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[RM2K] Escape / Row Bugs or Corruption?
I've just about got my battle system the way I want, but I ran into a few more problems. First big one being that Escape is always Greyed Out when I use Menu System B. I've checked everything and even with escape enabled it still is greyed out. When I do a fresh Project however it fixes itself. Any ideas why this is?
The second issue deals with RPG2003's core. I saw that Cherry made a patch, but is there any way to remove Row from the character actions? Right now I have "Fight" "Auto" and "Row". Since I have no desire for Row to be in the game at all, I'd prefer it to be Escape.
Problem is I've run out of room and the default action of "Change" in the Classes Tab is always turned to Row. Is there any way I can disable that or better still make "Change" default to Escape and behave under the same parameters?
If I can solve this I think I'll have most of the game's framework in place.
Alright, I applied Cherry's Patch here. That took care of Row thankfully.
https://forums.rpgmakerweb.com/index.php?threads/remove-row-command-from-battle.87342/
The only remaining issue I have is that on the Fight / Auto / Escape Screen on System B, Escape completely ignores my Map specifications and is always grayed out, except for when I run a battle-test. Thus this makes it impossible to run from anything on the Overworld.
Any ideas or patches that will fix this?
Applied another of Cherry's Patches which solved the Preemptive Attack ONLY Escape, issue. You can find that patch here: http://cherrytree.at/cms/download/2010/03/15/dl-12-noautobattle-patch.html?did=12
Looks like my ultimate issue is that I need One more Tab. I had it with Row, but now that it's gone I have nothing. Anyone know if Cherry ever made a Patch that allows one to set Change to Escape? If I can get that change done, I'll be in good shape.
Otherwise I'll have to figure something else out. Thanks for reading guys!
The second issue deals with RPG2003's core. I saw that Cherry made a patch, but is there any way to remove Row from the character actions? Right now I have "Fight" "Auto" and "Row". Since I have no desire for Row to be in the game at all, I'd prefer it to be Escape.
Problem is I've run out of room and the default action of "Change" in the Classes Tab is always turned to Row. Is there any way I can disable that or better still make "Change" default to Escape and behave under the same parameters?
If I can solve this I think I'll have most of the game's framework in place.
Alright, I applied Cherry's Patch here. That took care of Row thankfully.
https://forums.rpgmakerweb.com/index.php?threads/remove-row-command-from-battle.87342/
The only remaining issue I have is that on the Fight / Auto / Escape Screen on System B, Escape completely ignores my Map specifications and is always grayed out, except for when I run a battle-test. Thus this makes it impossible to run from anything on the Overworld.
Any ideas or patches that will fix this?
Applied another of Cherry's Patches which solved the Preemptive Attack ONLY Escape, issue. You can find that patch here: http://cherrytree.at/cms/download/2010/03/15/dl-12-noautobattle-patch.html?did=12
Looks like my ultimate issue is that I need One more Tab. I had it with Row, but now that it's gone I have nothing. Anyone know if Cherry ever made a Patch that allows one to set Change to Escape? If I can get that change done, I'll be in good shape.
Otherwise I'll have to figure something else out. Thanks for reading guys!
[RM2K3] Blitz Mechanic? Channel Time on Magic?
Hey Sidewinder! So I tinkered with the idea you described tonight, but I ran into two issues while doing so. The first being that when I assign a "No Movement" to the player character while he is alone in the party, the game automatically ends. Is there any way to alleviate that?
Second issue I ran into was with the code itself. Enclosed is a screenshot of what I was shooting for. The problem I found here, is that the game seems to keep counting down and while I get the message saying the variable was reduced, I am doubtful it actually does because the other condition is never triggered.
This prevents me from going to the third event, which covers spell effects, damage (Fire being 15 x Zack's Int, and the removal of the "Normal" condition). Normal is basically a 'hidden' status effect to mask the condition from player eyes. I wish there was a way to call a specific pre-programmed spell, but I think I may have to do hard code calculations for these kinds of spells.
Anyways, I'm sure I made an error in the code somewhere, but I'm not sure where. This aspect of RPGMaker 2003 is one I haven't used as much so I'm still working and tweaking things. If I figure it out, will post an update.
Also Blue, when you have time could you shoot me a cliffs notes of how you achieved the above demo with Sabin's Blitz? My best guess from the screenshot is that it has something to do with using the Pummel battle animation and an internal calculation for damage, but I couldn't get the codes I tried to input to function correctly. Will keep working at it now that I know it's feasible but if you have any insight, I'd love to take a gander at how you constructed the code. Thank you again both of you. :)
Second issue I ran into was with the code itself. Enclosed is a screenshot of what I was shooting for. The problem I found here, is that the game seems to keep counting down and while I get the message saying the variable was reduced, I am doubtful it actually does because the other condition is never triggered.
This prevents me from going to the third event, which covers spell effects, damage (Fire being 15 x Zack's Int, and the removal of the "Normal" condition). Normal is basically a 'hidden' status effect to mask the condition from player eyes. I wish there was a way to call a specific pre-programmed spell, but I think I may have to do hard code calculations for these kinds of spells.
Anyways, I'm sure I made an error in the code somewhere, but I'm not sure where. This aspect of RPGMaker 2003 is one I haven't used as much so I'm still working and tweaking things. If I figure it out, will post an update.
Also Blue, when you have time could you shoot me a cliffs notes of how you achieved the above demo with Sabin's Blitz? My best guess from the screenshot is that it has something to do with using the Pummel battle animation and an internal calculation for damage, but I couldn't get the codes I tried to input to function correctly. Will keep working at it now that I know it's feasible but if you have any insight, I'd love to take a gander at how you constructed the code. Thank you again both of you. :)

[RM2K3] Blitz Mechanic? Channel Time on Magic?
[RM2K3] Blitz Mechanic? Channel Time on Magic?
author=LordBlueRouge-
I'll keep ya posted, but ya, the biggest take away from this project is that; and I've said this many times to everyone since then. - don't come into RM2k3 with a set of ideas of what you want to do - learn what RM2k3 can do first, then build your game around those limitations.
Amen to that, and thank you for the information. Will be definitely looking forward to the release. :)
But I hear you on the sentiment man. The name of this game (at least for programming) has been compromise. Since I wasn't sure if I'd be able to achieve Blitz, I actually wound up creating a chained attack / combo system for the Monk character, which makes them play a lot more like say Tifa of FF7 or Zell from FF8.
Still I would love to have as much player agency in combat as I can, so I could use the Blitz combo for other characters if I decide to create something like say Auron from FFX. Will be eagerly looking forward to what you two cook up.
I started this project of mine actually way back in ancient days, though time and circumstance being what it is; I haven't gotten to work on it as much as I'd like. Still it does have some residual roots from when Don Miguel released that first bootleg copy of RPG 2000. Because of that, not unlike Tron, every now and again I'll find bits of legacy graphics from my super early first versions of the game, complete with those god-awful 'Red Screen' Transparencies that RM2k used.
I cannot stress how happy I was to upgrade, since RPGMaker 2003 supported a side-scrolling battle system. I'm even happier now that I have an official Steam version of the engine, and that I was able to bring my stuff over to that and use it, without losing much work over the years.
Also for a bit of humor, back when I was working in RPG2000 my original emulation of the Final Fantasy style of gameplay was to code the player character running on screen from offscreen, doing the animation or casting a spell; and then running off screen again.
A more recent compromise I had to make was a decision regarding the Blue Mage character. Blue Mages get their power from being hit by the spells of monsters, I had a concept originally that called for one of the characters to be a Blue Mage / Summoner. Yet while I was able to set a custom event up where when a monster attacked the players with a spell, the Blue Mage would learn it, this only works if the player is the only character in the party.
So I've wound up creating a secondary method of Blue Magic acquisition, which actually wound up creating a neat little caveat / story beat in the game's lore, that the player may have to fight several monsters to "crystallize the essence". The idea being that unlike intelligent races, lesser monsters often don't crystallize and instead return to the planet; owing to their more primal nature being in tune with the planet.
Story beats aside though, this was basically a glorified excuse to explain to the player why it might take the player many dead Imps/Dragons/etc., and so on before they find that one monster who's spirit crystallized; or basically just a fancy way of saying that the monster has dropped a specific item that the Blue Mage can use to learn "Goblin Punch" and so on. xD
author=Sidewinder-
It's not really perfect though. I'm actually not sure if there's any way to target individual enemies or allies, or not.
Regarding Summoned Monsters, I might have to do a similar compromise there, but you and Blue have given me a few ideas, and I love that idea of using a countdown. I had not considered that at all, so thank you for the suggestion!
This is exactly what I was needing for magic to work better in the game. The concern about targeting should be pretty easy to work around, since Summons were intended to be the "Big Guns" that hit everything. ^^
The idea is that most things are single target, but I want the player to be invested suitably if they want to attack everything on the screen. All-Cures, or All-Damages need to have a little more wind-up time I feel to make them less spammable and more tactical in use.
One idea I'm iterating on deals with the concept of a Blue Mage / Summoner hybrid. This would mean the character is sort of like the "Goof-Off" from Dragon Quest III. They start with 0, but if the player does the work of finding the blue magic spells, and fighting the Summoned Creatures, that character could become absurdly powerful/ broken by end game.
Will be watching both of you guys videos / tinkering tonight. So honestly, thanks a million for the help and for the replies guys! Here's a pair of screenshots of the work in progress; an undersea zone (think Breath of Fire 1), where you have to travel to the capital city of the Mindflayers.
Even though you can explore the ocean floor early on, you have to go even further into the depths find that city. The idea is that they live at the deepest parts of the sea, at levels where the light is almost gone.
So as you approach the trench, you can make out in the gloom their city vaguely. This actually factors into the Mindflayers culture too as their enviroment shaped their society.


No plans really to ever sell it for cash. While the story and scenarios are my own, I do reuse a couple of assets from various Final Fantasies etc. to save time. Most of the chipsets were hand constructed so that I could get the looks I wanted.
Mainly it's just a little something I wanted to make and give the RPG Community / Square as a personal contribution / gift in these crazy times; as it were. Plus if it makes people a bit happier, or forget their RL troubles for a bit; mission accomplished you know? My only real regret is that I don't speak Japanese well; so I may have to do a rough translation once I finish so any Japanese players who want to play it can do so also.
[RM2K3] [RM2K] How do I make a doppelganger with the same stats as the hero?
Not sure if this will help, but you might try doing something like this. In my game I have "Radiant" Dungeons, which is to say Dungeons that will level up the monsters as the group gets stronger.
I'll enclose 2 ways you can do this, just in case you decide to ever have Nega Danny a playable character who has to team up with his counterpart. This one is the easier course, so I'll write that one first. :)
Since you already have Alex as the Main Character, then the easy part is solved. Next create a event that sets a Variable called "AlexLevel" to whatever Alex's current level is.
So if Alex is Level 1, the Variable will be level 1.
If Alex is Level 2, it should set the variable to level 2 etc.
Now finally in the same event go to Change Level. Have AlexDoppelganger's level update to whatever the variable is in "AlexLevel" Got that part done? Excellent.
Now create a switch called "LevelChecked" Turn it on. The primary reason for this, is so the LevelCheck script isn't always firing and hogging extra RAM / Resources.
With this set up, now it's a simple matter of any time Alex runs into his evil twin of toggling the switch, applying a full restore to Alex or Nega Danny to make up for the deficiency in their HP / MP and going from there.
---------------------------------
...Now on to the real meat and potatoes of the topic. How to make a Monster named Nega Danny have comparable stats to the protagonist. This is going to sound a bit nightmarish, but if your committed there is a way.
..So you will likely have to make 100 iterations of Nega Danny as Monsters. So Nega Danny L.1., L.2, 3, 4, 5, etc. Each of these should match up with Alex's stats as you have them defined in his character's stat sheets. So yes that does mean that you'll have to hard code every single Nega Danny monster and it's stats to be comparable.
I am doing something similar with scaled monsters in my game so I know it can be tedious(I did mine as multiples of 5 levels to cut down on the amount of iterations that would be needed), but since Nega Danny is a doppleganger, he'll probably need a bit more customized attention requiring that.
Once you have the 100 versions of Nega Danny, you'll need to create a very lengthy enemy encounter event with 100 pages (One for each version of Nega Alex). If your level cap is lower than 99, then you can scale it back to whatever the level cap is.
This allows you now to set whatever Alex's current level is say in the room before he encounters Nega Danny?
Now when you get to the point in the game where it prompts you to fight Nega Danny, do the above AlexLevel Variable I mentioned above. With AlexLevel Variable now set for what his current level is, you can do a basic (I call it basic but this is the 100 Page Event Nightmare I mentioned) event.
In the events set an event that checks the following:
Variable: AlexLevel
Equal to 1.
Actor: Alex
Start Encounter: Nega Danny Lv.1.
Next Page of the same event,
Variable: AlexLevel
Equal to 2.
Actor: Alex
Start Encounter: Nega Danny Lv.2.
Next Page of the same event,
Variable: AlexLevel
Equal to 3.
Actor: Alex
Start Encounter: Nega Danny Lv.3.
Next Page of the same event,
Variable: AlexLevel
Equal to 4.
Actor: Alex
Start Encounter: Nega Danny Lv.4.
And so on up the line until you reach the level cap. Mind you I know this is cumbersome, but this was the only way I found to make such a thing possible in RPG2003. Just remember what Vic Ireland used to say, "Delays are temporary, mediocrity is forever!"
I hope this info helped you out. That being said, I'm not sure if there is a better way, so if anyone else has any other ideas on a better way to do it, or to streamline this process, you'd be helping both of us out. :)
I'll enclose 2 ways you can do this, just in case you decide to ever have Nega Danny a playable character who has to team up with his counterpart. This one is the easier course, so I'll write that one first. :)
Since you already have Alex as the Main Character, then the easy part is solved. Next create a event that sets a Variable called "AlexLevel" to whatever Alex's current level is.
So if Alex is Level 1, the Variable will be level 1.
If Alex is Level 2, it should set the variable to level 2 etc.
Now finally in the same event go to Change Level. Have AlexDoppelganger's level update to whatever the variable is in "AlexLevel" Got that part done? Excellent.
Now create a switch called "LevelChecked" Turn it on. The primary reason for this, is so the LevelCheck script isn't always firing and hogging extra RAM / Resources.
With this set up, now it's a simple matter of any time Alex runs into his evil twin of toggling the switch, applying a full restore to Alex or Nega Danny to make up for the deficiency in their HP / MP and going from there.
---------------------------------
...Now on to the real meat and potatoes of the topic. How to make a Monster named Nega Danny have comparable stats to the protagonist. This is going to sound a bit nightmarish, but if your committed there is a way.
..So you will likely have to make 100 iterations of Nega Danny as Monsters. So Nega Danny L.1., L.2, 3, 4, 5, etc. Each of these should match up with Alex's stats as you have them defined in his character's stat sheets. So yes that does mean that you'll have to hard code every single Nega Danny monster and it's stats to be comparable.
I am doing something similar with scaled monsters in my game so I know it can be tedious(I did mine as multiples of 5 levels to cut down on the amount of iterations that would be needed), but since Nega Danny is a doppleganger, he'll probably need a bit more customized attention requiring that.
Once you have the 100 versions of Nega Danny, you'll need to create a very lengthy enemy encounter event with 100 pages (One for each version of Nega Alex). If your level cap is lower than 99, then you can scale it back to whatever the level cap is.
Doctor_Lugae
Since you already have Alex as the Main Character, then the easy part is solved. Next create a event that sets a Variable called "AlexLevel" to whatever Alex's level is.
So if Alex is Level 1, the Variable will be level 1. If Alex is Level 2, it should set the variable to level 2 etc.
Now finally in the same event go to Change Level. Have AlexDoppelganger's level update to whatever the variable is in "AlexLevel"
Now create a switch called "LevelChecked" Turn it on. This is so the script isn't always firing.
Now it's a simple matter of any time Alex runs into his evil twin of toggling the switch
This allows you now to set whatever Alex's current level is say in the room before he encounters Nega Danny?
Now when you get to the point in the game where it prompts you to fight Nega Danny, do the above AlexLevel Variable I mentioned above. With AlexLevel Variable now set for what his current level is, you can do a basic (I call it basic but this is the 100 Page Event Nightmare I mentioned) event.
In the events set an event that checks the following:
Variable: AlexLevel
Equal to 1.
Actor: Alex
Start Encounter: Nega Danny Lv.1.
Next Page of the same event,
Variable: AlexLevel
Equal to 2.
Actor: Alex
Start Encounter: Nega Danny Lv.2.
Next Page of the same event,
Variable: AlexLevel
Equal to 3.
Actor: Alex
Start Encounter: Nega Danny Lv.3.
Next Page of the same event,
Variable: AlexLevel
Equal to 4.
Actor: Alex
Start Encounter: Nega Danny Lv.4.
And so on up the line until you reach the level cap. Mind you I know this is cumbersome, but this was the only way I found to make such a thing possible in RPG2003. Just remember what Vic Ireland used to say, "Delays are temporary, mediocrity is forever!"
I hope this info helped you out. That being said, I'm not sure if there is a better way, so if anyone else has any other ideas on a better way to do it, or to streamline this process, you'd be helping both of us out. :)
[RM2K3] Blitz Mechanic? Channel Time on Magic?
I've been working on off over the years on a private project. I would really like to try and distance myself from instant cast abilities, such that RPGMaker 2003 does at the default. Is it possible to apply a casting time to spells so that it takes X rounds before a spell completes?
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!














