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RM2K3 LIMIT CAPS?

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Okay guys, I have the Goliath patch where it allows characters to have stats (at least in the editor) to be over 999, this includes attack, defense, intelligence, agility, etc. However, when put into practice in the actual rpg_rt.exe itself, it caps it at 999 and doesn't let my characters go any higher. This is...not a good thing, esp. since enemies will grow more powerful late in the game which puts that 999 defense to shame. I need them to break into the 4 digits to keep this fair for the player. Has Cherry or anyone else come up with a solution to this and still be compatible with the Goliath Patch I currently have working? Thanks.
By now, what I had experienced, is that characters indeed have more than 999. BUT, on the equip/status screen it shows 999, due to its space (if it shows 4 digits, it could be a little mess), like the RM-Player "limiting" the value before displaying it. Anyway, I'm not VERY sure of this.

But you can try to check it in-game, saving the "Atk" value on a variable for instance (a character with max "Atk", and some wild equipment). I had done horrid damage with 1400+Atk (or even 2000) characters on battle tests, and confirmed that it does much less without "some stuff" (leaving them on 900~).

Hope it helps you, salut,
OZ
So basically, the player will be confused thinking something doesn't improve their stats beyond 999 when in reality it actually does?

EDIT: Nope, nope and nope. Not happening. I did what you said and stored his defense in a variable. It was 999. So I equipped him with something I KNOW would shoot him over 1000....same thing, still 999 according to the variables. Crap...hoping someone knows how to go over this level cap. How come the Goliath patch can affect what we input in the editor but not translate that into the exe itself? Or has Cherry miraculously have a fix for this already?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Yes, stats will go past 999 in the RPG_RT.exe. No they will not be displayed appropriately in the menu.

Avoid this situation by not inflating your stats. Instead multiply your Physical/Magical Attributes and cut your stats down.

For instance, if you want your characters to have around 2000 Attack by end-game, set all your attributes to around 400% for "C" (scale the others accordingly) and then have your attack go up to 500.
Oh geez, I've already done over 1000 monsters balanced to the current stat scheme I got going on. If I start messing with the modifiers, I have to redo all 1000 to reflect the new attribute values. This is going to be a pain I think... But its not so much attack values I'm worried about (although that does come into play late game), its more so defense where normal enemy attacks far outclass what a 999 defense can do towards the endgame.
I've heard of this DynaRPG where you can modify rm2k3 or create plugins. Is this something that could alleviate my woes without having to re-balance over 1000 enemies?
Try RM Limit Changer! I created it for exactly this purpose.

RM Limit Changer can set stat limits anywhere between 1 and 65535 in an RPG_RT.exe! It works for rm2k3 version 1.08 and 1.09a (I assume the Goliath patch is based on 1.08).

RM Limit Changer can be found in the utilities section on this website or here: http://sites.google.com/site/seenasrealm/rm-limit-changer
Wow, this is EXACTLY what I needed. I can now see my current fighter's defense properly now: 1022! I set all hp/mp/str/sta/wis/dex stats to max out at 9999 and damage cap to 99999! Other than that, I see everything else is in order here. Thanks again!
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