[RM2K3] XENOMIC'S HELP TOPIC

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255 Speed:

I'm aware, though I'd have to check for every single level and whatnot, and that's just not feasible with so many characters I'm afeared hue. ^^;;


Spirit Stone:

Yes, that's the only game I have (been working on for over 8 years now I think now??). I already have used all of the Touhou sprites I pretty much could for the time being so they don't really give anything new that I might need. ^^;

And well, it uses all the characters (and I do mean all of the characters) from the Touhou universe (in fact, the game revolves around said characters. It's a Touhou fangame, with Final Fantasy elements, is all the game really is. Same world, same characters, abilities are pretty much roughly what they would normally use (though with obviously different effects), some of the common stage enemies show up, etc. etc.
So, here's some new stuff for discussion. This is more about coming up with good ideas for bosses that's coming up than anything else, if anyone is willing to help out.


Kanako:

Red Mouth Mishaguji: Inflicts 8000 Shadow-elemental damage and Poison: oo, Blind: oo, Silence: oo, and Slow: oo to one party member.
Falling Onbashira: Inflicts 1400 Earth-elemental physical damage to the party.
Rising Zephyr: Inflicts 1000 Wind-elemental damage to one party member.
Source of Rains: Inflicts 1200 Water-elemental damage to the party.
Omiwatari God Cross: Inflicts 1600 Ice-elemental damage and Freeze: 50 to one party member.
Mountain of Faith: ?????

For every ability but the last, they're already set to go. The last ability though I've no idea on what I want to do. It's her Limit Break, so to speak, so I want it to be something good but...yeah. The party that you're forced to use for this fight are Rinnosuke, Yukari, Yamame, and Medicine, their HP as below (all 4 are level 50):

Rinnosuke: 3394 HP, 197 Speed, comes equipped with a Ribbon. Weak vs. Poison (200% damage). Primarily uses Mystic-elemental attacks.
Yukari: 5567 HP, 206 Speed, immune to all statuses (innate Ribbon). Halves Mystic damage. Primarily uses non-elemental and Mystic-elemental attacks.
Yamame: 2368 HP, 255 Speed, comes equipped with nothing but can be equipped, has very high resistances to all common statuses (80% resistance to them). Weak vs. Wind/Holy. Semi-weak (150% damage) from Blunt/Slash/Pierce. Absorbs Earth. Halves Lightning/Shadow. Primarily uses Earth-elemental attacks.
Medicine: 5545 HP, 179 Speed, same equipment as Yamame, very high resistances to all statuses, immune to Poison/Venom. Weak vs. Water/Magic. Immune vs. Absorb. Absorbs Poison. Primarily uses Poison-elemental attacks.

So there's all that for their stats and whatnot. Yukari is replaced by Kanako after this fight, as seen below:

Kanako: 4345 HP, 171 Speed, immune vs all common statuses. Weak vs. Fire/Wind. Absorbs Earth. Halves Lightning/Water.


The next boss with those 4 party members are as follows:


Meimu:

Demon-Sealing Dimensional Rift: Inflicts 500 Shadow-elemental physical damage, Sap: oo, and MP Sap: oo to the party. Ignores Defense.
Fantasy Seal -Dark-: Inflicts 900 Shadow-elemental damage to one party member.
Fantasy Heaven -Dark-: Inflicts 800 Shadow-elemental damage to the party. Only used at 50% or less HP.
Omnidirectional Demon-Binding Circle: Grants Return Damage: 20% for 20 turns. Cannot be dispelled.
Grave Barrier: Inflicts 1350 non-elemental damage and Fear: 50 turns to the party.
Merciless Purification Rod: Inflicts 500 non-elemental physical damage and removes all buffs from one target.
Antimatter Universe: Inflicts 800 Mystic-elemental damage and removes all buffs on one party member.
Doppler Effect: Inflicts 1400 Mystic-elemental damage to the party.

She's...not very exciting right now. Antimatter Universe and Merciless Purification Rod are new for her, as well as Doppler Effect and Grave Barrier (although Grave Barrier is basically an AoE version of one of Yukari's skills and that's it). She'll probably get an increase in her damage but other than that, doesn't seem like much is going on with her here...

And for the last fight...

Akyuu:

Senji Ryakketsu: Does random effect depending on actions used.
Ninth Reincarnation: Used every X turns. Makes Akyuu immune to either physical/magical attacks and not immune to the other.
Spirit World Demise: Inflicts damage to the party equal to current MP x5.
Nirai Kanai: ????
Cosmic Liner: Inflicts 3000 Mystic-elemental magic damage to one target.
Time Stop: Inflicts Stop: 15 turns and minor Mystic-elemental damage. The Stop cannot be blocked and has a 100% chance of hitting.
Night: Inflicts Sleep: 50 to all enemies and allies with a 100% chance unless immune to Sleep.
White Wind: Restores HP to the user's party equal to user's HP. Will not restore more than 9999 HP at any given time.

This is a toughie, as some of the abilities she uses are going to be used in the later 2 fights with her too (mainly her named attacks). However, I'm not sure on them. Nirai Kanai I've no idea on what to do with, Senji Ryakketsu I tried to do something based on what it does in mytho but it doesn't feel right, and Spirit World Demise I'm not sure if I want to do that with. Ninth Reincarnation is the only one that feels fine to me, as that's the main gimmick of the fight with her (not sure on how many turns she'll be doing that though. In a later fight, instead of just flipping physical/magical resistances, it'll also change elemental resistances too I think).

So yeah! If any of ya'll have any interesting ideas for these bosses, feel free to let me know! >_<
Meanwhile, been trying to fix up my AoEs so that they're at least viable (as they are right now, they're utter garbage. Before, they were TOO good...there's gotta be a middle ground somewhere). This is what I have so far for a basic one:


Youkai Lv1: 300 damage, 21 MP
Youkai Lv2: 500 damage, 29 MP
Youkai Lv3: 700 damage, 37 MP
Youkai Lv4: 900 damage, 46 MP
Youkai Lv5: 1100 damage, 55 MP
Youkai Lv6: 1300 damage, 65 MP
Youkai Lv7: 1500 damage, 75 MP
Youkai Lv8: 1700 damage, 86 MP
Youkai Lv9: 1900 damage, 97 MP
Youkai Lv10: 2100 damage, 109 MP


Does that seem too much MP cost wise??? It's really, really hard for me to judge MP costs for these things. This just does Holy-elemental damage to all enemies with 95% accuracy, so it's a basic starting point (just +200 damage per level up). There's other AoEs out there that are similar to this but of different elements and damage variance. If anyone can help with adjusting the MP costs for these, please hit me up so I can give the data on the skills that need it. I'd really, really appreciate it. T-T


EDIT - For comparison's sake, this is Marisa's updated for now:

Meteonic Lv1: 50 damage, 8 MP
Meteonic Lv2: 140 damage, 14 MP
Meteonic Lv3: 270 damage, 20 MP
Meteonic Lv4: 440 damage, 26 MP
Meteonic Lv5: 650 damage, 32 MP
Meteonic Lv6: 900 damage, 38 MP
Meteonic Lv7: 1190 damage, 44 MP
Meteonic Lv8: 1520 damage, 50 MP
Meteonic Lv9: 1890 damage, 56 MP
Meteonic Lv10: 2280 damage, 62 MP

Something seems...rather off. For reference, Reimu's Fantasy Orb (max level) costs 60 MP to do 2200 Holy-elemental to one, where max level Youkai Buster costs 109 for 2100 Holy-elemental damage to all enemies. Marisa's max level Magic Missile costs 60 MP to do 2350 non-elemental Magic damage to one target, whereas her max level Meteonic Debris costs 62 MP to do 2280 non-elemental magic damage to all enemies. I don't know, something seems off. I'm thinking I SHOULD fix up the single-target skills too, but that'd require rebalancing everything and ugh...



The following are all the abilities I need to fix up:

Reimu's Youkai Buster
Marisa's Meteonic Debris
Cirno's Diamond Blizzard
Aya's Opening Winds
Meiling's Flying Flower Kick
Reisen's Mind Explosion
Potentially Patchouli's Royal Flare/Silent Selene
Sakuya's Magic Star Sword
Sanae's Falling Stars
Utsuho's Shooting Star
Byakuren's Star Maelstrom/Devil's Recitation
Mokou's Phoenix's Tail/Imperishable Shooting
Koishi's Subterranean Rose


EDIT #2 - If any of ya'll are interested, here's the full list of all the AoEs that need looked at and probably revamped. I'm thinking of returning the AoE damage to the original values, so it's just the MP costs that'll need changed. Things in () are the ORIGINAL values of the abilities.


Youkai Lv1: 300 damage, 21 MP (9), Holy-elemental. Uses Reimu's MAG stat for damage.
Youkai Lv2: 500 damage, 29 MP (10)
Youkai Lv3: 700 damage, 37 MP (12)
Youkai Lv4: 900 damage, 46 MP (15)
Youkai Lv5: 1100 damage, 55 MP (19)
Youkai Lv6: 1300 damage, 65 MP (24)
Youkai Lv7: 1500 damage, 75 MP (30)
Youkai Lv8: 1700 damage, 86 MP (37)
Youkai Lv9: 1900 damage, 92 MP (45)
Youkai Lv10: 2250 damage, 100 MP (54)



Meteonic Lv1: 50 damage, 8 MP, non-elemental Magic. Uses Marisa's MAG stat for damage.
Meteonic Lv2: 140 damage, 14 MP (11)
Meteonic Lv3: 270 damage, 20 MP (15)
Meteonic Lv4: 440 damage, 26 MP (20)
Meteonic Lv5: 650 damage, 32 MP (26)
Meteonic Lv6: 900 damage, 38 MP (33)
Meteonic Lv7: 1190 damage, 44 MP (41)
Meteonic Lv8: 1520 damage, 50 MP (50)
Meteonic Lv9: 1890 damage, 56 MP (60)
Meteonic Lv10: 2280 damage, 62 MP (71)



Blizzard Lv1: 150 damage, 8 MP, Ice-elemental. Uses Cirno's MAG stat for damage.
Blizzard Lv2: 200 damage, 10 MP
Blizzard Lv3: 250 damage, 12 MP
Blizzard Lv4: 350 damage, 15 MP
Blizzard Lv5: 450 damage, 18 MP
Blizzard Lv6: 600 damage, 21 MP
Blizzard Lv7: 750 damage, 25 MP
Blizzard Lv8: 950 damage, 29 MP
Blizzard Lv9: 1150 damage, 33 MP
Blizzard Lv10: 1400 damage, 38 MP



Opening Lv1: 75 damage, 7 MP, Wind-elemental
Opening Lv2: 100 damage, 9 MP. Uses some of Aya's ATK/MAG stats for damage up to level 5, then just MAG afterwards.
Opening Lv3: 150 damage, 12 MP
Opening Lv4: 250 damage, 16 MP
Opening Lv5: 400 damage, 21 MP
Opening Lv6: 600 damage, 27 MP
Opening Lv7: 850 damage, 34 MP
Opening Lv8: 1100 damage, 42 MP
Opening Lv9: 1350 damage, 51 MP
Opening Lv10: 1600 damage, 61 MP



Flying Flower Lv1: 120 damage, 14 MP, non-elemental physical. Uses Meiling's ATK stat for damage.
Flying Flower Lv2: 200 damage, 18 MP
Flying Flower Lv3: 320 damage, 22 MP
Flying Flower Lv4: 480 damage, 26 MP
Flying Flower Lv5: 680 damage, 30 MP
Flying Flower Lv6: 920 damage, 34 MP
Flying Flower Lv7: 1200 damage, 38 MP
Flying Flower Lv8: 1520 damage, 42 MP
Flying Flower Lv9: 1880 damage, 46 MP
Flying Flower Lv10: 2280 damage, 50 MP



Mind Lv1: 200 damage, 12 MP, Mystic-elemental. Uses Reisen's MAG stat for damage.
Mind Lv2: 250 damage, 16 MP
Mind Lv3: 350 damage, 21 MP
Mind Lv4: 500 damage, 26 MP
Mind Lv5: 700 damage, 32 MP
Mind Lv6: 900 damage, 38 MP
Mind Lv7: 1100 damage, 45 MP
Mind Lv8: 1300 damage, 52 MP
Mind Lv9: 1500 damage, 60 MP
Mind Lv10: 1800 damage, 68 MP



Magic Star Lv1: 60 damage, 8 MP, non-elemental physical. Uses Sakuya's ATk stat for damage.
Magic Star Lv2: 120 damage, 10 MP
Magic Star Lv3: 180 damage, 12 MP
Magic Star Lv4: 300 damage, 16 MP
Magic Star Lv5: 420 damage, 20 MP
Magic Star Lv6: 600 damage, 24 MP
Magic Star Lv7: 780 damage, 30 MP
Magic Star Lv8: 1020 damage, 36 MP
Magic Star Lv9: 1260 damage, 42 MP
Magic Star Lv10: 1560 damage, 50 MP



Falling Stars Lv1: 450 damage, 20 MP, Mystic-elemental. Uses Sanae's MAG stat for damage.
Falling Stars Lv2: 600 damage, 24 MP
Falling Stars Lv3: 750 damage, 28 MP
Falling Stars Lv4: 900 damage, 32 MP
Falling Stars Lv5: 1050 damage, 36 MP
Falling Stars Lv6: 1200 damage, 40 MP
Falling Stars Lv7: 1350 damage, 44 MP
Falling Stars Lv8: 1500 damage, 48 MP
Falling Stars Lv9: 1650 damage, 52 MP
Falling Stars Lv10: 1800 damage, 56 MP



Phoenix's Tail Lv1: 300 damage, 12 MP, Fire-elemental. Uses Mokou's MAG stat for damage.
Phoenix's Tail Lv2: 500 damage, 18 MP
Phoenix's Tail Lv3: 700 damage, 25 MP
Phoenix's Tail Lv4: 900 damage, 33 MP
Phoenix's Tail Lv5: 1300 damage, 42 MP
Phoenix's Tail Lv6: 1700 damage, 54 MP



Imperishable Lv1: 500 damage, 18 MP, Holy-elemental. Uses Mokou's MAG stat and some of Mokou's ATK stat for damage.
Imperishable Lv2: 800 damage, 25 MP
Imperishable Lv3: 1100 damage, 36 MP
Imperishable Lv4: 1400 damage, 49 MP
Imperishable Lv5: 1700 damage, 64 MP



Maelstrom Lv1: 600 damage, 25 MP, Holy-elemental. Uses Byakuren's MAG stat for damage.
Maelstrom Lv2: 950 damage, 31 MP
Maelstrom Lv3: 1300 damage, 38 MP
Maelstrom Lv4: 1650 damage, 46 MP
Maelstrom Lv5: 2000 damage, 55 MP
Maelstrom Lv6: 2350 damage, 65 MP



Recitation Lv1: 600 damage, 25 MP, Shadow-elemental. Uses Byakuren's MAG stat for damage.
Recitation Lv2: 950 damage, 31 MP
Recitation Lv3: 1300 damage, 38 MP
Recitation Lv4: 1650 damage, 46 MP
Recitation Lv5: 2000 damage, 55 MP
Recitation Lv6: 2350 damage, 65 MP



Shooting Star Lv1: 500 damage, 18 MP, non-elemental. Uses Utsuho's MAG stat for damage.
Shooting Star Lv2: 600 damage, 20 MP
Shooting Star Lv3: 700 damage, 23 MP
Shooting Star Lv4: 900 damage, 27 MP
Shooting Star Lv5: 1200 damage, 32 MP
Shooting Star Lv6: 1600 damage, 38 MP
Shooting Star Lv7: 2000 damage, 45 MP



Subterranean Lv1: 600 damage, 26 MP, non-elemental. Uses Koishi's MAG stat for damage.
Subterranean Lv2: 1000 damage, 34 MP
Subterranean Lv3: 1400 damage, 42 MP
Subterranean Lv4: 1800 damage, 50 MP
Subterranean Lv5: 2200 damage, 72 MP




Autumn Lv1: 100 damage, 13 MP (6)
Autumn Lv2: 150 damage, 21 MP (10)
Autumn Lv3: 200 damage, 34 MP (16)
Autumn Lv4: 300 damage, 47 MP (22)
Autumn Lv5: 400 damage, 55 MP (28)
Autumn Lv6: 600 damage, 64 MP (34)
Autumn Lv7: 800 damage, 76 MP (40)
Autumn Lv8: 1100 damage, 87 MP (46)
Autumn Lv9: 1400 damage, 98 MP (52)
Autumn Lv10: 1800 damage, 118 MP (58)
Autumn Lv11: 2200 damage, 138 MP (64)
Autumn Lv12: 2700 damage, 150 MP (70)




Silent Lv1: 200 damage, 24 MP (12)
Silent Lv2: 300 damage, 32 MP (16)
Silent Lv3: 450 damage, 42 MP (21)
Silent Lv4: 650 damage, 54 MP (27)
Silent Lv5: 900 damage, 68 MP (34)
Silent Lv6: 1200 damage, 84 MP (42)
Silent Lv7: 1600 damage, 102 MP (51)
Silent Lv8: 2000 damage, 122 MP (61)
Silent Lv9: 2400 damage, 144 MP (42)
Silent Lv10: 2800 damage, 168 MP (84)
I'm better with figuring out how to implement things than coming up with new ideas, so I'm going to skip the bosses and just check out the spell balance.

One option to balancing skills is to have some sort of damage to MP cost ratio. For example, for 10 MP you do 200 damage. Then you just stick with that ratio for all abilities (so 55 MP does 1100 damage) and tweak a bit as you want for number clarity or to control relative powers of abilities.

In most games, however, damage growth is non-linear. There are a variety of reasons this occurs, but if we simply accept that as standard then we're look at some exponential formula for MP to damage ratio. One such option:

Damage = 10 * 2.5 ^ (log base 2 of MP)

What this formula does is increase the damage by 150% each time the MP cost doubles (that is, increases by 100%). This means damage outpaces MP cost. If you have Excel or another spreadsheet program, it is super useful in deciding formulas for things like this. Here's a sampling of how this formula would look with various MP costs.

MP	Damage

1 10
2 25
3 43
4 63
5 84
6 107
7 131
8 156
9 183
10 210
20 525
30 897
40 1312
50 1762
60 2242
70 2748
80 3279
90 3831
100 4404


A third option is to simply look at each portion of the game and decide what you want with regards to damage output and MP cost. This one works better if you are creating the game and the spells side by side as opposed to all spells at once and then balancing the game from there.

Any of the options can also be adjusted based upon the effect of Intelligence (or other magic stat) on damage. If Intelligence plays a big role in damage, you'll want to consider different damage scaling.

Finally, you don't have to use the ratios I used. For example, here's another option for damage scaling:

MP	Damage

1 10
2 28
3 51
4 78
5 109
6 143
7 180
8 220
9 261
10 306
20 856
30 1564
40 2397
50 3340
60 4378
70 5505
80 6713
90 7996
100 9351
Been a while since I posted here, oops.

So, lately I've been trying to figure out a good way of utilizing the ResistControl plugin for DynRPG. For those curious, here's the ReadMe information:


Allows to control attribute and condition resistances of heroes and enemies.


>> SET ATTRIBUTE RESIST

Use a comment with the contents:

@set_arc_hero , ,

= Hero_ID (from actor/hero tab in F8-database)
= Attribute_ID
= new damage multiplier (in percent) (min = -10000% | max = +10000%)

Substitute with numbers or a Var_ID with a "V" in front
e.g.
"@set_arc_hero V32, 5, -70"

will have the hero from Var change his/her damage multiplier of Attribute 5 into -70%

>> GET ATTRIBUTE RESIST

@get_arc_hero , ,

= Hero_ID
= Attribute_ID
= Var_ID to store current damage multiplier (in percent)

>> GET DEFAULT ATTRIBUTE RESIST

@get_adefault_hero , ,

= Hero_ID
= Attribute_ID
= Var_ID to store default damage multiplier (in percent; includes JobClass and AttributeResistance from equipment)





>> SET CONDITION RESIST

@set_crc_hero , ,

= Hero_ID (from actor/hero tab in F8-database)
= Condition_ID
= new susceptibility (in percent) (min = -10000% | max = +10000%)

>> GET CONDITION RESIST

@get_crc_hero , ,

= Hero_ID
= Condition_ID
= Var_ID to store current susceptibility (in percent)

>> GET DEFAULT CONDITION RESIST

@get_cdefault_hero , ,

= Hero_ID
= Condition_ID
= Var_ID to store default susceptibility (in percent; includes JobClass and ConditionResistance from equipment)







>> SET ATTRIBUTE RESIST (monster)

@set_arc_monster , ,

= Enemy_Party_ID (#1 .. #8 by number in MonsterGoup)
= Attribute_ID
= new damage multiplier (in percent) (min = -10000% | max = +10000%)

>> GET ATTRIBUTE RESIST (monster)

@get_arc_monster , ,

= Enemy_Party_ID
= Attribute_ID
= Var_ID to store current damage multiplier (in percent)

>> GET DEFAULT ATTRIBUTE RESIST (monster)

@get_adefault_monster , ,

= Hero_ID
= Attribute_ID
= Var_ID to store default damage multiplier (in percent)





>> SET CONDITION RESIST (monster)

@set_crc_monster , ,

= Enemy_Party_ID (#1 .. #8 by number in MonsterGoup)
= Condition_ID
= new susceptibility (in percent) (min = -10000% | max = +10000%)

>> GET CONDITION RESIST (monster)

@get_crc_monster , ,

= Enemy_Party_ID
= Condition_ID
= Var_ID to store current susceptibility (in percent)


>> GET DEFAULT CONDITION RESIST (monster)

@get_cdefault_monster , ,

= Enemy_Party_ID
= Condition_ID
= Var_ID to store default susceptibility (in percent)



Now, this isn't hard at all to use for me normally. However, since it SETS attributes and conditions, and IIRC doesn't reset it afterwards properly (I could be wrong with this? May need someone to see about that to see if it really does reset properly to the values it was before applying the changes). This forces me to take everything into consideration for abilities and equipment that changes these resistances, both for when changing to the new values and when changing back. I also was originally going to use this to further enhance the elemental properties of armor so that it sets damage value to a fixed % or reduces damage by combining all types of equipment that reduces a particular element (for instance, -10% fire damage from a shield, -3% fire damage from an armor would be -13% damage overall).

I'm not sure how to handle this, to be exact. Would I need to consider each and every status and equipment combination per character to get this to work properly? Or is there another, easier method of using this plugin for that purpose?
So, while I discussed this with Locke a while back, I am in need of further analysis and ideas for this skillset. You see, I have a character coming up that's temporary playable (then an extended temporary playable character afterwards) that's in need of skills for her skillset. In addition, after she's no longer playable, the skillset mostly transfers over to Hope. So, I'm trying to make two skillsets that are mostly the same between the two characters. However...I am afraid that what me and Locke came up with just isn't going to cut it. For those who are interested, the character's abilities (Chaos) are: high physical strength and manipulation of Void/Space, so the abilities are themed around that to a degree. Of note, when Hope gets the skillset (which is right before final dungeon), most characters should be hitting around 2000-2500 with their strongest skills (4000 for most characters with ultimates. 4000+ for some characters, but they typically have A) High MP Costs, B) Low accuracy, or C) Both).


SKILLSET FOR HOPE

*Ruin: Inflicts 2000 non-elemental magic damage to one enemy.
*Ruinga: Inflicts 2000 non-elemental magic damage to all enemies.
*Twin Comet: First use charges up attack, second use will inflict 4000 non-elemental magic damage to all enemies.
*Undo: After X turns, the party's HP and MP are restored to the value set when the ability is first used.
*Counter Ruin: Counters with an unblockable Ruin to one random target when damaged. Will not activate if Hope is under Poison, Venom, or Sap.
**Post-Apocalypse: Only appears after Counter Ruin has successfully triggered 5 times in the same battle. Inflicts 5000 non-elemental damage to all enemies, then is removed from the skillset.
**Supernova: Requires 4 charges to use. Inflicts 8000 Fire-elemental damage to all enemies.
**Cosmic Break: ????


ADDITIONS TO CHAOS'S SKILLSET

*Almagest: Inflicts damage to all enemies equal to a % of Chaos's current HP.
*Grand Cross: Random chance to inflict any level 10 status to all enemies.
*Galaxy Stop: Same as Sakuya's "Sakuya's World" skill.


Hope does not get Almagest, Grand Cross, or Galaxy Stop at all, since those are supposed to be unique to Chaos alone. I'm very uncertain about Almagest right now out of those 3 (Grand Cross is...what it typically is in the FF series. Galaxy Stop is identical to what it does in the boss fight against her earlier in the game). As for the skills they both share, Ruin and Ruinga are both fine I feel. Undo is also fine, but everything else I'm very uncertain about. Like...they sound good on paper, but I feel the execution and whatnot behind them just wouldn't work out nicely at all.

So with that said and done, what suggestions/ideas do you guys have, if any?
So, I have an issue that I need to resolve. To start things off, I have two characters I am trying to update. Here's what I have on them:


For Suwako:

**Monstrous Toad God: Attempts to force enemies to flee from battle. The higher the level of the skill, the greater the chance of forcing enemies to flee. No rewards are given for enemies that flee in this manner. Starts at 25% or less of Suwako's level for enemies to flee at level 1 (if Suwako is level 50, then enemies of level 12-13 or less will flee at a 100% chance), with +25% each level up. Does not work on all enemies and fails on bosses.
**Native God's Curse: Deals X damage to all enemies, dealing more damage the more allies that are KO'd. Higher levels increase the amount of damage increased by how many dead allies there are. 4 levels.
**Blighted Earth: Attempts to half all enemies status resistances for X turns. The duration of the turns increases the higher the level of the skill. 4 levels.
**Brave the Elements: Attempts to halve all elemental resistances on all enemies. Higher levels increases duration of debuff. 5 levels.
**Seven Stones:
**Full Sakura Blizzard: Cures various statuses depending on levels. Level 1 cures Death (character revive with 1 HP), Level 2 cures Heat, Level 3 cures Curse, Level 4 cures Zombie, and Level 5 cures Doom. Unsure if it will be single-target or AoE.
**Frog God: Doubles effect of chosen character's battle passive for X turn. Higher levels increases the duration of the buff. 5 levels.




For Byakuren:

**Omen in Purple Mist: Instantly kills any enemy below X% of their Max HP. Level 1 starts at 25%, with max level (level 6) ending at 50% Max HP. Does not work on all enemies, and fails on bosses.
**Cloudy Way in Purple: Grants Critical: ????. Higher levels increases the HP threhold for said ability to activate, starting at 25% Max HP and ending at 50% Max HP.
**Syncretism: As long as target is above X% Max HP, target will gain an Auto-ability. Starts at 90% at Level 1, ends at 65% at max level?
**Yuugyou Hijiri: Grants Protect, Bravery, Faith, and Haste (starting at 15 turns, up to 40 turns at max level) to Byakuren.
**Mystic Fragrance: Restores MP to the party equal to a random number between 0-20. Every level gains +20 to the random number, up to 100 at level 5. Max level restores MP equal to a random number between 0 and (100 + caster's level). MP cost for each level is the max MP recovery threshold for each level, with Lv6 costing 120.
**Air Scroll: Nullifies all physical damage to one target. Higher levels increases duration by +5 turns, to a max of 30 turns.
**Good Omen: Absorbs all damage equal to target's Max HP, then disappears. Will not work on damage that exceeds target's current HP or any effect that instantly kills target. Each level increases HP threshold by 20%, up to 200% Max HP.
**Flying Fantastica: Copies buffs (varies per level) to the rest of the party that Byakuren has.
**Magic Butterfly: Nullifies all magic damage to one target. Higher levels increases duration by +5 turns, to a max of 30 turns.
Star Sword Apologetics: Reduces all resistances of all enemies by half.



Now, most of these I can easily do via switches (or buffs in Byakuren's case, which delays the effect by 1 turn but...that's better than using a bunch of battle events for them I guess?). The problem though is this: I found out that Switch skills will NOT appear in Skill Subsets, but only in Skills. Meaning I have to turn any skillset that is a Subset into a Skill so that it appears. However, in doing so, things that are SUPPOSED to be in another Skill Subset will also appear in that Skill set too.

Let me explain: With Byakuren, she had 2 Skill Subsets: Mystic and Weapon Bless. Mystic was her primary skillset, dedicated originally to an AoE Holy/Shadow attack and a bunch of elemental resistance buffs. Weapon Bless was dedicated to skills focusing primarily on giving a character's weapon different elements for a brief period of time. However, since I'm not happy with Byakuren's primary skillset at all (it's really underwhelming), I've decided to revamp it to make it more useful overall and make it more about buffs in general (unique ones at that). The problem is that some of these will require switches, and because of that, Mystic has to go from Skill Subset to Skill. But in doing so, all of the Weapon Bless skills will now appear in Mystic AND Weapon Bless both, despite being tagged to appear only in Weapon Bless.

What makes this worse is that Suwako is in the same boat, having Water as her primary command and Armor Status Bless as her second command. I COULD combine the two for the characters, but I'd rather not for convenience purposes.

Is there any easy way around this? Or am I stuck in this situation? >_<
That's something I struggled with for quite a while in my own project. I tried making skills that put status conditions on the user to act as flags, sort of a hacky alternative to switch skills, but it didn't work out for some reason, something to do with the time at which event pages are called in different situations if I recall correctly. In the end I settled for making all of the "regular" skills switch skills (I was doing a highly custom battle system that implements everything through scripting anyway), while if a character's special ability involved several different options, they would be chosen through a clunky "Show Choice" menu. Now that I know about DynRPG, I'm hoping I'll be able to improve this a bit with a custom menu system, but I suspect even that may have the downside that once the player enters the custom menu they won't be able to return to the regular one if they change their mind.
Mm...I may have to cave in and either outright remove the skillset (which I did for Byakuren since Patchouli already has it. But thought it was nice to have a second character with it) or move it to another character that doesn't rely on switch skills (in the case of Suwako, her Armor Status Bless would be moved to Reisen to replace Reisen's Insanity which...doesn't do anything really because it's buggy). That's the only solution I have...other than not doing switch skills though I can't think of what else to really do with those two characters otherwise to make them unique and interesting from the rest of the cast. >_<
Alright, so here's something I need to figure out:

**Good Omen: Absorbs all damage equal to target's Max HP, then disappears. Will not work on damage that exceeds target's current HP or any effect that instantly kills target. Each level increases HP threshold by 20%, up to 200% Max HP.

This is something I wish to code for an ability, which I can easily code in one switch. However...coding the common event for this is going to be a thing. I was thinking of reusing a boss's coding but...it's not going to work so well:



Actually, I realized that I used the Timer variable here as the way of reducing the time the ability lasts (when Mana Shield is used by Kana, it sets that variable to 2, meaning it'll absorb 2 fully hits before it's gone). I'd have to make new variables to replicate this in a way for playable characters, but...hmm. What's the best way of handling the coding for this?

I also need to figure out what the Critical ability for Cloudy Way in Purple is going to be to make it worth wanting to use, as well as the Auto-ability for Syncretism. Any suggestions?
Still need to figure out how to handle Good Omen (which is now going to be for Barrier/Shield Wall). In addition, I am wondering if there's a nicer, easier way of handling this?




For those who are wondering, this is the coding for the Extend spell/Chant secondary command. Extend, for those who don't know, is a spell from Final Fantasy Tactics A2, which resets the duration of status effects on targets. This is what I am attempting to do here (by checking to see if a buff is on an ally, then removing it and reapplying it). However...as you can see by the slider, that's with just TWO characters listed, and it already lags a lot just adding the 2nd character on the same page. Is there nothing I can do to make this easier? Or am I going to have to have each possible character that can be targeted by these abilities on their own, separate common event??

Reason why this is so hard to do is that most of these statuses have 10 levels to them. Very few have 1, and some have 4-6 levels instead. But most have 10...
Anytime you have an issue of having to do the same basic thing over and over in RT2K3 because the scripting system doesn't let you use variables to decide what you're doing, that's a thing DynParams can help with. In this case, it would look something like this:


Variable Oper: [0100:HeroNumber] = 1
Variable Oper: [0101:ConditionNumber] = 1
Loop
Loop
Comment: Parameter 2 of the Conditional Branch (Branch If)
command controls which hero is checked; overwrite
it with the value of variable 100, HeroNumber
Comment: @dynparams_add_param 2, V100
Comment: Parameter 4 of the Conditional Branch (Branch If)
command controls which condition is checked for;
overwrite it with the value of variable 101,
ConditionNumber
Comment: @dynparams_add_param 4, V101
Comment: @dynparams_overwrite_next
Branch if (any hero name here) (any condition here) Condition
Comment: Parameter 1 of the Change Condition command controls
which hero is affected; overwrite it with the value of
variable 100, HeroNumber
Comment: @dynparams_add_param 1, V100
Comment: Parameter 4 of the Change Condition command controls
which condition is applied; overwrite it with the value
of variable 101, ConditionNumber
Comment: @dynparams_add_param 4, V101
Comment: @dynparams_overwrite_next
Change Cond: (any hero name here) (any condition here) Inflict
End
Variable Oper: [ConditionNumber] += 1
Branch if Var [ConditionNumber] is (highest condition number here)
Break Loop
End
End Loop
Variable Oper: [HeroNumber] += 1
Branch if Var [HeroNumber] is (highest hero number here)
Break Loop
End
End Loop


The information about which parameters control what in each command is listed in the readme.html which came with DynParams.
So would all I have to do is just enter all the information as shown up above into the Common Event (with DynParams, of course. I need to actually use that at some point. And of course setting the variables to whatever variable numbers I need for it heh) and that'll make all of that work fine??
Pretty much, although looking back I notice that I forgot you were first removing and then re-inflicting the status. You'll need to duplicate the part in my example code where the condition is inflicted, including the DynParams comment commands above it, and do a remove version above the inflict version. I also neglected to check the hero for the Extend condition, there'll need to be a conditional branch which checks for that, and it'll need DynParams in order to control which hero it's checking. Let's see if you can figure out for yourself from the example code how that's done, it shouldn't be too hard. ;) Finally, it occurs to me now that you may not want Extend to make all status conditions last longer, just the beneficial ones. In that case, you may need to do a list of specific condition checks like in your original code rather than a loop, although the loop for heroes should still be useful. And if all the conditions you want to be affected are clumped together numerically (say conditions 11-20), you could still use a loop, just start it at 11 or whatever instead of 1.

Oh, and gah, I made a bone-headed mistake. The command which initializes ConditionVariable to 1 should be inside the first loop, right above the second loop, so that it gets reset whenever the code moves on to the next hero.

But yeah, this is exactly what DynParams is made for--letting you use variables for commands which, for whatever reason, the original scripting didn't include the option.
Ho boy, seems like this may still be complicated nonetheless eh? lol. I'll give it a shot and see how it works out. And yeah, it's only for positive statuses instead of all (because who would use one that resets the duration of bad statuses? lol). There's a big set of conditions that are clumped together numerically (namely, the level 1-9 versions of said statuses) which is a big chunk of the code. I'd actually have to see what values are what, which I may do and edit this post with.


So...something like this? I don't understand any of this at all honestly, even from reading the ReadMe. If I had a better understanding of this, it may make doing some coding a lot easier too (and more compact. Because lord knows some of my coding needs to be more compact... @_@;)
Close. The part where you have a conditional branch checking for the Haste condition? It needs parameter 2 modified instead of parameter 1. Also, you don't need two conditional branches checking for "Haste"; just put the code from the second one inside the first one.

EDIT: Oh! And the conditional branch checking for Extend doesn't need to have parameter 4 modified. It's supposed to check for Extend EVERY TIME, and parameter 4 controls which status condition is checked for. For that matter, you need some way of disincluding Extend from the status conditions that are checked for in the branch that says "Haste", otherwise Extend will extend itself forever. X) Also, the code would be more efficient if the second loop was inside the Extend check, so that it only bothers with looking through all the other conditions if the hero has Extend.
Ah. I see. I need to also remove Extend from the character at the very end once it's done checking every status (since Extend is meant to be removed after it does its job). So would I put something at the end of the coding for removing Extend from said character in the branch that breaks the first loop in the ConditionNumber check??
Actually, if that's how it works, I would just immediately remove Extend right after detecting it in the first conditional branch. That way you don't have to worry about the subsequent condition-checking-and-reapplying loop extending the Extend even if it's amongst the conditions that gets checked, because it'll definitely be gone by the time it's checked for.



So like this then? Also, here's the status conditions Extend is checking for (the status, not the spell/ability because those give the status for this to even work heh):

0010: Haste (Lv10)
0012: Regen (Lv10)
0013: Protect (Lv10)
0014: MP Regen (Lv10)
0016: Blink (Lv10)
0041: Bravery (Lv10)
0042: Faith (Lv10)
0054: Death (Armor Status Bless)
0055: Antibody (Armor Status Bless)
0056: Blind (Armor Status Bless)
0057: Silence (Armor Status Bless)
0058: Sanity (Armor Status Bless)
0060: Sleep (Armor Status Bless)
0061: Ribbon (Armor Status Bless)
0062: Locomotion (Armor Status Bless)
0064: Thermo (Armor Status Bless)
0065: Petrify (Armor Status Bless)
0068: Fire (Weapon Bless)
0069: Ice (Weapon Bless)
0070: Thunder (Weapon Bless)
0071: Earth (Weapon Bless)
0072: Wind (Weapon Bless)
0073: Water (Weapon Bless)
0074: Poison (Weapon Bless)
0075: Holy (Weapon Bless)
0076: Shadow (Weapon Bless)
0077: Gravity (Weapon Bless)
0078: Mystic (Weapon Bless)
0079: Fire (Armor Elemental Bless)
0080: Ice (Armor Elemental Bless)
0081: Thunder (Armor Elemental Bless)
0082: Earth (Armor Elemental Bless)
0083: Wind (Armor Elemental Bless)
0084: Water (Armor Elemental Bless)
0085: Poison (Armor Elemental Bless)
0086: Holy (Armor Elemental Bless)
0087: Shadow (Armor Elemental Bless)
0088: Gravity (Armor Elemental Bless)

0316-0369: Level 1-10 of the statuses Bravery, Protect, Haste, Regen, MP Regen, Blink
0387-0390: Absorb Damage Lv1-4
0391-0394: Evade Up Lv1-4
0395-0398: Return Damage Lv1-4
0399: Mystic Resist Up
0414: MP Shield
0416: MP Replenish
0441-0470: All levels for Mystic Resist Up (Reisen), Auto-Esuna, Doublecast (chance), and Doublecast (100%)
0481-0499: All of the levels for NulPhysical, NulMagic, Flying Fantastica, and Good Omen.


These do not include anything else that MAY appear later on, such as Shell (since I can adjust resistances). I'm assuming I need to have the ConditionNumber variable start at 10 and not 1 for this to start, right?? And then...what to do about the clustered groups?