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Change weapons: This is kinda hard, you'll need to make some sort of special battle command that activates a battle event with choices that you can pick which unequips your weapon and then equip the new one. I remember someone making a game that could change a character in battle but that's actually easier.Breakable melee weapons: you're gonna need a variable for every weapon in the game. This would be easier if you don't have shops in the game and only find weapons. Cattle prod ect. Either make a battle event everytime somone attacks that lowers it or add a post-battle event that lowers the durability of the weapon - by increasing the variable. Create a paralell process that checks if the variable have exceeded the desired number (if the katana got 50 durability you make it break once the variable reach 50)Headshot, if the possibility of headshots is a special command - pretty good. Create a battle event that triggers once the skill is used. Then make a chance thing . (if variable : random (1-6 or something)) If it is 1, remove monster from the battle - if else - inflict with status ailinment : stun (2 turns) Inventory limitation is kinda hard. As in pretty hard. As in, you'll need a bunch of variables. Basic thing is this: if an enemy can't drop items and there are no shops: for every overworld event / chest that gives you an item - add a "var:[INVspace] +1". But you'll need a conditional branch (or a second event page) that checks so that the varaible isn't equal to or above the desired inventory sixe. For example - if your limit is 10 and you've picked up 10 items. Make the katana stuck in the grave of great samurai Yomama with a second page stating . VAR INVspace is 10 or greater. message "You can't carry anymore"Longer descriptions are kinda hard since the tooltips have a limited number of letters from the conversion of Kanji. You could however make a custom menu (for example, an item when used will activate a common event which is the extra menu) where you can read up on weapons. Call it a "Weapon enthusiast magazine" or something neat. In there You could either make a complete custom menu or a bunch of choices - which when picked will display some Messages you've written about the weapon.Self switches is a problem for rpgm2k3, a suggestion is that you limit the ammount of enemies on each map and use the same switches for each map - problem is just that all will respawn once you exit or enter a new map. Can't think of any catchier way. -----------------------This was just to point you in the right direction. And I'm pretty sure you know how to take this into your game. But if you need some additional help or clarification - don't be afraid to ask again.
Basically, variables are your friend. Even switches are variables with 2 choices. 0 (off) or 1 (on). Battle events are a bit like common events but they can affect battle stats such as enemies and status problems. Making a battle event activate once a skill is active can give a lot of exciting effects. And I'm afraid that I can't say anything about XP or VX, heard that they are pretty good but haven't tried any myself.