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Script Incompatibilities
WCouillard- 09/04/2012 04:46 PM
- 1312 views
Script incompatibilities really annoy me. Really, the reason why is because usually, the fix for them is very simple, but not enough of us know how to script, so getting a fix takes a little longer.
While adding new scripts and functions to the game over the past few weeks, I've also had to disable some other scripts due to incompatibilities, because the scripts they were breaking were pretty important ones.
So, as of this moment, party changing and achievements are disabled until I can either figure out the fix myself, or bug the script authors to take another look at their code.
It's not so painful to lose those scripts, though. Party Changing exists in VX Ace by default, and the Achievements script was barely configured by the time it ended up breaking something. As long as the really good scripts are still working, we're all set.
One last question: recently, I added something called Counter Limits to the game. Basically, if a character has their limit break meter charged to 25% or above, the Counter Limit will automatically activate 50% of the time when they are attacked, and reduce the Limit Break meter by 25%.
Do you think it would be better to have them function as "Near-Death" attacks, triggering only when a character is at 25% Max HP or less (and 25% or more Limit Break charge)?
So far, only three characters have Limit Counters (Beclem, Parker, Kelger).
Beclem has Hamedo, which will counterattack the target for 2x physical damage (Hamedo was previously one of Beclem's Limit Breaks but has been changed).
Parker has Stroke of Luck, which will add one stack of debuffs to each stat to all enemies.
Kelger has Interceptor, which is probably exactly what you think it is. =P
While adding new scripts and functions to the game over the past few weeks, I've also had to disable some other scripts due to incompatibilities, because the scripts they were breaking were pretty important ones.
So, as of this moment, party changing and achievements are disabled until I can either figure out the fix myself, or bug the script authors to take another look at their code.
It's not so painful to lose those scripts, though. Party Changing exists in VX Ace by default, and the Achievements script was barely configured by the time it ended up breaking something. As long as the really good scripts are still working, we're all set.
One last question: recently, I added something called Counter Limits to the game. Basically, if a character has their limit break meter charged to 25% or above, the Counter Limit will automatically activate 50% of the time when they are attacked, and reduce the Limit Break meter by 25%.
Do you think it would be better to have them function as "Near-Death" attacks, triggering only when a character is at 25% Max HP or less (and 25% or more Limit Break charge)?
So far, only three characters have Limit Counters (Beclem, Parker, Kelger).
Beclem has Hamedo, which will counterattack the target for 2x physical damage (Hamedo was previously one of Beclem's Limit Breaks but has been changed).
Parker has Stroke of Luck, which will add one stack of debuffs to each stat to all enemies.
Kelger has Interceptor, which is probably exactly what you think it is. =P
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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
The same thing that makes the limit gauge go up also causing it to go down is pretty bizarre, especially when that thing (being targetted by enemies) is mostly out of the player's control. It would make it ridiculous to ever get a limit break. The idea of a counterattack that uses a limit break gauge as a sort of cooldown is interesting, but I would only do it for characters who don't use their limit gauge points for anything else besides the counterattacks.
Alternately, perhaps the counterattacks could happen more often the higher your limit gauge is, but don't cost any limit gauge. This way the player has some control over what's going on, and also gets a tactical choice - if he uses his limit break, he temporarily loses the ability to counterattack.
Alternately, perhaps the counterattacks could happen more often the higher your limit gauge is, but don't cost any limit gauge. This way the player has some control over what's going on, and also gets a tactical choice - if he uses his limit break, he temporarily loses the ability to counterattack.
The main reasoning behind it was that Kelger, Parker and Beclem's Limit Breaks could be viewed as "underpowered" and players would most likely want to use characters that directly damaged their opponents. Thus, Counter Limits were added to make the characters a bit more viable in a party.
If they were changed to cause no loss in Limit Break charge, then their activation would have be at a higher percentage of Limit Break charge, like 75%. 25% would be too early.
I could always make Counter Limit skills dependent on equipped Relics, giving the player the choice to use them or not use them. Several other characters already have Relics that change their commands.
Any Character: Recover, Revive, Fight -> 2x Cut, Fight -> X-Fight
Cid's Brigand's Glove: Steal -> Mug
Priscilla's Magnifying Glass: Aim -> Snipe
Leon's Paladin Ring: Guardian -> Sentinel
Cecil's Red Wings Badge: Darkside -> Darkwave
Reeve's Dragoon Boots: Jump -> Dive
Speaking of which, Aim and Snipe made no sense, so I fixed Snipe. Previously, both were physical attacks without the possibility of missing, although Aim was still able to be evaded by enemies who were capable of evading almost every physical attack. Now, both cannot miss or be evaded by enemies, but Snipe bypasses physical damage nullification on enemies (if an enemy is immune to physical damage, Snipe will still damage them).
If they were changed to cause no loss in Limit Break charge, then their activation would have be at a higher percentage of Limit Break charge, like 75%. 25% would be too early.
I could always make Counter Limit skills dependent on equipped Relics, giving the player the choice to use them or not use them. Several other characters already have Relics that change their commands.
Any Character: Recover, Revive, Fight -> 2x Cut, Fight -> X-Fight
Cid's Brigand's Glove: Steal -> Mug
Priscilla's Magnifying Glass: Aim -> Snipe
Leon's Paladin Ring: Guardian -> Sentinel
Cecil's Red Wings Badge: Darkside -> Darkwave
Reeve's Dragoon Boots: Jump -> Dive
Speaking of which, Aim and Snipe made no sense, so I fixed Snipe. Previously, both were physical attacks without the possibility of missing, although Aim was still able to be evaded by enemies who were capable of evading almost every physical attack. Now, both cannot miss or be evaded by enemies, but Snipe bypasses physical damage nullification on enemies (if an enemy is immune to physical damage, Snipe will still damage them).
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
Well, you have them at a flat 50% activation rate right now. So yeah, that would definitely be too high if they didn't cost any limit gauge. How about if the activation rate is equal to half their limit gauge? So at 20% limit gauge, it's a 10% activation rate, and at 100% limit gauge, it's a 50% activation rate?
Maybe that's too complex to code, though. It might be easier to make the counterattacks get stronger as your limit gauge increases, instead of more frequent? Not sure how your scripts work, or how much you're willing to edit them for something like that.
Maybe that's too complex to code, though. It might be easier to make the counterattacks get stronger as your limit gauge increases, instead of more frequent? Not sure how your scripts work, or how much you're willing to edit them for something like that.
The frequency can be adjusted the way you suggest with a simple eval.
Something like...
<action counter>
all the other code stuff that determines the skill used and how it is activated
activation: a.tp == 100 / 2
</action counter>
Thank God for eval capability in most of Victor Sant's scripts.
Something like...
<action counter>
all the other code stuff that determines the skill used and how it is activated
activation: a.tp == 100 / 2
</action counter>
Thank God for eval capability in most of Victor Sant's scripts.
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