. is there something im doing wrong or an alternative to this?
and if i remember right, there is no way to run from event battles. is there anyway around this?
lastly i debated on adding a blue magic system to my game. i figure it would be easy, but i just want a second opinion about this.
first id make the magic, lets say for example.. flamethrower. it does decent fire damage.
id make a monster, lets say salamander for this example, and teach it that magic. id make an event graphic such as a red dragon.
then i'll have a character that learns blue magic.
itd go something like this:
page 1
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
page 2
page conditions:
(blue maic user) in party
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (3-way % switch with a salamander in each possible monster party)
event status flashing
sound effect
change event graphic to nothing
message: blue mage learned flamethrower
add magic: flamethrower
switch: 001 on
unable to execute < or > activate a switch
Page 3
page conditions:
switch 001 on
activate ----> touch
movement --> follow/hide (depending on the situation)
some sort of screen effect to shift into battle
battle (make it a 3-way % switch, making the monsters more random)
event status flashing
sound effect
change event graphic to nothing
unable to execute < or > activate a switch
i'd imagine that's how'd it work out, but i'm not exactly sure if it's solid. again, i'd just like a professional's opinion on this.
and lastly, i've read through a few subjects and i find a reoccuring term that i dont understand. it's CBS, something battle system? translation please..





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