IS THERE AN EQUIVALENT ALTERNATIVE TO THIS PROBLEM...?
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A little while back I was having trouble with RM2K3 and a glitch in the DBS I couldn't fix.
I'll put it here, since it's kinda lengthy...
I have not been able to solve the problem.
So, I decided, maybe I should just think of a less glitchy was to do this. With that said, Is there an alternative way for me to implement X's Power Shot into my game, one that won't glitch up...and still makes sense Megaman wise?
I'll put it here, since it's kinda lengthy...
I'm having a problem with a glitch that appears in my game "Megaman X: The Return of Wily". If you've played it, you probably know what it is. So this is it.
In battle, if the player goes into their item menu, goes back, and attempts to use X's "Charge" Command, the game glitches and closes itself.
When the "Charge" command is used, it accesses this in-battle event.
<> Play Sound: increase
<> Change Equipment: X Weapon Unequip
<> Change Equipment: X Power Shot Equip
<> Change Condition: X Charge Inflict
<> Call Commont Event: X Used Charge
Let me break it down for you...
First, it plays a sound effect.
Then, it unequips X's weapon, which is "X-Buster"
Next, it equips X with his power shot, so his attack animation will be different.
Then, X is inflicted with the Charge condition, so he will look as if he's charging up a Power Shot.
Finally, the common event changes his battle commands, allowing him to do nothing but fire a Power Shot, use an Item, or Flee.
When it glitches, the message says, "Event referenced and item that does not exist", but I can't quite figure it out. I'm thinking the source is either when it changes X's equipment or when is proceeds to the common event, but I'm not sure.
Is there anyone out there who can help me?
In battle, if the player goes into their item menu, goes back, and attempts to use X's "Charge" Command, the game glitches and closes itself.
When the "Charge" command is used, it accesses this in-battle event.
<> Play Sound: increase
<> Change Equipment: X Weapon Unequip
<> Change Equipment: X Power Shot Equip
<> Change Condition: X Charge Inflict
<> Call Commont Event: X Used Charge
Let me break it down for you...
First, it plays a sound effect.
Then, it unequips X's weapon, which is "X-Buster"
Next, it equips X with his power shot, so his attack animation will be different.
Then, X is inflicted with the Charge condition, so he will look as if he's charging up a Power Shot.
Finally, the common event changes his battle commands, allowing him to do nothing but fire a Power Shot, use an Item, or Flee.
When it glitches, the message says, "Event referenced and item that does not exist", but I can't quite figure it out. I'm thinking the source is either when it changes X's equipment or when is proceeds to the common event, but I'm not sure.
Is there anyone out there who can help me?
I have not been able to solve the problem.
So, I decided, maybe I should just think of a less glitchy was to do this. With that said, Is there an alternative way for me to implement X's Power Shot into my game, one that won't glitch up...and still makes sense Megaman wise?
Well, this may not be of much help, but when I had a similar problem and I asked around, I was told to increase my Item limit to over 1000. That solved the problem for me, but it might be different for you.
Other than that, I don't know of another way to do it. Sorry. :-\
Other than that, I don't know of another way to do it. Sorry. :-\
Post the Common Event out here - I'm well-versed with this error.
You could try adding all the commands in the common event after Change Condition rather than running the common event itself.
How's this:
Kill the common event entirely.
Give the Power Shot weapon somewhere around BALLS TO THE WALLS attack bonus.
Make the "Pwr Shot" condition a Berserk status, where X will only attack.
After X attacks, un-equip the Pwr Shot, re-equip his previous weapon (done with variables), and remove the "Pwr Shot" condition.
Simple.
Kill the common event entirely.
Give the Power Shot weapon somewhere around BALLS TO THE WALLS attack bonus.
Make the "Pwr Shot" condition a Berserk status, where X will only attack.
After X attacks, un-equip the Pwr Shot, re-equip his previous weapon (done with variables), and remove the "Pwr Shot" condition.
Simple.
Okay, here ChaosProductions...
Common Event: X Used Charge*
Change Battle Commands: X All Remove
Change Battle Commands: X Power Shot Add
Change Battle Commands: X Items Add
Change Battle Commands: X Flee Add
Common Event: X Used Power Shot*
Change Battle Commands: X All Remove
Change Battle Commands: X X-Buster Add
Change Battle Commands: X Charge Add
Change Battle Commands: X Weapons Add
Change Battle Commands: X Items Add
Change Battle Commands: X Flee Add
The common events simply change X's battle commands, most of the action takes place in the battle events.
Common Event: X Used Charge*
Change Battle Commands: X All Remove
Change Battle Commands: X Power Shot Add
Change Battle Commands: X Items Add
Change Battle Commands: X Flee Add
Common Event: X Used Power Shot*
Change Battle Commands: X All Remove
Change Battle Commands: X X-Buster Add
Change Battle Commands: X Charge Add
Change Battle Commands: X Weapons Add
Change Battle Commands: X Items Add
Change Battle Commands: X Flee Add
The common events simply change X's battle commands, most of the action takes place in the battle events.
Battle Event: Hero Used Command
Variable Operations: Set X Weapon
Change Equipment: X Power Shot Equip
Change Condition: X Wait1Trn Inflict
Change Condition: X Pwr Shot Inflict
Where the Condition "Pwr Shot" is a "Attack Enemies randomly" condition where the victim Attacks Enemies Randomly, and the condition lasts 2 turns.
NOTE: As an alternative, you can make a "Power Shot" skill and a "Power Shot" switch. In this case, you would add a "Switch Operations: OFF" event command at the end of the above event, and then set the above event to go off when the switch is active. This could also be applied to, say, a "Scattershot" and a "Multishot" as well.
ANOTHER NOTE: If you want the Power Shot to remain useful the entire game, instead of giving it a godly attack bonus, give it an element that all enemies are weak to.
Variable Operations: Set X Weapon
Change Equipment: X Power Shot Equip
Change Condition: X Wait1Trn Inflict
Change Condition: X Pwr Shot Inflict
Where the Condition "Pwr Shot" is a "Attack Enemies randomly" condition where the victim Attacks Enemies Randomly, and the condition lasts 2 turns.
NOTE: As an alternative, you can make a "Power Shot" skill and a "Power Shot" switch. In this case, you would add a "Switch Operations: OFF" event command at the end of the above event, and then set the above event to go off when the switch is active. This could also be applied to, say, a "Scattershot" and a "Multishot" as well.
ANOTHER NOTE: If you want the Power Shot to remain useful the entire game, instead of giving it a godly attack bonus, give it an element that all enemies are weak to.
Possibly. The only thing, though, is I don't want it to "attack enemies randomly". I'd like the player to be able to select the target.
EDIT: I think I'm just going to have to take it out of the game completely. I just tried taking all of the events out of the In-Battle Event that activates when I use the "Charge" command and it still screwed up after I back out of the item menu. Simply put, 2K3's battle system is just f*cked up.
EDIT: I think I'm just going to have to take it out of the game completely. I just tried taking all of the events out of the In-Battle Event that activates when I use the "Charge" command and it still screwed up after I back out of the item menu. Simply put, 2K3's battle system is just f*cked up.
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