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I have solved RMVX variables!

Replying to my own post, I know, and this is weird.

I compared my code to the one posted previously in another topic.

It seems I have but ONE variation to that bit of code, and it somehow doesn't seem like it would be in a spot to influence much (actors index), but yet when I try that other block of code, my variables turn to 1's and 0's, and with mine, my variables are not only unchanged otherwise, but actually operate as they should.

WEIRD.

I have solved RMVX variables!

I'm not sure yet if anyone's cracked this case yet, but if you've been having the following problems in RMVX:

  • Extracting number of items OR any actor's statistics
  • Multiplying a variable (e.g. 137 times 14) only to end up with your operand as the answer

I have your solution. Again, I could be late to the scene and be the 47th person to do this, but I'm just posting this if this is anything new. Either way, someone on the EB team really dropped the ball here. If I'm indeed somehow the first to this fix, maybe they could give me a free code since I'm still in trial.. not really counting on that though lol.

Copy and paste over the entire Control Variables section under Game Interpreter:

#--------------------------------------------------------------------------
# * Control Variables
#--------------------------------------------------------------------------
def command_122
value = 0
case @params[3] # Operand
when 0 # Constant
value = @params[4]
when 1 # Variable
value = $game_variables[@params[4]]
when 2 # Random
value = @params[4] + rand(@params[5] - @params[4] + 1)
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
# changed stuff from here...
when 4 # Actor
actor = $game_party.members[@params[4] - 1]
if actor != nil
case @params[5]
when 0 # Level
value = actor.level
when 1 # Experience
value = actor.exp
when 2 # HP
value = actor.hp
when 3 # MP
value = actor.mp
when 4 # Maximum HP
value = actor.maxhp
when 5 # Maximum MP
value = actor.maxmp
when 6 # Attack
value = actor.atk
when 7 # Defense
value = actor.def
when 8 # Spirit
value = actor.spi
when 9 # Agility
value = actor.agi
end
end
# ...to here
when 5 # Enemy
enemy = $game_troop.members[@params[4]]
if enemy != nil
case @params[5]
when 0 # HP
value = enemy.hp
when 1 # MP
value = enemy.mp
when 2 # Maximum HP
value = enemy.maxhp
when 3 # Maximum MP
value = enemy.maxmp
when 4 # Attack
value = enemy.atk
when 5 # Defense
value = enemy.def
when 6 # Spirit
value = enemy.spi
when 7 # Agility
value = enemy.agi
end
end
when 6 # Character
character = get_character(@params[4])
if character != nil
case @params[5]
when 0 # x-coordinate
value = character.x
when 1 # y-coordinate
value = character.y
when 2 # direction
value = character.direction
when 3 # screen x-coordinate
value = character.screen_x
when 4 # screen y-coordinate
value = character.screen_y
end
end
when 7 # Other
case @params[4]
when 0 # map ID
value = $game_map.map_id
when 1 # number of party members
value = $game_party.members.size
when 2 # gold
value = $game_party.gold
when 3 # steps
value = $game_party.steps
when 4 # play time
value = Graphics.frame_count / Graphics.frame_rate
when 5 # timer
value = $game_system.timer / Graphics.frame_rate
when 6 # save count
value = $game_system.save_count
end
end
for i in @params[0] .. @params[1] # Batch control
case @params[2] # Operation
when 0 # Set
$game_variables[i] = value
when 1 # Add
$game_variables[i] += value
when 2 # Sub
$game_variables[i] -= value
when 3 # Mul
$game_variables[i] *= value
when 4 # Div
$game_variables[i] /= value if value != 0
when 5 # Mod
$game_variables[i] %= value if value != 0
end
if $game_variables[i] > 99999999 # Maximum limit check
$game_variables[i] = 99999999
end
if $game_variables[i] < -99999999 # Minimum limit check
$game_variables[i] = -99999999
end
end
$game_map.need_refresh = true
return true
end

RMVX VARIABLE NIGHTMARE SOLUTION!!!!

I'm having the same issue, but to a much more ridiculous extent.

I'm trying to set a variable equal to character MP available.

Seems to constantly set equal to zero. >:(

What does it take for you to work on your games?

I very highly prefer to work on my games on my own time alone.. I can be planned or spontaneous in what I do with them though. It seems what I'm doing with my current project, more or less, is building the skeleton of the game, only to develop it further afterwards.

The Staff of Cyrenia

I may tweak up the intro a bit, no major plans on that yet.

The title screen will definitely be coming into play as soon as I get around to making one.

But yeah, I guess coming from a player's standpoint I would have to agree, there could probably be another hint or two given as to where/who to talk to at first.

Did you eventually figure out what to do? If not, talk to the lady pacing inside of her house on the west side of the city, and then talk to the guild master. After doing those two things, you'll be able to skip town.

Thanks for the recommendations though - it's been at least a good 4-5 years since I last fully did an RPG Maker game and I could use all the help shaking off the rust.

The Staff of Cyrenia

Right on for the heads-up.

OP completely redone for that matter, haha.

The Staff of Cyrenia

The Staff of Cyrenia

A view of the Guild.. all books are readable for some info on how this or that works.

Inside the characters' home, which they appear to split the rent on, since it's the nicest house in town.

A minor offshoot in the dungeon, keep an eye out for possible hidden treasures.

PAGE LINK: http://www.rpgmaker.net/games/845/

BASIC DESCRIPTION: You play as the main character (Kelan) and his longtime friends (Elaire and Otto). They're all essentially slightly more motivated townsfolk with a fair amount of training in combat and some research in magic. For now I'll just say you're doing missions as commissioned by the hunter's guild in town.

The only playable areas in the demo are the town, a small portion of the overworld, and one dungeon. I can get through the demo myself in about 15-20 minutes, probably 20-30 for anyone else depending on if they decide to do some research in the "library" of books in the guild, and taking into account only I know where everything is.. dungeon is pretty simple though, very straightforward like a first one typically should be.

So far I'm pretty much just using the RMVX RTP for maps, I may do some other dabbling/implementation though eventually.

There's no real backstory to speak of in the start of the game, you just move along and do stuff. I'm making higher intentions on revealing things as you progress through the game, especially in character development.. and perhaps even moreso when doing optional missions.

My overworld map so far is pretty ordinary if that, so apologies in advance. I took some effort to try and make most of the maps pretty detailed/enjoyable though as well.

The furthest progress that can be made in the demo is accepting the second mission.

Games that are popular but you haven't played

Any Final Fantasy Game (I did play a little bit of FF6 though)
Halo and Halo 2 (didn't play 3 much either)
World of Warcraft

To put it one way, I was basically a Nintendohead until March of this year or so, and 95% of my gaming on the X360 that I did get has been on Rock Band/2.

Your Game Designing Exprience

I've used RPG Makers since about 2002 or so, and have put a couple of games out to the public in the past, but have mostly been on hiatus since about 2005. Starting to get back into the flow though.

RPG Mechanics I - HP to Damage Ratio, Other HP Related Discussion

What is the ideal damage to HP ratio in an RPG?
I personally tend to go by the following:

~10 hits required in the beginning to kill a character.
~1 hit required in the beginning to snuff a monster.

~5 hits required near the end of the game to kill a character.
~2-3 hits required near the end of the game to snuff out a monster.

When bosses are concerned, I look at rounds, and generally make first bosses an 8-10 round fight, with the last boss possibly being 30-50 rounds.

Should it damage received increase faster than HP over time?
I think my stuff above pretty much answers this, haha.

For that matter, what should the difference between starting HP and ending HP be?
Having never gotten into Final Fantasy and always having been a Phantasy Star nut, I tend to keep my characters between 18-30HP starting out and 400-800 at level 99. Nothing against those that use larger numbers though.

What can HP represent, other than physical health? Evasion? Shields? Sanity? Bankroll? Is it necessary to break away from physical health?
GreatRedSpirit put it greatly with the number of soldiers and such.. and I myself usually only use it as health, but if there's a vehicle-based battle, I might base it on the structural integrity of the vehicle - however I have yet to implement such a battle into a game yet.