MILENNIN'S PROFILE

I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
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A lighthearted, quest-driven RPG

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[RM2K3] Unable to get party fully healed above level 1 with...

Yeah, I think I got it to work correctly now. It now has 2 more variables, one that's on the new parallel common event to check what outfit is currently being worn, the other variable being set every time an outfit is changed. Whenever both variables are not equal, it calls the class change for the character who changed.

I need to do some more testing with it, but it's looking good for a start. Thanks a lot for the help.8) I'll be back here if I get stuck on something again.

[RM2K3] Unable to get party fully healed above level 1 with...

I tried with storing and loading current HP and MP, but then it keeps adding the current amounts 2000 times per second, resulting in max health fulltime.=P

How do I make it so it activates only when I change class?
Changing classes is supposed to happen everytime the player equips or unequips a piece of armour on a character (it changes their sprite, faceset and battle sprite).

[RM2K3] Unable to get party fully healed above level 1 with...

Yeah, although it stores and loads the character's stats. When it loads up their data after the class change, it restores their stats and their level and EXP. It's only the HP and the MP that I have troubles with.

This is the storing event:


This is the loading event:

[RM2K3] Unable to get party fully healed above level 1 with...

Yeah, that's what I've been trying to do in all sorts of different ways, but it always sets the character's HP and MP back to what they are at level 1.
Also, the storing and reading character data does not include the character's current HP and MP (cause I know that would reset it back for sure). But to be honest I'm really stuck on it. I know I'm kinda late with it, I had been testing it for ages to make sure it worked, but never thought that levelling up would ruin it.

[RM2K3] Unable to get party fully healed above level 1 with...

Thanks due to the way I've set up the equipment system in my game, I seem to be unable to get my party fully healed above level 1... and I'm kinda stuck on the system now.
This is basically what it looks like in the parallel running common event:


It stores the character's data, then class changes it - (the class change is purely cosmetic, it changes the way a character looks in battle, depending on their equipment) - then it reads the stored character data to restore any changes done due to the class change. Since I make it lose all my character's EXP, and then read it again to get it back up to what it used to be (I have to, since class change can only remember current level, not EXP) it re-levels my character every time. And levels don't re-add the extra HP, lol.

So, I guess what I'm asking is if there's a way to make it work without dropping the equipment system that I want in my game?

RM2k3 Sprite Requests

If you still need the wheelchair sprite:

[rm2k3] Gameover Wait

author=PepsiOtaku
"Remove Death" to the party isn't needed. See my post:
http://rpgmaker.net/forums/topics/12789/?post=446865#post446865

Go to Database > Conditions, and click on your death condition (first one on the page) and make sure "Extent of Effect" is set to "Ends after Battle"

As Milennin posted, this fixed the issue.

I made it work without changing the remove death after battle under conditions. The way I made my "game over" work is to set random encounter death handler (under Battle Layout) to a common event.
Or if it's a scripted battle, call the common event with the defeat handler, instead of making it go game over.

I built my common event like this:

Before a battle is engaged I have another common event that stores the characters' HP and MP, and loads it up at the game over event to revive the party in the same state as it was before the battle in which it got defeated was entered.

At the bottom of my game over event it links to another common event to teleport the player to whatever checkpoint is currently active and play a little dialogue event.

edit: I just noticed that my common event would revive any character that was already dead before the battle was entered. I'll have to change that.
edit2: Actually, no maybe it doesn't... since it reads the HP of the character that it had at the start of the battle. In any case, I dunno. Would have to test it some time.xD

[RM2K3] Losing a battle always results in Game Over?

Yeah, thanks. Removing Death condition after battle solved the issue. Damn, why do I keep making nooby threads like this.xD

[RM2K3] Losing a battle always results in Game Over?

I don't like Game Overs, so what I want is for the player to return to a checkpoint after dying. Under Battle Layout tab, I linked Death Handler to call a common event, and to teleport before executing Death Handler, but neither of these things work when my party dies to a random encounter. It just goes to the Game Over screen.
In an encounter initiated by an event with the option of Defeat Handler set to execute custom handler, it flashes the map where I activated the event, then goes to the Game Over screen, ignoring my custom handler.

Am I missing something?

[RM2K3 request] Display enemy health bars

Yeah, I think it's something with the animated battle plugin. I think it happens in this scripted tutorial battle only, with the dialogue scenes happening right before monster #1 attacks. (that's the one running off).
I've spent some time repeating the battle over again without any battle event pages, and haven't seen the monster running off yet.

I also came across this other glitch when I was on my test map in the same battle, but using a blade that strikes twice: The hero would move towards the monster, strike twice, but not move back to his location. It stays in front of the monster until the monster is killed. Then it repeats on the other monster. This glitch only occurs with the scripted tutorial like in the video above, and with or without any active plugins.
I think I'll play around with the tutorial event pages that I have, and see if I can make it work without the glitches.

edit: Yet another glitch... it completely freezes the fight. Animations are still showing, but no option to continue fight...

Maybe I should put this in a seperate thread as to not de-rail this one any further. The health bars plugin is too awesome for that.=P