[RM2K3] UNABLE TO GET PARTY FULLY HEALED ABOVE LEVEL 1 WITH...
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Thanks due to the way I've set up the equipment system in my game, I seem to be unable to get my party fully healed above level 1... and I'm kinda stuck on the system now.
This is basically what it looks like in the parallel running common event:

It stores the character's data, then class changes it - (the class change is purely cosmetic, it changes the way a character looks in battle, depending on their equipment) - then it reads the stored character data to restore any changes done due to the class change. Since I make it lose all my character's EXP, and then read it again to get it back up to what it used to be (I have to, since class change can only remember current level, not EXP) it re-levels my character every time. And levels don't re-add the extra HP, lol.
So, I guess what I'm asking is if there's a way to make it work without dropping the equipment system that I want in my game?
This is basically what it looks like in the parallel running common event:

It stores the character's data, then class changes it - (the class change is purely cosmetic, it changes the way a character looks in battle, depending on their equipment) - then it reads the stored character data to restore any changes done due to the class change. Since I make it lose all my character's EXP, and then read it again to get it back up to what it used to be (I have to, since class change can only remember current level, not EXP) it re-levels my character every time. And levels don't re-add the extra HP, lol.
So, I guess what I'm asking is if there's a way to make it work without dropping the equipment system that I want in my game?
Party: Full Restore.
Wouldn't that work to restore all HP/MP no matter the level? Just bung it after the other events and viola.
Wouldn't that work to restore all HP/MP no matter the level? Just bung it after the other events and viola.
Yeah, that's what I've been trying to do in all sorts of different ways, but it always sets the character's HP and MP back to what they are at level 1.
Also, the storing and reading character data does not include the character's current HP and MP (cause I know that would reset it back for sure). But to be honest I'm really stuck on it. I know I'm kinda late with it, I had been testing it for ages to make sure it worked, but never thought that levelling up would ruin it.
Also, the storing and reading character data does not include the character's current HP and MP (cause I know that would reset it back for sure). But to be honest I'm really stuck on it. I know I'm kinda late with it, I had been testing it for ages to make sure it worked, but never thought that levelling up would ruin it.
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
So any time anything at all changes their HP to an amount higher than the level 1 max HP, it instantly goes back down to the level 1 max HP?
You're changing the character's class over and over with the parallel process, I would guess. So it resets them to level 1 - lowering their hp and mp to the max that it can be at that level - and then levels them back up to where they were.
You're changing the character's class over and over with the parallel process, I would guess. So it resets them to level 1 - lowering their hp and mp to the max that it can be at that level - and then levels them back up to where they were.
Yeah, although it stores and loads the character's stats. When it loads up their data after the class change, it restores their stats and their level and EXP. It's only the HP and the MP that I have troubles with.
This is the storing event:

This is the loading event:

This is the storing event:

This is the loading event:

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
uh, recommended: storing and loading current hp/mp also
also recommended: doing this only once when you actually change classes, instead of 2000 times per second via parallel process
also recommended: doing this only once when you actually change classes, instead of 2000 times per second via parallel process
I tried with storing and loading current HP and MP, but then it keeps adding the current amounts 2000 times per second, resulting in max health fulltime.=P
How do I make it so it activates only when I change class?
Changing classes is supposed to happen everytime the player equips or unequips a piece of armour on a character (it changes their sprite, faceset and battle sprite).
How do I make it so it activates only when I change class?
Changing classes is supposed to happen everytime the player equips or unequips a piece of armour on a character (it changes their sprite, faceset and battle sprite).
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
How do I make it so it activates only when I change class?Have a parallel process that checks to see if they changed armor, and only call this event if they did so? You can store the player's old armor ID in a variable, and then store their current armor ID in a variable, and if the two are different, then they changed armor. And only then do you have to change their class.
There are some bugs with the class system in RM2k3 v1.08, they are fixed in v1.09a, but unfortunately most patches (including DynRPG) only work with v1.08, but if you don't use any patches, you could download a RPG_RT.exe v1.09a from here: http://cherrytree.at/downloads/RPG_RT-Sammlung/RM2003/v1.09a%20Englisch/RPG_RT.exe
I don't know if any of the bugs interfere with your system or not, though, but it may be worth a try.
Changelog: http://cherry1.ch.funpic.de/rm2k3changelog.htm
I was especially talking about this entry:
I don't know if any of the bugs interfere with your system or not, though, but it may be worth a try.
Changelog: http://cherry1.ch.funpic.de/rm2k3changelog.htm
I was especially talking about this entry:
- The problem where repeatedly changing class would cause the character's stats to drop regardless of class settings was fixed.
I'm not too familiar with your system, but maybe something along the lines of having a second common event that is parallel process and keeps checking for whatever causes the class change. If that condition is met, it turns on a switch, which triggers your first common event (which you would now change to the "Autostart" type and is activated by said switch). Have that autostart event do whatever it is you do with changing classes, etc., and then turn off the trigger switch.
Yeah, I think I got it to work correctly now. It now has 2 more variables, one that's on the new parallel common event to check what outfit is currently being worn, the other variable being set every time an outfit is changed. Whenever both variables are not equal, it calls the class change for the character who changed.
I need to do some more testing with it, but it's looking good for a start. Thanks a lot for the help.8) I'll be back here if I get stuck on something again.
I need to do some more testing with it, but it's looking good for a start. Thanks a lot for the help.8) I'll be back here if I get stuck on something again.
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