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PostPosted: March 20th, 2009, 12:32 am 
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So, I'm kinda fudging around making a game in RM3. Nothing major. It's got a story and everything and i might release it. RM3 is very easy to pick up i found, but I just ran into a small problem that might be a coding thing. Like the way the engine was programed. See, I made 4 characters.
one uses a staff,
one uses a great sword
one uses a nagakata (or whatever)
and one uses Hammers and axes.

So far so good.
Well...I made a shield. Now one would THINK that at least ONE of those characters could use a shield. But no.

Well, ok. So the Staff dude is a "sage" archetype so perhaps not.
And those great swords DO kinda need two hands to wield; same with the axes and hammers one. and the Nagamurakatasaki whatsit is basically a short katana on a stick so, yeah you might need both hands for that occasionally.
That is not what is the maddening thing.
see the game allows you to set your own characters for these classes, and I did, as I did not particularly like any of the archetype models.
The staff guy is the adventurer
The great sword guy is the Ronin guy
The Nagawhochimagawhatsit is an amazon
and the Great axe/ Hammer is 12 year old girl


but, ok. I can't equip any of them with sheilds.

Sure.

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PostPosted: March 20th, 2009, 2:15 am 
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yeash, what can you equip a shield on? i wish you could force the engine to your liking. youd think it would be a simple thing to allow the designer to choose for themselves.

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PostPosted: March 20th, 2009, 2:33 am 
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I don't understand. The Adventurer is a sword and shield character. As a matter of fact he shouldn't be able to equip a staff unless you are doing the weapon trick.

EDIT: I'm not sure what you are saying but if I understand you correctly, you should be able to create a sword and shield class that uses the adventurer model, it will always look like the adventure during battle and it will be equipped with sword and shield during battle if you give your character those items and equip them. It doesn't have to look like the adventure during non-battle if you don't want to match it, but you have to assign whatever character you want to have the shield to a class that uses the shield BEFORE allowing it on the item/shield screen. Did you try this?

In other words, the item screen where you create the shield/weapons, etc. can be assigned to only those characters who have the corresponding class. If you haven't given your character the right class before you assign the item to characters at the item screen he/she/it will not appear as an option. Once you give it the right class it will.

One other way to say it is that if none of your characters has been given a class none of them can use any weapon or shield. Once you give the character the appropriate class, weapons and shields can be assigned to the appropriate characters in the item options.

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PostPosted: March 20th, 2009, 1:24 pm 
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Oh no, I get the whole class=certain weapon/armor types bit, it's just frustraiting that when you create people (your actual characters) the game asks you if you would like to use the assinged 3d model for that class. I chose "no." My complaint is that the program will let you set up a character model that is not correspondent to class, but it STILL won't let you equip a shield to any class you like.
As Karr noted, one would think that they would let you -the creator- decide those things for yourself. What if I WANT to have a guy that uses a staff and a shield? HMMMM??? What I'm getting at is that it allows me to do the seemingly absurd (Axe/Hammer Class attached to a Child character model), but won't let me do something as mundane to RPGs as allow my characters to hold a shield.
That's all I'm saying.

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PostPosted: March 20th, 2009, 10:09 pm 
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Oh. Yeah with RPGM3 you have to patiently accept a lot of limitation and then figure out what you can do and try to not let it frustrate or limit you too much.

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PostPosted: March 25th, 2009, 9:12 am 
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Anonymous (Bo) wrote:
Oh. Yeah with RPGM3 you have to patiently accept a lot of limitation and then figure out what you can do and try to not let it frustrate or limit you too much.


<miss>
<miss>
<miss>
<miss>
<miss>
<miss>
<hit!!!>
<miss>
<miss>

I have no idea of what you are talking about. :P

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PostPosted: March 25th, 2009, 11:14 am 
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i am really surprised that the attack generator is that broken. there must be something that people are missing. how can they produce a game that this broken?

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PostPosted: March 25th, 2009, 1:08 pm 
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Lantis wrote:
<miss>
<miss>
<miss>
<miss>
<miss>
<miss>
<hit>
<miss>
<miss>


You must be grossly exaggerating. I've played "Raiders" to death, and a couple other RM3 games, too. They hit much more often than they miss. Take what you did and reverse it. That's my experience with it.


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PostPosted: March 25th, 2009, 1:57 pm 
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Then you apparently haven't watched Dray's LP on Ronin Story. Video proof that you'll miss at least three times in a row at any given battle.

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PostPosted: March 25th, 2009, 3:17 pm 
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Lantis wrote:
Then you apparently haven't watched Dray's LP on Ronin Story. Video proof that you'll miss at least three times in a row at any given battle.


That's not necessarily true. Yeah you seem to miss at least once every battle and oftentimes also the enemy seems to miss you right after that but I know in my game there were many battles where you didn't miss three times in a row. And if you mean three times in a row by only the party and not the enemy, I highly doubt that happens often. But missing on its own does happen way to much. Maybe Dray's AGI stats were off.

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PostPosted: March 25th, 2009, 3:25 pm 
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In my game Evil Fantasy both you and the enemies only use magic so there is never misses. The normal attack command misses way too much for my liking.

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PostPosted: March 25th, 2009, 4:11 pm 
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Lantis wrote:
Then you apparently haven't watched Dray's LP on Ronin Story. Video proof that you'll miss at least three times in a row at any given battle.


I'm at the speed of dialup here. I can't watch any of the fancy videos you guys like to post. It takes way too long to download and then it plays the video a couple seconds at a time.

I never had a problem with the frequency or infrequency of missed melee attacks in "Raiders" or "Ursus Quest: SOTT" or what I saw of "Series 1". Maybe Obright, Pervy, and myself did something right with character stats that the author of "Ronin Story" did wrong.

Oh, forgot to mention "Who Did This!?" Sorry, Bo. :blush The character there didn't seem to miss very often either. Just occasionally, from what I remember.


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PostPosted: March 26th, 2009, 3:53 am 
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I subscribe to the 10 points rule. That is that 10 points for any starting stat (other than HP and MP) is WAY to much.

This coupled with the games ability to level up monsters to your liking, I feel, makes balancing battles a rather easy task. If you want a battle to be a different difficulty simply level the monster up or down.

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PostPosted: March 26th, 2009, 3:05 pm 
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I dunno, is there a way to affect your miss rate? 'Cause even if the misses weren't that frequent, I generally did miss on average once every battle, and there were multiple times I missed three times in a row, which should NEVER happen in any RPG. Not unless you're blind, but RPGM3 doesn't have a blind stat. The miss rate should've been half what it was.

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PostPosted: March 26th, 2009, 3:44 pm 
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i wonder if the blind status would of made you hit all the time in rpg maker 3? even maxing your status still makes you miss infinitely? didnt someone mention of a way to crush the engine and get around the miss problems?

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PostPosted: March 29th, 2009, 8:18 pm 
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So I see what every one is getting at. Sadly, I must tear down my characters and rebuild them with appropriate Models. The kicker is that as far as what I've actually programmed, that means I have to hike over to the Item screen and trash half the weapons I made as well. This little snag has just cost me two weeks of work! :shakefist

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PostPosted: March 29th, 2009, 8:34 pm 
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@Staffy

Wait! If I understand you correctly, you might still be able to use some of those weapons with characters who don't have the right class to equip them using the weapon trick:

http://rpgmmag.com/rpgm3/rm3_guides.php

I never checked the links but I figured a trick out (after I learned it is possible). It's probably the same trick but if this doesn't work for you let me know.

EDIT: By the way, after playing more community RPGM3 games, (although I still agree that the game misses too much), I think the way to think about it is that in a "real" battle, you wouldn't miss with magic, you would miss with weapons, and the goal is to balance both as well as to ensure that the weapons are more powerful per landed swing and that one should employ the "Stop" spell more oftent to make it unlikely (I hope) that a weapon attack lands.

But then again I did try to escape a battle where both enemies were stopped and I still "couldn't run". Oh well. :?

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PostPosted: March 29th, 2009, 8:54 pm 
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Well, Instead of doing what I said, I am simply going to make 4 new classes, and have their character models correspond to the ones I'm using. Likewise, I will create 4 new people that correspond to existing class. Since I think you can have 5 people in your party, I may set up some sort of event where you have to "help" these people, but they join your party as active members for a while.

At least this way, I wont feel like I'm going backwards so much as now just spinning my wheels. >.<

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