RPGMAKER 2K3 - WONKY STATUS EFFECTS
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Anybody have trouble working with states that double intelligence? I can't get it to affect damages properly in certain situations.
I have a system that uses passive skills in my game, and one of the ways I make those work is by creating subtle state changes when characters take the right action. One of those systems affects item use. I have two skills - Sapper, which should double attack item power, and Chemist, which doubles healing attack power. Both work the same way. If the game notices a character using an item, their stats are modified. For the purposes of items, Atk - which I used as healing power - is set to 100, and Int - which is offensive power - is set to Lvl x 5.
The items are set as skills. The idea is that healing items have a set healing value, so level has no effect on them. Attack items are affected by level (but not other stats).
Now, the idea is that characters with the right equipment or right skill can have double healing or offensive effect when using items. This was a simple matter of applying a 2x Strength or 2x Intelligence, 1-turn state as they use the item. Works great for my healing ability. A 2x strength state called chemist gets activated on the user, their effective 100 becomes 200 thanks to the state and healing items heal twice as much.
BUT, for same crazy reason, the same won't work with my offensive items. Those are set as skills with 10 int influence, and with modified attributes to multiply influence effect, and yet a character with supposedly double intelligence deals the exact damage as one with regular intelligence. Everything works the exact same way as the healing items, yet it won't work at all. Which leads me to wonder... what the heck is going on? I can think of several rather simple workarounds, but I'm wondering if anybody knows that's going on here because I can't quite tell what's up. Do Int doubling status effects just not work when combined with items? Or is something else going on?
EDIT: After more playing around, it seems like any status that doubles intelligence does nothing, in all cases. That's even more perplexing. Doubling Attack or Agility works fine, but doubling intelligence or defense does nothing. I had never noticed because my game uses custom in-battle stat handling (I thought doubled was too much, so I've set it to manually increase stats by a smaller proportion instead)
I have a system that uses passive skills in my game, and one of the ways I make those work is by creating subtle state changes when characters take the right action. One of those systems affects item use. I have two skills - Sapper, which should double attack item power, and Chemist, which doubles healing attack power. Both work the same way. If the game notices a character using an item, their stats are modified. For the purposes of items, Atk - which I used as healing power - is set to 100, and Int - which is offensive power - is set to Lvl x 5.
The items are set as skills. The idea is that healing items have a set healing value, so level has no effect on them. Attack items are affected by level (but not other stats).
Now, the idea is that characters with the right equipment or right skill can have double healing or offensive effect when using items. This was a simple matter of applying a 2x Strength or 2x Intelligence, 1-turn state as they use the item. Works great for my healing ability. A 2x strength state called chemist gets activated on the user, their effective 100 becomes 200 thanks to the state and healing items heal twice as much.
BUT, for same crazy reason, the same won't work with my offensive items. Those are set as skills with 10 int influence, and with modified attributes to multiply influence effect, and yet a character with supposedly double intelligence deals the exact damage as one with regular intelligence. Everything works the exact same way as the healing items, yet it won't work at all. Which leads me to wonder... what the heck is going on? I can think of several rather simple workarounds, but I'm wondering if anybody knows that's going on here because I can't quite tell what's up. Do Int doubling status effects just not work when combined with items? Or is something else going on?
EDIT: After more playing around, it seems like any status that doubles intelligence does nothing, in all cases. That's even more perplexing. Doubling Attack or Agility works fine, but doubling intelligence or defense does nothing. I had never noticed because my game uses custom in-battle stat handling (I thought doubled was too much, so I've set it to manually increase stats by a smaller proportion instead)
....In some versions of RM2K3, DEF and INT are wrongly labeled in the status condition tab. Try ticking double DEF on instead? It sounds dumb, I know. But that might be the case.
Sure enough! Thanks Skie! I dunno how I didn't think of that when I noticed that both def and int were broken.
If you select the Attack checkbox and hit tab it will *always* select the Defence checkbox, even if it is next to Intelligence. Tab again to the Int checkbox, then once more to the Agility checkbox. It's a surefire way to know what checkbox is what.
In only vaguely related news... Anybody know how to set the ATB to wait by default? Enemy interruption sort of screws with the item system from the original post... I know it's supposed to be doable...
Well, I understand that. I didn't say anything about HOW it was doable, just that it was. From what I've heard - and I could be wrong here - it's a matter of hex-editing the rpg_rt and it's hard but very doable and several users around the site have done it to their projects.
Okay I know you're pretty busy but since I saw you posting here recently, I might as well throw this out here.Yes, no problem.
Everyone knows that in rm2k3 you probably want to make sure the player switches the battles to 'Wait' in the menu to make them more controllable and balanced. What I'm wondering is... is there a way to make 'Wait' default without the player having to go to the menu? I looked everywhere in the RPG_RT with reshacker but alas I am not a code seer to figure it out. Do you have an idea on how to do it, or is it impossible?
Open your rpg_rt.exe in a hex editor.
You need to change the red marked byte to 01.89C10 :: 00 01 00 00 00 33 C0 89 83 D8 00 00 00 C6 83 C8 ....3+ëâÏ...ãâ+
89C20 :: 00 00 00 [color=red]00[/color] A1 0C DC 4C 00 8B 00 83 B8 B8 00 00 ....í_L.ï.â©©..
If you have rpg_rt.exe version 1.0.8.0 (right-click it and click properties->version to check the version), it's exactly at this place I showed you: offset 0x89C23. If you have a different version, you need to do a search for 01 00 00 00 33 C0 89 83 D8 00 00 00 C6 83 C8 00 00 00 00 A1 in order to find the right place. (Note that the "0C DC 4C" bytes might be different, depending on the rpg_rt.exe version).
Best regards,
Cherry
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