Things you can't do due to limitations;
- Make a Tactical Strategy RPG (Fire Emblem, Advance Wars, Final Fantasy Tactics, etc.)
- Keep track of killed monsters
- Have an item used in battle run a common event that applies an effect to the User of that item. This also includes not designating a specific target when changing things using certain event commands.
- Make Randomly Generated Maps that change each time you enter them. Also, you can not randomize the positions or placements of events just by using event commands.
- Run a post-battle event (such as Meat Drop from Final Fantasy Legend/SaGa games or Monster Medal drop from Dragon Quest 3)
- Can't change the max map size (256x256, used to be 500x500 in VX Ace)
- Have an ABS system using just events
- Can't set Currency or Item Drop bonuses by %. Only the Party Abilities x2 Gold/Item Drop exist. Can't increase it like +10%/+30%/+50% Gold or Item Drop.
- Can't set different damage floors to have different damage rates; Poison Swamp (-2HP), Spikes (-10HP), Lava (-50HP), etc.
- Can't set a variable to display in a map name or change abbreviation based on ground level; Dungeon vF or Dungeon Bv, can't change from B#/#F, B3, B2, B1, 1F, 2F, etc.
At the risk of a little forum necromancy, I wanted to go down this list to write down some thoughts that might inspire newer RM folks to get creative and think outside the box. Ironic coming from someone who made this account like, 3 days ago, but for the record I started with RM2k back when it was brand new.
On that note, I remember seeing RM2k games doing many of these things. It's not really a matter of can or can't most of the time, back then it was far more about 'should' or 'shouldn't'. I'm not saying any of these are good ideas compared to simply scripting/using plugins, but when that wasn't an option you had to get creative!
- Make a Tactical Strategy RPG (Fire Emblem, Advance Wars, Final Fantasy Tactics, etc.)
1. Definitely possible. Custom battle systems were absolutely a thing as far back as RM2k, and therefore 100% event editing. People oversell the complexity of these tactical battle systems, perhaps because of how much extra legwork needs to be done to script them inside RGSS/MV/MZ. But remember, the event editor is quite powerful compared to the Assembly programming language, and Fire Emblem 1 was a NES game. They had to make it work somehow, no?
- Keep track of killed monsters
2. Possible. But, you might have to make random encounters the result of a parallel process that tracks player movement. You'd specify the exact troop you're up against in the editor and, if you survive, you can just add the number of enemies in that troop to a running Variable counter. It should even be possible if the enemy can summon reinforcements, since that has to be done through events too.
- Have an item used in battle run a common event that applies an effect to the User of that item. This also includes not designating a specific target when changing things using certain event commands.
3. Possible. Have the item inflict a State on the target (user, enemy, etc.), use conditional branches to find the target, once you have the target you can remove the state. You'd want to make it a special / dummy state that is very low priority and doesn't have any text or animations associated with it. You can hijack the "%1 is poisoned!" message to have the combat log say whatever you need it to about the target.
- Make Randomly Generated Maps that change each time you enter them. Also, you can not randomize the positions or placements of events just by using event commands.
4. This is partially true, you can't compose a random map that is itself a single map. You can create a random network of maps using variables though, although it'd be quite an undertaking. The rather famous (at the time) RM2k game "Dragon Destiny" did something like this. Dragon Destiny had an autorun event on every map called "Reset" that controlled the location of
everything, because DD was puzzle themed inspired by Lufia II and had a Reset spell - to reset the state of any map, any puzzles, the time (had a day and night cycle), and return to the point that you entered the map, you'd cast the reset spell. Random or not, you can place any event anywhere you want with a system like this.
- Run a post-battle event (such as Meat Drop from Final Fantasy Legend/SaGa games or Monster Medal drop from Dragon Quest 3)
5. Possible. Again, manipulating parallel processes to create your own random encounter system, you could make any post-battle even you'd like. Another somewhat well known RM2k had post battle events, "Final Fantasy: Endless Nova", to control its Final Fantasy 2 style stat growth system. A turn-0 battle event could set a Switch and Variable to tell the out-of-battle common events to listen and react once the battle was concluded.
- Can't change the max map size (256x256, used to be 500x500 in VX Ace)
6. This is partially true, there's a maximum map size, but that doesn't mean making relatively seamless transitions between two maps, identical at the boarders, is impossible. Again, "Dragon Destiny" did something like this - it had 2 or 3 massive regions that used this type of trickery. I made something similar in XP to demonstrate to myself that it was possible even with a parallax background.
- Have an ABS system using just events
7. Definitely possible. There was a sci-fi / cyberpunk type game demo, only about 20 minutes worth of play, that had a very detailed ABS, something like Secret of Mana. I can't remember the name but I remember they used a MIDI remix of Sonic 3's "Flying Battery Zone" theme as the battle music. There was another one I can't remember well at all, but it was samurai themed. Far more rudimentary, but not bad compared to some NES/SNES offerings. Both RM2k games, by the way.
- Can't set Currency or Item Drop bonuses by %. Only the Party Abilities x2 Gold/Item Drop exist. Can't increase it like +10%/+30%/+50% Gold or Item Drop.
8. True, unless you make all of your battle rewards a result of a post battle event, which is definitely something you can do!
- Can't set different damage floors to have different damage rates; Poison Swamp (-2HP), Spikes (-10HP), Lava (-50HP), etc.
9. Possible, for the same reason as 2. If you track player location every frame and look for changes to detect movement, you can do whatever you want to them! It's been too long since I've used RM2k to say how you'd do it back then, but in MZ you can track the player's Terrain Tag using "Get Location Info..." and do whatever you want to them.
- Can't set a variable to display in a map name or change abbreviation based on ground level; Dungeon vF or Dungeon Bv, can't change from B#/#F, B3, B2, B1, 1F, 2F, etc.
10. Possible. Not with the built-in map-name display perhaps, but easy enough to do with Pictures, an autorun Message window, or some other means.
I want to make sure this doesn't come across as an attack on
@Animebryan, if anything I'd like to say thanks for getting me to think about this stuff again, it feels quite nostalgic. To the new folks, don't jump to conclusions about limitations - if there are limitations, you'll find its much more rewarding in the long run to carefully think them out and try to reach your goal in spite of them!