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Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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Battle events with no conditions never execute in rm2k3
Special Statuses [2K3]
A "Cover" ability?
Or just have the cover ability turn on a switch that you use to limit what actions the monsters can take. Create duplicate versions of their skills that have that switch as their activation condition, a high enough priority to prevent regular skills from triggering and are switches themselves. Then just handle the animation and damage to the tank through battle events.
This is the reason a game I'm working on has only three possible party members who can do it, and yeah, I use it as more of a taunt/Heat (Xenosaga terminology) move than a pure Cover.
This is the reason a game I'm working on has only three possible party members who can do it, and yeah, I use it as more of a taunt/Heat (Xenosaga terminology) move than a pure Cover.
Special Statuses [2K3]
You could do it in the same common event. I would suggest that you go out of your way to break up blocks of "If HeroX has ConditionX" with Comment Boxes so you can keep track of everything.
What are you jamming to?
Not sure you could call it "jamming", but -
I imagine that if Johnny Cash had lived to cover this, the universe would have imploded.
I imagine that if Johnny Cash had lived to cover this, the universe would have imploded.
World Ease of Use: Interactivity and You
Kentona beat me to the KOTOR reference.
I think part of the problem with excessive hand holding comes from a generation gap in games. I don't remember needing pop-ups to tell me that I should check those weird spheres in the wall at the end of the World of Balance in FF6, and I didn't need an exclamation mark popping up over Crono's head to tell me that I could interact with a box.
With graphics getting better, the distinction in games between the stage and the important objects has become blurred. The developers have usually taken the route of least resistance. As a result, we're getting trained to play games by going from one "you need to click here to continue the plot" pop-up to the next. I also think this has something to do with trying to make games appeal to a wider market.
From a business standpoint, I get that you want everyone possible to buy your game, but I don't think it should come at the cost of punishing your core demographic.
Final Fantasy 12 has the distinction of being the only FF I've started and not completed (aside from the special edition of 5 when my psx started eating my discs). There was a lot of streamlining going on. You could program your gambits, and a few bosses aside, let the battles fight themselves for you. Anyone who had anything interesting to say, or a mission attached had a little icon over their head.
It felt like Square was trying to mainstream its entire audience into MMO players. Casual MMO players, at that. At first, I thought the changes were convenient, and I actually had fun with the game, although I ran around with Vaan alone for a long time because I didn't realize I had extra party members just waiting to jump in. I actually blame that one on the mechanics. The game had my brain so numbed by that point that since there wasn't a descriptive pop-up about it (unless I missed it while I was out of the room and letting my character mop up every monster in a certain radius), I didn't know there was anything going on.
It was convenient to know which characters I had to talk to to move the plot, sure. BUT looking back, even though Dalmasca was done fairly well, I don't remember much of anything about it, aside from the fact that the game had so many blatant call backs to Star Wars it was ridiculous.
In other FFs, I usually talked to everyone. Even if they said nothing of value. I have a clearer memory of Zozo from FF6 than I do the entirety of FF12. In streamlining the experience, they ruined it for me.
By the 60th or something floor of the Ziggurat (whatever the tower is), I really stopped caring about the game. Combat usually handled itself, I never had to engage in conversations that DIDN'T contribute in some way, I didn't really care about the world.
Okay, so I got a little sidetracked there. The point is that I think all the stream lining that goes into modern games to make them more appealing to the masses destroys them for some people.
I really like the KOTOR approach best, but that is hard to do in a 2d non mouse driven game. I think it wouldn't be too difficult to run a distance check between the player and active objects, and when the player is within range, and facing the right direction, briefly flash the object of interest. As soon as you've taken the item/activated the switch/smashed the mirror, the object is turned off and no longer registers in the distance check routine.
I do like the idea of putting an indicator up for someone who gives you a quest or any time you need to return to a specific person. If I put a game up for a while and return to it later, the quest description "Ring of Something... Take it to Yerzy Smith" isn't a lot of help.
I like the idea of encouraging a player to explore their environment, only reminding them that it is, indeed, a game at points that help the player, instead of just beating them over the head with it.
I think part of the problem with excessive hand holding comes from a generation gap in games. I don't remember needing pop-ups to tell me that I should check those weird spheres in the wall at the end of the World of Balance in FF6, and I didn't need an exclamation mark popping up over Crono's head to tell me that I could interact with a box.
With graphics getting better, the distinction in games between the stage and the important objects has become blurred. The developers have usually taken the route of least resistance. As a result, we're getting trained to play games by going from one "you need to click here to continue the plot" pop-up to the next. I also think this has something to do with trying to make games appeal to a wider market.
From a business standpoint, I get that you want everyone possible to buy your game, but I don't think it should come at the cost of punishing your core demographic.
Final Fantasy 12 has the distinction of being the only FF I've started and not completed (aside from the special edition of 5 when my psx started eating my discs). There was a lot of streamlining going on. You could program your gambits, and a few bosses aside, let the battles fight themselves for you. Anyone who had anything interesting to say, or a mission attached had a little icon over their head.
It felt like Square was trying to mainstream its entire audience into MMO players. Casual MMO players, at that. At first, I thought the changes were convenient, and I actually had fun with the game, although I ran around with Vaan alone for a long time because I didn't realize I had extra party members just waiting to jump in. I actually blame that one on the mechanics. The game had my brain so numbed by that point that since there wasn't a descriptive pop-up about it (unless I missed it while I was out of the room and letting my character mop up every monster in a certain radius), I didn't know there was anything going on.
It was convenient to know which characters I had to talk to to move the plot, sure. BUT looking back, even though Dalmasca was done fairly well, I don't remember much of anything about it, aside from the fact that the game had so many blatant call backs to Star Wars it was ridiculous.
In other FFs, I usually talked to everyone. Even if they said nothing of value. I have a clearer memory of Zozo from FF6 than I do the entirety of FF12. In streamlining the experience, they ruined it for me.
By the 60th or something floor of the Ziggurat (whatever the tower is), I really stopped caring about the game. Combat usually handled itself, I never had to engage in conversations that DIDN'T contribute in some way, I didn't really care about the world.
Okay, so I got a little sidetracked there. The point is that I think all the stream lining that goes into modern games to make them more appealing to the masses destroys them for some people.
I really like the KOTOR approach best, but that is hard to do in a 2d non mouse driven game. I think it wouldn't be too difficult to run a distance check between the player and active objects, and when the player is within range, and facing the right direction, briefly flash the object of interest. As soon as you've taken the item/activated the switch/smashed the mirror, the object is turned off and no longer registers in the distance check routine.
I do like the idea of putting an indicator up for someone who gives you a quest or any time you need to return to a specific person. If I put a game up for a while and return to it later, the quest description "Ring of Something... Take it to Yerzy Smith" isn't a lot of help.
I like the idea of encouraging a player to explore their environment, only reminding them that it is, indeed, a game at points that help the player, instead of just beating them over the head with it.
Special Statuses [2K3]
I always try to get as much of the event code for the battles into common events as possible. It makes it easier to make changes in one place, instead of every single battle, but some things WILL have to be done within the battle event pages themselves.
Since you're worried about running low on switches, we'll use a variable this time.
You could use one variable for both Burn and Heat, provided they can't be stacked on a character at the same time. Again, you'll need one for each character.
We'll call the variable BurnFreeze. 1 = Burn, -1 = Freeze. 0 = Null
Freeze - In your common event, where you check for the Freeze status, you could record the character's hp value into a variable. Repeat this for every character that can be effected by the status. (I'm going to shorthand the pseudo-code here a little bit for expediency)
If Hero1 Condition = Freeze
If Variable:Hero1BurnFreeze =/= -1
Set Hero1FreezeHp = Hero HP
Change Variable:Hero1BurnFreeze = -1
End
Set TempFreezeHPVariable = Hero HP
If TempFreezeHPVariable =/= Hero1FreezeHP
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End if
End
That will check to see if the character has the status, and if so will set a variable to their HP at that time. Any time their HP is different from the value set when the BurnFreeze variable is first changed, they die.
Burn/Heat -
In your master common event, or in one of your common events if you end up with more than one to help keep track of everything, check for the Burn status.
This one will require some in battle eventing as well as the regular common work.
Common Event-
If Hero1 Condition = Burn/Heat
Change Variable:Hero1BurnFreeze = 1
End if
Battle Event-
Trigger : Variable:Hero1BurnFreeze = 1
Condition Hero1 uses FIGHT command.
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End If
End If
You just need to repeat the above for each of the party member's possible skills.
This should be right, or at least close enough to help get you there. This is also just how I would probably do these status types, and not necessarily the best way.
To conserve Battle Event Pages, which I believe top out at 99/100, you could nest multiple characters together in a single event. I try to avoid that when possible, due to how easy it gets to make mistakes when you're copy-pasting the events for each party member, but again, that is just me.
Since you're worried about running low on switches, we'll use a variable this time.
You could use one variable for both Burn and Heat, provided they can't be stacked on a character at the same time. Again, you'll need one for each character.
We'll call the variable BurnFreeze. 1 = Burn, -1 = Freeze. 0 = Null
Freeze - In your common event, where you check for the Freeze status, you could record the character's hp value into a variable. Repeat this for every character that can be effected by the status. (I'm going to shorthand the pseudo-code here a little bit for expediency)
If Hero1 Condition = Freeze
If Variable:Hero1BurnFreeze =/= -1
Set Hero1FreezeHp = Hero HP
Change Variable:Hero1BurnFreeze = -1
End
Set TempFreezeHPVariable = Hero HP
If TempFreezeHPVariable =/= Hero1FreezeHP
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End if
End
That will check to see if the character has the status, and if so will set a variable to their HP at that time. Any time their HP is different from the value set when the BurnFreeze variable is first changed, they die.
Burn/Heat -
In your master common event, or in one of your common events if you end up with more than one to help keep track of everything, check for the Burn status.
This one will require some in battle eventing as well as the regular common work.
Common Event-
If Hero1 Condition = Burn/Heat
Change Variable:Hero1BurnFreeze = 1
End if
Battle Event-
Trigger : Variable:Hero1BurnFreeze = 1
Condition Hero1 uses FIGHT command.
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End If
End If
You just need to repeat the above for each of the party member's possible skills.
This should be right, or at least close enough to help get you there. This is also just how I would probably do these status types, and not necessarily the best way.
To conserve Battle Event Pages, which I believe top out at 99/100, you could nest multiple characters together in a single event. I try to avoid that when possible, due to how easy it gets to make mistakes when you're copy-pasting the events for each party member, but again, that is just me.
Special Statuses [2K3]
It all depends on how you structure the skill. If you make Auto-Life a party wide buff, you could just make the skill into a switch.
Also, there is no reason you couldn't put the auto-life code in one event page you call every round. The common event still has to check to see who has it on, and turn on a switch for them (you could also use variables). You'll just get something that looks like this -
TRIGGER: Turn 1X
Call Common Event : Event_Name_Here
Branch: If Switch (Char1-AutoLife) = On
Variable Oper: Set Character1 HP
Branch: If <= 0
*Your resurrection stuff goes here. You bring them back with 1 hp, a Full Restore, or anything in between. You could even haste characters who were auto-life'd if you wanted.*
End
End
Just repeat the above for every character what can carry the Auto-Life effect.
Or-
If you just make the skill a switch, you can have a battle event triggered by that switch. Whenever it runs, check the hp of everyone in the party. You can do it in sequence and re-use one set of variables. Any time the hp for a character comes back <1, resurrect them and move on to the next check.
Also, there is no reason you couldn't put the auto-life code in one event page you call every round. The common event still has to check to see who has it on, and turn on a switch for them (you could also use variables). You'll just get something that looks like this -
TRIGGER: Turn 1X
Call Common Event : Event_Name_Here
Branch: If Switch (Char1-AutoLife) = On
Variable Oper: Set Character1 HP
Branch: If <= 0
*Your resurrection stuff goes here. You bring them back with 1 hp, a Full Restore, or anything in between. You could even haste characters who were auto-life'd if you wanted.*
End
End
Just repeat the above for every character what can carry the Auto-Life effect.
Or-
If you just make the skill a switch, you can have a battle event triggered by that switch. Whenever it runs, check the hp of everyone in the party. You can do it in sequence and re-use one set of variables. Any time the hp for a character comes back <1, resurrect them and move on to the next check.
Special Statuses [2K3]
For auto-life, you just have your common event turn on a switch for each character that has it active. Then in the battle events, just have a page that activates with that switch, and have a condition fork for that party member's hp<1. Restore them to life in the event, and you're good.
Since my game allows the player to select which battle commands they want to arm the character with, I use variables to store the order. I strip them all off and re-apply them in a pre-battle common event. That keeps the order right.
You can remove the Disease condition via a common event if it persists after battle. Just make sure that you keep everyone's possible Diseased Max HP variables separate, and that you don't accidentally overwrite that value after it has already been set. Have a fork condition for each character that triggers when their condition is NOT Disease, and use the variable to set their max hp numbers back. Now, a potential bug here is that if the character gains a level while Diseased, their old MAX hp wouldn't reflect this new number. You COULD fix this by checking their current Max HP against half of the value of the Max HP stored in their Variable. If it is higher, add the difference to a variable, apply it to the Max HP variable, and then add it back in to the character.
Bubble would work the same way as Disease, just in reverse.
Reverse would almost be more trouble than it was worth, unless you were going to handle all skills and attacks via battle events. It is doable, but it will probably get very time consuming.
Since my game allows the player to select which battle commands they want to arm the character with, I use variables to store the order. I strip them all off and re-apply them in a pre-battle common event. That keeps the order right.
You can remove the Disease condition via a common event if it persists after battle. Just make sure that you keep everyone's possible Diseased Max HP variables separate, and that you don't accidentally overwrite that value after it has already been set. Have a fork condition for each character that triggers when their condition is NOT Disease, and use the variable to set their max hp numbers back. Now, a potential bug here is that if the character gains a level while Diseased, their old MAX hp wouldn't reflect this new number. You COULD fix this by checking their current Max HP against half of the value of the Max HP stored in their Variable. If it is higher, add the difference to a variable, apply it to the Max HP variable, and then add it back in to the character.
Bubble would work the same way as Disease, just in reverse.
Reverse would almost be more trouble than it was worth, unless you were going to handle all skills and attacks via battle events. It is doable, but it will probably get very time consuming.
Special Statuses [2K3]
They're all possible.
You need a common event to check for each status, some variables to hold the "real" health values for the diseased characters so you can restore it when the condition is lifted, and a couple of "remove battle command" calls to get your disable one working.
EDIT - One of the class skills in my game is actually similar to Disease. I think it would be EASIER to do it to party members than it was to do it to enemies actually!
You need a common event to check for each status, some variables to hold the "real" health values for the diseased characters so you can restore it when the condition is lifted, and a couple of "remove battle command" calls to get your disable one working.
EDIT - One of the class skills in my game is actually similar to Disease. I think it would be EASIER to do it to party members than it was to do it to enemies actually!














