# PEPSIOTAKU'S PROFILE

PepsiOtaku
It might actually be a face penis
2389
Randal Graves: Which did you like better? "Jedi" or "The Empire Strikes Back"?
Dante Hicks: "Empire".
Randal Graves: Blasphemy.
Dante Hicks: "Empire" had the better ending. I mean, Luke gets his hand cut off, finds out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All "Jedi" had was a bunch of Muppets.
Everlasting Journey
Characters, magic, stats, charm, plot, ADVENTURE!

## [RM2K3] Setting up an the RNG

You more or less have the right idea. Start with this:
Set a variable from 0 to 100
Check the variable if it's above or below a certain point ( <= 30 would be 30%)

Then you can modify that as you see fit. A number from 0 to 1000 would be the equivalent of using a % with 1 decimal place, or 0 to 10 would be % increments of 10.

If you have to check more than 2, for instance: <= 30, <= 60, > 60, just make sure the conditional branches themselves are prioritized so that they all get checked. <=30 would have to get checked first, since the number "10" could be both <= 30 or <= 60.

## The official English 2k3 version is out!

Ugh this is just the worst thing to explain...

author=Liberty
No, what I meant is that I never saw it as not being assigned to the number of the actual variable in question - that is, it is relating to another variable number. The Variable ID is the number of the variable itself - you're picking to show that variable's input. It's a very simple concept to understand. You're basically making one variable INTO another variable - by picking the number of the variable (the ID of the variable) you want to substitute.

You're stealing that variable's 'identity' (ID). Variable 0001 is now (for all intents and purposes) Variable 0003.

You're describing setting a variable to another variable though. That's not what it does. It set's a variable to the value of a variable defined by another variable's value (lol). Just do this in both official and unofficial 2k3:

`@>Control Variables: [0007] = 21@>Control Variables: [0021] = 6 @>Control Variables: [0001] = Variable ID [0007]@>Text: \V[1]:     : \V[7]`

... It's the behavior of an array index, because you're essentially doing this:

`a = b[b[7]]a = b[21]a = 6`

Maybe neither description is intuitive enough.

Edit: Slowbro

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## The official English 2k3 version is out!

Yeah that's understandable... but I think the confusion is how the terminology is used. Using my previous example, if you chose V7 with a value of 21, "Variable ID" makes me think 21 could get returned rather than its value of 6, even though that's what the "Variable" option above it essentially does. Reference or index describes a level deeper to me I guess.

I see posts frequently about confusion or general uncertainty about variables, so the more intuitive, the better. Maybe the terminology change should be across all makers? ...Unless there would be riots. :(

## The official English 2k3 version is out!

I hate nitpicking but I just had a conversation with BadLuck about this, and it's maybe been brought up before, but we noticed 2 terminologies that should really be changed in the next version:

Both under "Control Variables"...

"Variable" within the "Variable" block isn't intuitive. It should be "Reference" because it's the referenced variable from another variable
Ex: If set to V0001, and V0001 is "3" then it's going to use V0003.

Next is "Variable ID" under Operand. Similar to the other one, it's more of a reference... but it's equal to the value stored from the index of the specified variable... so with the current terminology, if you do:
`@>Control Variables: [0007] = 21@>Control Variables: [0021] = 6@>Control Variables: [0001] = Variable ID [0007]@>Text: \V[1]:     : \V[7]`

The text box will print:
6
21

The key point being that "6" gets passed from V21 to V1 by referencing V21 in V7.

Pirated 2k3 uses "Value Stored in Index" which makes much more sense IMO. Might be able to shorten it to "Variable Index", "Value in Index" or something, but "Variable ID" just doesn't make sense.

## Play the demo in WAIT mode

Not sure if you want to attempt this or not, but this plugin has a lot more flexibility than the faster_atb_advanced one (including Wait vs. Active speed tweaks):

https://github.com/PepsiOtaku/battle_atb_overhaul

It takes a lot more tinkering to get it working the way you want, but it's worth it IMO.

## +++ DynRPG - The RM2k3 Plugin SDK +++

@Ghabry: Looks interesting, alright! I can't really speak too much about your use of inline assembly, but if it works, it works. Good luck with the EasyRPG coding!

@AlexRE: It sounds like you have it figured out, but I'll just explain my method for shits & giggles. For the field, that would depend how you are subtracting HP. When you use the "Change Character HP" command, there's a tick box for "HP Reduction can Kill Target" that should be unchecked if you are doing it that way. Avoid using "Simulated Enemy Attack" if you can because it doesn't have that option.

Example: I have a dungeon with floor spikes that go up and down. When they're up, they do damage if you are standing over them. One way of doing this is via Terrain, by creating a terrain and increasing the "Damage" parameter. Instead, I leave that at 0 because that will kill the party otherwise if their HP hits 0. I still use the terrain, but in a different way. On the tileset, I set the graphic for when the spikes are out to my generic "spikes" terrain ID, and on the map itself I have a parallel process event that stores the terrain, and checks if the hero is on it (with another PP event animating the spikes up and down at whatever interval). If the hero is on the spikes, "Change HP" (-5) with "HP Reduction can Kill Target" unchecked followed by a damage SE, flash sprite, and wait 0.5 sec command--so if the hero is still on the spikes after that time, it'll do the damage again. It's a way of getting control over the frequency of the damage, and also preventing the hero from dying. Instead, their HP will only drop to 1.

You could probably fake some way of displaying "0" HP if you needed to, or just add additional checks in the event to get it to do what you want to do. You could apply similar concepts to your menu.

## +++ DynRPG - The RM2k3 Plugin SDK +++

You don't need anything DynRPG related. Go into "Database > Battle Layout" and down at the bottom you should see "Random Encounter Death Handler" and set it to "Call Common Event" and then do all of your stuff in there.

## Crouching Tiger, Hidden Dragon sequel.

author=kentona
this looks awesome!

You're wrong!!!

## Crouching Tiger, Hidden Dragon sequel.

I was offended by this trailer. The original is also one of my favorites, it was mind-blowingly beautiful, and this just felt like a cash-grab. Also, I never watched the original in dubbed english, so seeing it in this trailer was weird. It doesn't look like it was filmed in Mandarin.

Part of what made the original so great was the lack of CGI. Stunts were done via harnesses, and there was maybe 1 or 2 CGI'd shots (this crazy, spinny drill move towards the end comes to mind). This movie went into the opposite direction... sad. :-/

... And yeah, that music is pretty shart--what were they thinking?

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