___________________________________________________________________ | | | ######## ##### ##### ######## ### ## ########1.03.2 | | ### ### ### #### ### ## ### ### ## ## ### ##### | | ### ### ### ## ### ### ###### ### ## ## | | ######### ### ### ######## ### ### ###### ###### | | ### ### ### ### ### ### ### ### ## | | ### ### ### ### ######## ### ### ######## ##### | | The Soulfang & Alerith Translation | | _______________________________________________________________ | | ####### ###### ###### | | ### ### ### ### ### | | ##### ######## ####### | | ### ## ### ### ## ### ## | | ### ## ### ### ## ### ## | | ____________________________________ | | Written and compiled by: Gen *Also quoted from others* | |___________________________________________________________________| Vr. 1.0 Final Visit Gen at: www.freewebs.com/manikmedia, or E-mail him at: manikmedia@hotnail.com ______________________________________________________________________________________________ This FAQ does NOT cover anything covered in rm2k tutorials. It covers such things as bugs, the new stuff in the system, and "how to's" on installing rm2k3 1.03e2 edition, and it's RTP. ______________________________________________________________________________________________ Bugs: ______________________________________________________________________________________________ Gen's Bug Report: Test Play: In Battles: 1.If an ally dies and it was his turn to make an action, the action bar still appears but you can't do anything. This bug is fixed when another still alive player's turn comes up. 2.Timer 2 stops during battle, but timer 1 works. Editer bugs: 1.In your event editer there is many MANY texts that go off the aloted slot for them (ex: for the battle enter editor the battle attack comands side and back attack are all cut off befor the end of the text, also is true with the defeat sistuations, the "independant fo" is cut off so badly i don't even know what it means.) 2.The same is true for text of all sorts on the "tools" section, lots of lines are cut off. 3.In the database the battle messeges 2 & 3 are totaly not there and the other two are missing many user imput lines. 4.The command "character movement" should be "move event" because it moves more then your hero. 5.The "enter hero name" is borken as was the case with 2000 too. 6.Parallex Background has two sets that say "left, right" instead of one of them being "up, down" I've found all of these bugs within playing around with rm2k3 for 10 mins. So by my guess there are many more. ______________________________________________________________________________________________ Installing, registration of RTP, and fonts: ______________________________________________________________________________________________ Installing: By:Gen Intallation of rm2k3 is easy as pie. Just open the setup exe. for rm2k3 editor setup, just click ok to everything. Now unzip your rm2k3 RTP setup.exe, and run that, put it in the same folder as your rm2k3 editor is in. (EX. used for program below: C:/Program Files/enterbrain/RPG2003/RTP/) Thats it! Now youe done with the install! But befor you can get at the sweetness to come you must register your RTP, read below on RTP registeration, and font fixes. ______________________________________________________________________________________________ [Quoted from Soulfang's forums By: soulfang] TROUBLESHOOTING: Q:My RTP doesn't work! My editor shows black in the map! Where is the link to the RTP registration program so I can fix this? A:Here's the link. http://ragnarok.consolemul.com/rpgbahamut/downloads/logiciels/RM2kInstaller.exe This program is NOT made by us, but created by RPG Bahamut. Also, be sure your RTP is in this path: C:/Program Files/enterbrain/RPG2003/RTP/ Q:But sir! The program does not work! A:Try this then. Thanks to Renaise for posting this. Run regedit (Start Menu -> Run). Don't use any other registry editor for this. Keep it simple. Navigate to HKEY_CURRENT_USER. Then software. Go to Enterbrain. Under "RPG2003", create a new string. Title the string "RuntimePackagePath". Right-click the string and hit Modify. Under value data, input the following: "C:/Program Files/enterbrain/RPG2003/RTP/" Exit regedit. Q:My fonts are phreaky or not showing up at all! WTF is up? A:Sometimes the fonts go a little whacky. Here's a link to the font patch: http://invisionfree.com/forums/Totakeke/index.php?s=4fba0ab13ea613c3c7c3334bc9eb17d8&act=Attach&type=post&id=287 ______________________________________________________________________________________________ Gen's F.A.Q.: *Some Material has been adapted from forum posts* ______________________________________________________________________________________________ Battles: Q:How do I make my enemy die once reduced to below 10% life, then make the battle end? A:This is how you do it, don't use the battle events. Make an attack IN THE ENEMY that does nothing but turn on a switch. That switch is what makes it die. Set the priority of it to 100, so it will override all other actions. Code: Type-SELF-HP Priority-100 self-hp:(you might want to play around with these numbers, not sure what they are for sure.) Standard Action-Do nothing By Action turn switch on-enable & Your switch you made. ---End code--- Then your event trigger is when that switch is turned on, play the animation and kill the enemy. This what will happen: When the boss is below 10% HP, all the other characters who act before the boss will still take their turn. Then the boss will play its death animation on its turn. Sometimes an player will take an action befor the battle ends but there is no way to fix this. Q:How do I make my characters walk to the enemies before attacking them them? A:In the item creation screen click on where it says "battle animation, then choose". This is where you select what animation the weapon's attack uses. In this screen at the top you see "movement choice" Which allows you to select one of the following... "don't move" (good for bows or magical attack weapons) "take one step forward" "jump one step forward" (good for long range attack weapons) "move until in front of enemy" (good for hand to hand type weapons, which answers your question). You have to set the animation for every hero, not just one. *REMEBER* In the "animation" window for weapons in the item section you can select the heroes that can use the weapon, and set the animation for them. Q:I cannot for some reason access the group enemy section of my RPG Maker 2003 game. It keeps popping up with endless error popups and I can't do anything but exit out of that part of my game. How do I fix this. A:Because I deletet all the enemies, and special skills and battle animations. When I created a new enemy, the action pattern was still the same! Just delete the action pattern and make new spells and actions for it. And of course set a new System2 and a battle background. Q:It showed on the RPG maker 2003 official website that you were able to make battle charsets in scale with the monsters. I can not figure out how to do that yet. A:The only way I can think of to do it is to use the "extend" option in battle-2. You can replace any animation with a Battle Anim animation, which lets you use the full screen size. So you could make characters any size that you want. And also have more "frames" to animate with. this does have some problems such as the character won't "flash" when its their turn or if a spell would normally cause them to flash. And if you use a screen color change "extended" animations won't change color. But you can you use a graphic of when they get hurt to flash a color. EX: select: battle anim2>extended>your character's hurt animation select exteneded mode, then use a battle animation from a spell or attack you made (perferably make one FOR THIS event pirer to doing this.) ______________________________________________________________________________________________ Ask CrashCoarse F.A.Q.: [Quoted from Soulfang's forums By:CrashCoarse] ______________________________________________________________________________________________ Q:1) Is it possible to change a character's job without changing their battle animation? (I realize I could give the same animation to the job, but that would mean making a copy of every job for every playable character.) 2) See if you can help me wrap my head around this one. Here's an example of how I'd like my system to work: You have a fighter. He levels up for a while and then when he's around level 15, he decides "hey, I'll go learn some mage skills." So, he becomes a mage, his level goes to 1, his stats stay the same. (This part I'm still ok with. I know how to do that beggining. Here's where I get messed up:) Then after he's learned some good spells by getting up to being about a level 10 mage, he decides to go back to being a fighter to beef up his def. I want him to jump right back to level 15, where he left off as a fighter before. A:1) As far as I know.. no. you have to make job for each character if you want them to look different in the same job. 2) I'm still not sure about this, so my information may be wrong. I think you have to keep some type of variable to remember that the character is a level 15 fighter, and then level him back to level 15 when you change jobs back. Now I don't know if this will increase stats by that amount =(. You may have to just play around with it and see what the system does. I havn't messed too much with jobs. I use them, but since my game dosn't use 'levels' I havn't dealt with this issue at all. Q:Whats the priority. And under the ability change then is a Special Skill use what is the for. A:It's for Special Skill in conditions, any magic attacks with the inserted number value as their dependency will be disabled. Q:eg- you have a wooden sword equiped, and a wood sword animation, and then you use a special where a legendary sword appears and you use it. After this skill the hero changes the wooden sword into the "legendary sword" along with the animations. My question is can you chnage weapon animations during batle...and if yes then HOW? A:I've been told common events work during battle.I've found something out.. you could be a bit 'sneaky' and swap out the hero using the skill for another duplicated hero holding the legendary sword you're talking about, and attack just once! Then, after the attack, remove this duplicate hero and replace him with the regular hero, holding his wooden sword again. Q:When making an airship or boat/ship how do you make it so when you get on you don't take off but rather go to the inside of the boat...? eg- I created a map of boat interior, and I have a boat placed outside on the world map...when the hero presses on the boat, instead of being able to just go you get telported to the boat map, from there you can explore the boat and go to the deck to travel with it... A: Theres two ways of doing this: 1.Instead of having the hero board the boat instantly, set a teleport trigger to enter the boat. -Then- allow the player to go to the dock, and execute the movement command for the boat. 2.With the new Key Entry possibilities, I'd advice that you instead use a special key (Like + or something) to board the ship while you're riding it. You'll still have to set a switch or something to that extent when you board it, though, so the game knows you are in fact riding the airship. Q:Is there a way to add in battle commands (i.e. through a global event) that only appears when your HP is in a certain range, or appears if it reaches that certain range and lasts throughout the whole battle (but then dissappears)? I know there's an actual event command, but I wouldn't know how to enable/disable it. A:This is done through either Common Events or each individual monster group. "When _Hero's_ HP is 50 % below normal.." "Memorize Skill ______." "When _Hero's_ HP is 51 % below normal.." "Forget skill ____." Q:How do I make my character learn enemy skills. A:Enemy skill: Set a battle event which turns switch "a" on when character "z" is hit by a certain attack(possible activate the switch when the enemy uses the skill, if character "z" is in the party. Another event activates when switch "a" is on, which teaches character "z" skill "m." Switch "b" teaches character "z" skill "n," and so on. Conversely, instead of character "z," you could have item "y," which teaches the character who has it equipped all the skills which have their switch activated, with enemy skills being taufght only when the switch for item "y" is on (the switch is on when the item is equipped, off when unequipped). It will take a lot of work and trial and error to work out the fine point, but it should work. Q:how do i make a magic attack that will hurt everything, enemies, allies, the user? A:this'll have to be done in every Monster Party tab.. Set your skill to activate a switch.. and when this switch is enabled, play the animation for the spell, and then decrease enemy's HP, as well as the hero's HP.. if you wish, you can create a variable called "Spell Damage" that sets a random number from, say, 100 to 160 -- then, set the hero and the enemy's HP to decrease by the value in place within "Spell Damage" (the variable option). This way, the spell will have a slightly randomized effect to it's damage, and will look much more natural. ______________________________________________________________________________________________ All infomation used in this F.A.Q. adapted or not is property of their origional creater/s. And as such if you see infomation made by you and you wish it unlisted or your name credited for your work please e-mail Gen (the address is above). ______________________________________________________________________________________________