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Getting a grasp...Advanced Magic
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Posted 2006-03-03, 10:51 PM
I have never heard of an attack like this before...although there have been many attacks that let you know your enemy's hit points, this lets you know how many turns you have left, approximately.

First, open the Database. Then go to Animations, and at the bottom where it says Array Size, click and add 1 to it. Now you should have 141 animations, if this is a new project. For this, we will name the attack Destiny! Now click the frames box and change it to one frame. In Effect Timing, double-click an empty line and only choose to play a sound effect. The sound effect will be dark1, and it plays on the first (only) frame. Should look something like this…



Now go to the Skill section and click the Array Size and add 1 to it. Now you should have 134 Skills. Input the name as Destiny, and change the type to normal. Under the Battle Animation, on the right side of the window, select our new attack, Destiny. It should look like this. Should look something like this…



One more little thing, click the Class tab. Now on the right side where it has a list that says Battle Commands, click Set. In the little pop-up window, select Array Size and add 1 to it. Name it Foresee, and change the Archetype to Link to Event. Click OK, and in the main Database change the second command (skill) to the Foresee command we just made.



Now, click the tab that says M. Groups. Near the bottom of the window is a box that says Battle Events. Click the Ellipses on the Trigger box to bring up this window:



Fill yours out so it matches the picture above, and then click OK. What this says, is that when the hero uses the Foresee command, it will trigger the rest of the event.

This part is going to have to be changed to fit every monster group!

Code:
<>Variable Oper:[0002:(name of variable)]+ , 1:Slime HP
<>Variable Oper:[0002:(                )]+ , 2:Slime HP
<>Variable Oper:[0002:(                )]+ , 3:Slime HP
<>Variable Oper:[0002:(                )]+ , 4:Sylph HP
<>Variable Oper:[0002:(                )]+ , 5:Sylph HP
The 1-5 are going to change to reflect which monster's HP and DEF is being added to the variable.

Then just add Call Common Event to the list, and press the Apply button at the bottom of the window.

Now, click the Common Event tab. Highlight the first event, and name it Foresee. Leave it as a call event, so that our battle event can call it. Now insert this set of coding:

Code:
<>Variable Oper:[0001:(name of variable)]+ , (Hero1) Attack
<>Variable Oper:[0001:(               )]/ , 2
<>Variable Oper:[0002:(monsters HP)] / , Var [0001]’s  Value
<>Message: You have about \v[0002]* turns left in this battle!
*\v[####] is used to show the value of a variable to a player. When writing in the above code, do not put the star!

Note: This only works with one hero. It seems that if you follow the algorithm that the program supposedly uses to determine damage, you would have 0 turns...
If you find a way to get it to work with up to 4 people, let me know...

Thanks and enjoy...The next Tutorial will be up probably next Tuesday or Wednesday...

I do hope you are learning the nifty things you can do in this program pretty easily...
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Draco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darkness
 
 
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Posted 2006-03-04, 05:13 AM in reply to Draco2003's post "Getting a grasp...Advanced Magic"
Wow. That looks interesting!

Looks like I'll have to dig out RM2K3...again.

I think you should ask a mod if you can have a sticky thread in here to post all your tutorials. It then makes it easier to find them all, rather than having to navigate the whole archive.

Call it something like: Getting a Grasp.
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