DEATH BY DEFENDING? RPG VX ACE MALFUNCTION!
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Ok, so, I found the WEIRDEST ERROR EVER in RPG Maker VX Ace and I was wondering if anyone had a different work around for it than mine. After creating a new game file I deleted all the states/skills/etc and went to work constructing what I actually needed for my game. A little ways down the line, i tried to write in a command for Guarding (Guard/Defend Skill). I re-wrote State: Guard in state position one and set the Skill: Guard to call State: Guard. This DID NOT WORK. Instead, since State: Guard was in position one (where State: Death is by default) every time a character would "Guard" their HP would be reduced to 0 (at the end of the combat round, HP returned to 1), even though State: Death isn't even written into the game anymore! Anyways, it seems that RPG Maker VX Ace likes to screw with people a bit, and after returning State: Guard to State position 9 it works fine. Can ANYONE help me fix this bullshit?
Thanks muchly :)
Demo out soon!
Thanks muchly :)
Demo out soon!
The "note" for the status condition in position one states say that position one is assumed to be the "Death" state, does it not? So, yeah, putting the "Gaurd" state in position one sounds like it should do exactly that. Except for the part about being auto-revived with 1 HP. With that scenario, the actor shouldn't have HP because the actor is "dead". Except that the "Gaurd" state (Which is actually the "Dead" state) is being removed. But the character has no HP. So the character goes back to being "Gaurd". And so on. Maybe.
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
It sounds like you already fixed the problem by changing Guard to an ID other than 1, so I'm not sure what you're asking for help with.
@Marrend: I don't understand what you're saying. If I erase a State, unless they fucked up RPG Maker VX Ace and downgraded it's functionality from RPG Maker XP, that State should no longer exist and apply if remade. If this isn't the case, then they seriously messed this program up from its earlier versions. Even if that is the case, however, a State that no longer exists in the ENTIRE GAME (yet :P) should NOT be able to apply.
@LockeZ: Yes, I have "fixed" it, in a sense that I now am forced to have 8 empty States in order to be able to use the defend command (doesn't function in any state other than State Position 9). So in reality, no, it isn't fixed. I shouldn't be forced to have 8 empty positions.
@LockeZ: Yes, I have "fixed" it, in a sense that I now am forced to have 8 empty States in order to be able to use the defend command (doesn't function in any state other than State Position 9). So in reality, no, it isn't fixed. I shouldn't be forced to have 8 empty positions.
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
State 1 is hardcoded to be death. That simple. The function hp = applies state 1 if its argument is 0, and the functions set_state and remove_state check to see if the state being added/removed is state 1 and changes the character's hp to/from 0 if so. There are probably other places it's hard-coded as well. The same thing was true in RMXP. If you want to change how that works, you will need to search through the default scripts for all the places where states and hp are checked or modified. It's not worth it, though. Just make state 1 be death. Or if your game doesn't have death (!?) then don't use state 1.
No other states are hardcoded. You just can't use state 1 for anything but death, the same way you can't use skill 1 for anything but normal attacks. You can make guard be state 2 just fine. (If you can't, that's a seperate problem from the death thing and deserves further investigation. Details? What happens if you make it state 2?)
No other states are hardcoded. You just can't use state 1 for anything but death, the same way you can't use skill 1 for anything but normal attacks. You can make guard be state 2 just fine. (If you can't, that's a seperate problem from the death thing and deserves further investigation. Details? What happens if you make it state 2?)
I understand the problem entirely. First off, every RPG Maker needs you to define one state as a death state. The game breaks entirely if there is no death state. HOWEVER, if you want to get rid of it-- it is very easily doable in VXA.
To change this in VXA however, you need a bit of scripting knowledge. Btw, some things are "hard-coded" (again, this is true for every RPG Maker). In VXA some things that are "hard-coded" include: the skills used for commands (attack, defend) AND the death state.
If you do know scripting then you would have figured this out on your own. Instead, I'll explain it to you as if you have no scripting knowledge-- go to, and change, this line (Scripts > Game_BattlerBase):
Change the 1 to whatever state your death will be. If you want to disable the "Death" state entirely then you need to edit this line instead:
Take the "state?(death_state_id)" part and just put "return false" instead.
If you decided to remove the death state, I cannot predict the consequences this will have on the game. Obviously, all characters will be immortal, but there might be undesirable bugs as well.
Edit: I see you beat me to it LockeZ, lol.
To change this in VXA however, you need a bit of scripting knowledge. Btw, some things are "hard-coded" (again, this is true for every RPG Maker). In VXA some things that are "hard-coded" include: the skills used for commands (attack, defend) AND the death state.
If you do know scripting then you would have figured this out on your own. Instead, I'll explain it to you as if you have no scripting knowledge-- go to, and change, this line (Scripts > Game_BattlerBase):
def death_state_id
return 1
end
Change the 1 to whatever state your death will be. If you want to disable the "Death" state entirely then you need to edit this line instead:
def death_state?
state?(death_state_id)
end
Take the "state?(death_state_id)" part and just put "return false" instead.
If you decided to remove the death state, I cannot predict the consequences this will have on the game. Obviously, all characters will be immortal, but there might be undesirable bugs as well.
Edit: I see you beat me to it LockeZ, lol.
@LockeZ: I never had this issue in RPG Maker XP, and I built a number of games using that program. Death was always the final state I wrote in and I never had any issues with it there. I ran some tests using classes that have improved guard rates, and in State Positions 2-8 Guard has no effect (no damage reduction is applied).
@MakoInfused: I've never had an issue like this before with any of the games I've made using RPG Maker XP, which is why I was asking about how the state is handled in Ace (my games usually have death as state 22-24 or so). I'm not so worried about the immortality thing though, for the moment, because I haven't written in any enemies, troops, or encounters yet (all set to maximum: 1, empty). Combat, in and of itself, is probably the least important and most straightforward part of any RPG to conceive and balance. I always tend save it for last and then do balancing tweeks as people playtest it to properly adjust the game's "difficulty" (though I feel the difficulty in ANY game genre should be about 50-75% puzzles or other forms of "thinking" mechanics).
@MakoInfused: I've never had an issue like this before with any of the games I've made using RPG Maker XP, which is why I was asking about how the state is handled in Ace (my games usually have death as state 22-24 or so). I'm not so worried about the immortality thing though, for the moment, because I haven't written in any enemies, troops, or encounters yet (all set to maximum: 1, empty). Combat, in and of itself, is probably the least important and most straightforward part of any RPG to conceive and balance. I always tend save it for last and then do balancing tweeks as people playtest it to properly adjust the game's "difficulty" (though I feel the difficulty in ANY game genre should be about 50-75% puzzles or other forms of "thinking" mechanics).
I just did the same test...it works fine, you are changing your Guard skill (go to the skill) to apply the state (under "Effects") when you move it...right?
In XP, the "Knockout" state has a checkbox that says: "Regard as 0 Hp". That defines the state as a death state. In VXA, this is instead "hardcoded" into the script editor.
In XP, the "Knockout" state has a checkbox that says: "Regard as 0 Hp". That defines the state as a death state. In VXA, this is instead "hardcoded" into the script editor.
author=Veral42
@Marrend: I don't understand what you're saying. If I erase a State, unless they fucked up RPG Maker VX Ace and downgraded it's functionality from RPG Maker XP, that State should no longer exist and apply if remade. If this isn't the case, then they seriously messed this program up from its earlier versions. Even if that is the case, however, a State that no longer exists in the ENTIRE GAME (yet :P) should NOT be able to apply.
Normally, erasing a state does remove it. However, I'd like to think that you saw the note. It reads:
State #1 will be automatically added when HP reaches 0.
I'd also like to hear this story of why "Guard" only works in slot 9, when I've got it working in slot 10.
*Edit:
author=MakoInfused
In XP, the "Knockout" state has a checkbox that says: "Regard as 0 Hp".
I'm not seeing this option in VX's database either, now that you mention it...
author=Marrend
I'm not seeing this option in VX's database either, now that you mention it...
Right, it's hardcoded, so it's only from the script editor that you can change it's function. I'm not sure why this was left out. There are scripts out there that will allow you to bypass this-- so that more than 1 state can be regarded as a death state.
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=MakoInfused
In XP, the "Knockout" state has a checkbox that says: "Regard as 0 Hp". That defines the state as a death state. In VXA, this is instead "hardcoded" into the script editor.
Oh, hmm, apparently RMXP actually respects that. I was under the impression that the checkbox let you make multiple dead states, but state 1 was still always considered dead regardless. But I was wrong!
thanks for all the help guys! I still don't know why it isn't working anywhere but State Position 9, but I'll go re-script death and try to work some things out there. If anyone hasn't seen my other (currently rolling) topic it's here: http://rpgmaker.net/forums/topics/12417/?post=433652#post433652
If anyone has an answer for that question as well it would be MOST appreciated, as it could help save me my sanity and thousands of hours of headaches from trying to sort through a million and a half conditionals every time i want an Actor to speak.
I'll post in here again after doing some more tests.
If anyone has an answer for that question as well it would be MOST appreciated, as it could help save me my sanity and thousands of hours of headaches from trying to sort through a million and a half conditionals every time i want an Actor to speak.
I'll post in here again after doing some more tests.
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