2 Questions

Seriel

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Hello, i've got 2 questions:

1. Am I right in thinking RM2K3 has no Self Switches? So I have to have a new switches for every Chest?

2. How exactly does an ATB system work? I've never actually used one before now. It seems interesting though.
 
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Millefeuille

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Self switches are a recent series feature. It's slightly more cumbersome to use regular switches, but if you're thinking of experimenting with a program as old as this you'd have to understand you won't be seeing many of the modern luxuries.

If you aren't familiar with an ATB type of battle, play the first 10 minutes of Final Fantasy 6. They're simply a system where agility slowly builds a timer represented by a gauge. When the gauge fills and the timer hits 0, players and enemies take actions. It is not that radically different from classic turn-based systems, but is stereotypically a little slower.
 

Seriel

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Ah, Ok. I don't really mind not having Self-Switches, but it's slightly annoying.

I think I understand ATB now, it seems really strange compared to Turn-Based though,

Thanks! :)
 

Marston

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As mentioned, 1.) Yes, no self switches.

2.) You have a time gauge that is filled by agility. Therefore, agility is probably the strongest stat in 2k3. Also, and that seems to be a "bug", if you have more actors (enemies and players) taking part in a battle, the time gauge fills slower. I really don't like this, which is the reason why I prefer the 2k battle system.
 

Jaymonius

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Ya'll have it so easy, back in my day, we had to make switches for every treasure chest we wanted to use, none of that self switch stuff. lol.
 

Seriel

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Yeah, I imagine my Switch list is going to fill up very fast.
 

The Mighty Palm

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I always used Switches PURELY for chests, and then variables for quest progression. 
Think like this, a chest is opened once and never touched again right? Switch. 

A quest has stages. Talk to villager, go to dungeon, fight monster, get loot, return to villager. Variable works better. 

I use this for Vx ace, but it should work in anything. Saves me alot of switch clutter

To be more in-depth: Quest start: Variable 01 = 1. Objective Complete: Variable 01 = 2. Report Victory: Variable 01 = 3. Quest complete

Normally that'd be 3 separate switches, but with variables it can be so much easier.
 
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Seriel

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Huh, that's a good idea. I might do that.

Thanks! :)
 

Marston

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I always used Switches PURELY for chests, and then variables for quest progression. 

Think like this, a chest is opened once and never touched again right? Switch. 

A quest has stages. Talk to villager, go to dungeon, fight monster, get loot, return to villager. Variable works better. 

I use this for Vx ace, but it should work in anything. Saves me alot of switch clutter
Can be done, but definitly depends on the game. Some puzzles for example can't be done without massive amounts of switches (activating X switches in a given time for example). But yeah. at least 1 variable for the main quest can probablyx save you dozens of switches.
 

Iavra

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That's why you usually designate a whole bunch of switches and variables as "Temp X". Once you complete that puzzle, you can set a single switch "Puzzle solved" to true and free up the rest for other maps.
 

Seriel

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I've got the whole first page as 'Temp' variables:

 

- Aërendyll -

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Phluff

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Just remember to use different switches for different chests, otherwise ALL your game's chests will disappear after you've opened just one of them.
I forgot to say that, but yes. I'm also sure that this could work a tad bit better, as the others have already said.

http://prntscr.com/6yuju4

http://prntscr.com/6yuk7a

with other chests going something like this:

http://prntscr.com/6yukih

As for the battle system, there are ways to go around it. Such as using an action battle system, as a tutorial over on RMN covers.

I don't know if I'm allowed to link the tutorial though.
 
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Seriel

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You would only use a variable for the chests, if it is only possible to get them in a particular order, otherwhise, if you go back, all the rest will be open. I'm using a switch for each chest atm.
 

Phluff

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Aye, you could do it with a variable, setting each chest with a higher number than the last chest for the disappear/empty.

Simply add this string to your event (at the end of the event): http://prntscr.com/6yuqq4

And after that, create a new page in the event with this (new chests having a higher number): http://prntscr.com/6yura7

This can be done retroactively, but could be a pain in the rear to go back and find all of your chests.
 

Cherry

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I don't think so. Think about what would happen if the player wouldn't open the chests in the order you expected, or wouldn't open some of them at all. The wrong chests would disappear then.
 

Seriel

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That's what I was thinking, I use a different switch for every chest.
 

Phluff

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Eh... I will have to agree with Cherry on this one. I guess I was wrong.
 

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