[RM2K3] VARIABLE DAMAGE IN DBS
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I'm getting the strangest bug, and I suspect it's actually a RM2K3 bug.
I'm using a modified DBS, and all the damage (to the character and to the enemies) are calculated by some formulas in a DAMAGE variable. After calculating the variable I just use:
Change Character HP: Remove HP (Variable value).
or
Change Monster HP: Remove HP (Variable value).
I noticed I was getting strange damage values.
I wondered if the formula was wrong, but using F9 I realized the value of the damage variable was right, but the damage caused was wrong.
Then I reduced the code to minimum. This is my code, and it doesn't work. Please test on your RM2K3 to check if I'm not crazy. I have no idea how to fix this.
Create a monster that does nothing.
Create a monster group with him.
Add an event triggered by Turns Elapsed
Add a show choice in the beggining:
-Damage character
-Damage monster
Inside the first one, use Input Number: inside variable DAMAGE (or any variable).
Same for second choice.
One damage character, just after input number, add code: Change HP: Character's HP Remove
On the damage monster, after input number, add code: Change Monster HP: Monster's HP Remove
So basically, at each turn you'll choose who to damage, and how much the damage will be. The thing is... THE VALUE OF THE DAMAGE DOESN'T MATCH THE VALUE OF THE VARIABLE. It does in the first tries. Not in the next ones.
I'm using a modified DBS, and all the damage (to the character and to the enemies) are calculated by some formulas in a DAMAGE variable. After calculating the variable I just use:
Change Character HP: Remove HP (Variable value).
or
Change Monster HP: Remove HP (Variable value).
I noticed I was getting strange damage values.
I wondered if the formula was wrong, but using F9 I realized the value of the damage variable was right, but the damage caused was wrong.
Then I reduced the code to minimum. This is my code, and it doesn't work. Please test on your RM2K3 to check if I'm not crazy. I have no idea how to fix this.
Create a monster that does nothing.
Create a monster group with him.
Add an event triggered by Turns Elapsed
Add a show choice in the beggining:
-Damage character
-Damage monster
Inside the first one, use Input Number: inside variable DAMAGE (or any variable).
Same for second choice.
One damage character, just after input number, add code: Change HP: Character's HP Remove
On the damage monster, after input number, add code: Change Monster HP: Monster's HP Remove
So basically, at each turn you'll choose who to damage, and how much the damage will be. The thing is... THE VALUE OF THE DAMAGE DOESN'T MATCH THE VALUE OF THE VARIABLE. It does in the first tries. Not in the next ones.
author=calunio
...So basically, at each turn you'll choose who to damage, and how much the damage will be. The thing is... THE VALUE OF THE DAMAGE DOESN'T MATCH THE VALUE OF THE VARIABLE. It does in the first tries. Not in the next ones.
Are you sure that you have the Variable SET the damage, and not ADD the damage...
If it works right the first time, but not afterwards maybe its accumulating damage..? This would be easy to check by seeing if the damage keeps going up...
Havent tested in my RPG Maker 2003 yet, but about to...
Which version are you running?
According to the 'About' information, I'm running 1.06, Advocate's translation. I'm not seeing the behavior you described in test battle mode or when the battle is triggered from an event on the map. (Haven't tried random battles yet.) However, I once had a different version (can't recall which) installed on a different computer alongside this one, and I know there were differences between the two. I had a monster with an action pattern that was supposed to put stronger and stronger barriers on it, depending on how deep the level already present was. On one of the two, it worked perfectly. On the other, it blew up the instant the monster tried to put the second barrier up.
It's possible that, as with my problem above, you're getting a glitch that only occurs in a specific translation.
According to the 'About' information, I'm running 1.06, Advocate's translation. I'm not seeing the behavior you described in test battle mode or when the battle is triggered from an event on the map. (Haven't tried random battles yet.) However, I once had a different version (can't recall which) installed on a different computer alongside this one, and I know there were differences between the two. I had a monster with an action pattern that was supposed to put stronger and stronger barriers on it, depending on how deep the level already present was. On one of the two, it worked perfectly. On the other, it blew up the instant the monster tried to put the second barrier up.
It's possible that, as with my problem above, you're getting a glitch that only occurs in a specific translation.
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