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You save time by sticking with RM2K3's DBS because the game is practically already made for you, it's up to you to fill in the actual content and database and not worry about the core gameplay. It's not even the CBS, but the amount of time spent that saps your ability to make the rest of the game and add on to something that's annoying to edit. There's a reason why very few RM games come out complete with a CBS. Sure learning to code in Gamemaker/Unity/Whatever is a bit of a hill to climb but think of the hill you have to climb making a CBS, then the endless bumpy road afterwards with no way to un-bump it. Honestly if you have the capability of making a CBS then you can also code something just as fast (and easier) in the other engines. Anyway, thanks for taking the time to read my rambling nonsense and giving your opinion.Ī good chunk of your time isn't going to be making the CBS, it's fighting with a tool that isn't really designed to make CBSes. I don't hate the Default battle system - except for the inability to remove the "Row" command without Maniacs but I digress - I've just been debating whether I should use it or create my own. Like, the hero makes an attack, a random number is generated, added to his weapon stats and attack stat or whatever and if >= Monster's Defense it's a hit, and then damage is determined etc etc. What I've been thinking about is a CBS that would allow me to use more Western RPG arithmetic. RM2k3 has this peculiar charm to it that I enjoy, and if it completely craps out at some point I'm switching to Construct or something.
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Second, I am under no circumstances switching to one of the newer makers. Is a custom battle system in RM2k/RM2k3 actually worth doing? Before you answer, let me clarify a couple things: First, I am not talking about an action battle system. Not sure if this goes here or in "Help Me" but.yeah.