[REQUEST] FFVI TRANCE-STYLED/FFVII VINCENT LIMIT BREAK-STYLED COMMAND [2K3]

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Ok, THIS one is going to be a bit of a doozy, since I got some of it working. Just not all of it...


Ok, so I have a character with a command that essentially swaps her for an AI-controlled version of herself (different movesets, but in permanent Power Up/Magic Up/Defense Up status and unable to use anything but the skillset and Attack). I have the EX version's stats set to 1 (Level, HP, MP, ATK, DEF, MAG, SPD) and am trying to set it up so that when you switch between modes during battle, the EX version's stats are identical to the original's. I'm sure that all I have to do is match levels, but the reason for doing it THIS way is because if I release this patch, and if people were to use this command, then the character would just end up with crappy stats and whatnot because you have to restart the game to get everything fixed on characters.


So I tried this out by putting the following in the Hakutaku command (the command that lets you switch modes):


Variable Operation: Set, Keine Level
(Rinse and repeat for everything, including EXP, HP, Max HP, MP, Max MP, ATK, DEF, MAG, SPD, Weapon No., Armor No., Shield No., Helmet No., and Accessory No.)
Change Statistics: EX Keine Max HP 9999 Down
Change Statistics: EX Keine Max HP V Up
Change Statistics: EX Keine Max HP 1 Down
(Rinse and repeat for Max MP, ATK, DEF, MAG, SPD. I forgot to do anything with the equipment because this is the main thing I wanted to set up).
Full Heal: EX Keine


In the Battle Event page, this is what I have for Hakutaku command:


Keine uses Command

Show Battle Animation: Hakutaku, Keine (Wait)
Call Common Event: Hakutatku
Change Party Members: Keine Remove
Change Party Memnbers: EX Keine Add



The problems I have noticed with this is as follows:

*Upon switching the character, the switched character's stats do not change at all. In addition, the switch character's ATB gauge does not move. Though this may be due more to the fact that EX Keine's stats are all set to 1 by default.
*Thinking on this, it may be possible to auto-Game Over if this command is used when Keine is the last one alive. Is there any way to prevent the Game Over during the switch?



What I also find weird, which is something I addressed to Cherry before, is that while using the Change Party Member command, I did not get the error I normally did when I did my Exclusion status attack (Think of FFV's Omega's Encircle attack. Something like that). Very strange...


If anyone can test this out, or would like the game files to see what could be wrong, do let me know. I can send the files via PM (excluding music, because that's not needed here). This is only if it'll make it easier for you to decipher what is going on or to figure out how to fix it/modify it/etc. This also goes for anything else in the skill commands (guess I might as well say I'm looking for a debugger/event tester or something...).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You should not duplicate both the stats and the equipment, you should only do one or the other. When you set a variable equal to the character's stats, it uses their modified stats, after equipment. So you're actually doing that much correctly, and shouldn't duplicate Keine's equipment on top of it.

As far as the rest of your problems, the problem is that the "Call Common Event" line doesn't really work properly a lot of the time in battle events. I can't remember the specific conditions where they do and don't work, but you should try putting all that stuff in the battle event and see if it works. Also try changing Hakutatku to a Defend command, instead of a Call Event command, in the Classes tab where you define all the battle commands. If neither of these ideas fix it, then I'm at a loss.

AFAIK there's no way to prevent a game over except to revive someone else before removing Keine. If you want to get super tricky, you can check and see if everyone's dead, and if so, revive one of them, transform Keine, and then kill them again.

Alternately you could do this entire thing a completely different way: by changing the character's class and adding/removing the necessary skills instead of swapping out the character, and applying a berserk status to get her to become AI controlled.
I don't think I'd be able to actually put all of the coding int he battle event, due to the fact that for whatever reason (and I didn't even notice this till now), the battle events don't let you change base statistics, so I can't change stats that way. I'll try changing Hakutaku command from Link to Event to Defend and see if that works (if that doesn't work, I'll try Attack with my 1 turn Paralyze status).

I might go with the class idea (dunno how well that'll work as I never used it once before...and I don't know if I can exactly duplicate Keine's stats in the Class tabs. I thought of using the Class tab in conjunction with Hope (think of her as like Megaman...when she changes her skillset, she would also change her stats to match said skillset, so going from her default to a more physical based skillset would've increased HP/STR, but decreased MP/MAG), but didn't know if that would work correctly or not...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Xenomic
I don't think I'd be able to actually put all of the coding int he battle event, due to the fact that for whatever reason (and I didn't even notice this till now), the battle events don't let you change base statistics, so I can't change stats that way.


That's exactly why it's not working, then. If you have a common event that does something you can't do in battle events, and you try to call that common event from a battle event, it'll skip over the parts it can't do in battle events.
I see...I never actually noticed that before. So if I want to do this, I'd have to exactly duplicate everything (and probably have an event running outside of battle to make EX Keine be exactly the same as Keine in terms of everything). So I guess the best method is to just set EX Keine's stats to be exactly like Keine's, and go with the Parallel Process event if I want to avoid using Class?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, that should work. If you want to use a seperate character, you need to set its stats to the correct values before the battle starts. Because once the battle starts, they're locked in place, except for status effects.
Alrighty, thanks for the help on that! I'll give this a try and hope that it works! Now that I know that about the Battle/Common Events, I'll have to keep that in mind for later...ugh x_x;;


EDIT - One more thing to check before I call this closed for now. In order to make sure this works, this is what I'm doing with the Parallel Process (I don't think I need to have this called on the map anywhere right? I forget if you need to do that for Parallel Processes or not...don't think so?)


Common Event: Hakutaku
Trigger: Parallel Process
Trigger Switch: (Just in case?)


Variable Operation: Set, Keine Experience
Variable Operation: Set, EX Keine Experience
Branch if Var is V's Value
Variable Operation: - , Var's Value
Change Experience: EX Keine's Experience V Add
Variable Operation: Set, 0
Variable Operation: Set, 0

End


The only problem I'm wondering is if I set the Variables at the end to 0, will it affect anything later on? Probably...but I don't know if I NEED to set both variables to 0 or not, or if I can just set the variables to the character's current EXP to keep it in balance.
So now I've run into another issue. Whenever I use the command, I get the fabled "Event referenced a battle animation that does not exist". I assumed it was the Show Battle Animation command I was using in the battle event (which I wouldn't it that would do anything since I have it set this way with others), so I temporarily removed it, leaving just the Change Party Member, Add Party Member, and Full Heal coding. However, even after that I'm still getting the error...any idea as to what's causing this?
You know...now that you opened my eyes to that problem with common events and battle events Locke, you made me realize this is the reason why my Disease status doesn't work at all (and probably by default, even though it's not even started, the Bubble status).

Still haven't solved that error up above though...I have no idea what the hell is causing it at all. I see nothing that would cause it in the coding to screw up. Should I just upload the files and have one of you guys take a look at it? @_@
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Wow, you seem to get into a lot of though eventing! lol

Can't you make something simple for a change? :p jk

Solving the issue of changing the character when he's the only one alive and avoiding game over is too much for my sleepless head. When I do this kind of thing in my games I do it outside of battle, I know it doesn't have the same impact but for rm2k3 it's more practical. With the kind of customisation you do you should probably move to Ace for you next project.

I'll leave this one to LockeZ...
I'm just not a big fan of all of that scripting I'd have to do...even if it does seem like I do a lot of scripting as it is lol. I don't know...if you REALLY wanted to see just how much is done with the eventing, you'd have to check the game files themselves. You might either be surprised or scared...either or lol.


I'll probably just make the command unavailable if Keine's the last one standing, or just go with Locke's suggestion and temporarily revive someone, do the switch, then kill them again if they were already dead.


(Also, trust me, I wish I could just stick with simple things, but I'm all for uniqueness with this game! Though I'm wondering if I'm not killing myself doing so...;_;)
I'm not sure about the whole "it skips common event calls that it can't process in the battle event thing" since I'm pretty sure that one of my dbs mods alters stats in real time. In fact, most of what I use common events for are things that the battle event can't track, such as if hero has "x" status, and the like.

I know Powermode tends to cause a conflict with common events called from battle, particularly around the subject if input processing, but I haven't noticed many other problems with the function, and I've used it in a system that allowed the player to block enemy attacks with a timed button press.

As recommended above, I would use class tricks for this type of skill.

In regard to the mountain of battle eventing required, eventually you may hit the point of diminishing returns where it will just be simpler to make your own custom battle system.

ALSO - If you don't go the class change route, you need two variations of the event that calls in the EX character. If you have other active party members, you can freely subtract the normal version and replace it with the EX. If you use a three person max party, you would have one floating spot to use. You could load the EX version into the party and THEN remove the normal version, that way there would be no automatic game over.

I used something like that in an old cyberpunk game. The character could duplicate himself during "net based" combat, which just added in a duplicate version of him. If either the "real" character or the duplicate were killed (but not both), things went on as normal. As soon as battle ended, I checked to see which was alive, set the other one back to healthy status, adjusted their stats as required, and got rid of the other copy.
Well, if all else fails, I'll leave it in the debug room for further testing until I get it working, and if I don't, it'll just get axed then. Would suck as that's one less command ability that could be used, but oh well.

I'm still iffy on using Class Changes, since again, I don't know how much it'll affect the stats/levels/etc. of whoever's using it. I have never used the Class tab ever, so I don't know how it works in conjunction with the character's default stats or whatnot. It'd almost be easier to have someone else attempt that with my latest update and see how that works for them @_@
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