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[RMVX ACE] Game is performing actions related to conditional branches EVEN WHEN conditions are NOT met! Please Help!

I want Tiamat to ONLY place a "seduced" debuff on Justin and then remove her own debuff only if she has the "Dragon Pleasured" status effect and Justin is not not dead

If Justin is dead, only remove Tiamat's debuff

If Tiamat does not have the "dragon pleasured" debuff and Justin is alive, do nothing

If Tiamat has Dragon Pleasured and Justin is alive then Tiamat removes her own debuff and places hers on Justin

Also, I want Tiamat to reapply her debuff to Justin any time it gets removed after Tiamat has removed Justin's debuff from herself at least once. This includes resurrected after death. Tiamat should not have to remove the debuff on her more than once if she reapplies hers when Justin does not have her debuff on him because it prevents Justin from fighting.

But despite the fact that Tiamat DOES NOT have the "Dragon Pleasured" and Justin is alive, Tiamat STILL applies her own debuff to Justin EVEN THOUGH she DOES NOT have Justin's debuff.

I looked over my code a dozen times and everything seems correct but it is just not working.

Here is my code:



I also have a another page with conditions set as Turn 5+1*x to force Justin to put the dragon pleasured debuff on Tiamat if it has not done so by the user by this time. Then the steps on the problem page would commence because Tiamat has the debuff. I have the one in the screenshots higher page number because it relies on Tiamat having the debuff and turn 5 one would only apply if the user has not done it.

Does anybody know what could be the issue?

sorry for some of the language in the code, it is kind of a
Teratophilia
game

Thank Arceus I put a save after the grind of 10 dragon fights in a row before you face Tiamat. I had to do all 10 six times an hour each of the six times due to issues

[RMVX ACE] Is there a way to disable use (of at least certain items) without force removing them?

After the events in my last post, the user is taken to an "unknown place" where you play as a Moltres, the aforementioned bird mentioned in my last post.

The user will now play as the Moltres. However, there is one small but game breaking problem.

Prior to this, there was an optional boss fight where if at least one character had the shrunken status effect, and you talk to a person in a town, he will ask the shrunken ones to enter his bird's stomach to fight a virus that manifested as a live creature. upon defeating this virus, the man rewards you with a "Return Eagle" which teleports you to the starting point of the adventure (outside this one house on the world map) and moves your Lugia (the ship) to the nearest shore. This is done by a common event.

The problem with that is the item is reusable. When the game has you play Moltres, and you have done the virus battle, the Return Eagle is still there in your inventory. If the user uses it while as Moltres but before Moltres rescues the party from the aforementioned predicament, it could potentially break the game—especially due to the fact that we are now dealing with new areas not yet connected to the world map. This includes a different world map I plan to use. It would also break the game if the user used it on that 3x3.

So, I need a way to disable use of that item temporarily until Moltres is reunited with Justin and his party.

I cannot just put a conditional branch to check if Moltres is in the party because that would prevent it from working when Moltres joins the rest of the party for a bit. If there was a way to check if persons are NOT in the party, that would be different. That is where the PS1 version of RPG Maker was superior. It had that ability. In RPG Maker VX Ace, you can only check if someone is in the party, you cannot do an absent member check.

There are a couple of other items I would need to disable at this point as well in order to not break the game.

If there is a way to have all current items be put on hold and have Moltres only use the items she finds until she is reunited with Justin, that would be even better.

I see no disable items command or anything.

Is there a way to do either thing?

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

I just had a monster teleport the party to a 3x3 piece of land in the middle of a huge hole in the ground on the world map with no way to escape it.

I want the user to take a certain number of steps in order to trigger an event. When the player makes required number of steps on the 3x3 platform, it will trigger an event where the main character makes a statement where if he knew where his bird was, his bird could help him get off the platform.

I see that in "variable operation" there is "game data" where there is "Steps Taken". However, it WILL NOT let me add a constant to how many to add each time the user takes a step. There is NOT even an option to initialize the variable to 0. Therefore, I am unable to create an event that triggers when the user takes x amount of steps.

Whoever's idea was it to disallow assigning a value to a variable has a few screws loose. I may not be a programmer but my programming knowledge is not zero. I know in programming that you need to define or initialize your variables. But RPG Maker disallows this for "Steps Taken" for whatever reason. so I cannot tell it to trigger an even when the user takes 300 or whatever steps since arriving on the platform.

Since obviously you cannot initialize a variable for "steps taken", I am wondering, is there any way I can make the event occur once the user takes the required amount of steps?

[RMVX ACE] Enemy attack crashes game sometimes "can't convert string into integer" error

I have a boss fight programmed and sometimes when the boss uses "Fiery Breath", the game will crash throwing this error:


A Google search of that error only brings up results where people were getting this error using custom scripts for various things. However, I am NOT doing that! I do not have any custom scripts in my game with the exception of Hime Untargetable State. But the problem existed before I added that script and it continues to crash sometimes when the script is completely removed.

There is literally nothing on Google regarding this error message with a completely vanilla attack.

It is NOT the animation either. That animation is shared upon many fire-based attacks and this is the only attack that causes the crash. Besides, the animation only uses default graphics and sounds, not imported ones. Even the"swallow" attack which uses Hime Untargetable State and uses imported sounds does not crash the game.

The crash rate seems to be a 50/50 shot. It is like flip a coin, if tails; the game crashes.

I have the attack setup like so:


There seems to be nothing weird with this attack. It does not add any states, there are no common event actions, and there are no script actions. It is literally just damage.

At first, I thought the issue might lie upon the b.mdf * 1.15

so I changed it to 4 + a.mat * 2.3 - b.mdf * 1.2 but the problem persists. I am still getting the crash and this error message when the Imperialdramon Dragon Mode does her Fiery Breath attack.

My troops are set up like this:


There is only a small amount of dialogue at the start of the battle only valid for turn 0. There is literally nothing else. Nothing to do with Fiery Breath or anything.

This is my Game_Unit: https://pastebin.com/CBGazLFE
which is completely unchanged. I have made no changes to Game_Unit

Line 90 appears to be: member = members
Which appears to be where the fault is. That entire block of code seems to be regarding dead characters. But when other attacks kill players, no crash—even on this same boss.

Does anybody know what the problem could be and how do I fix it?

[RMVX ACE] Is there a way to change character graphic based on status effect?

So basically, I have monsters that can shrink your party members, greatly reducing their stats. It is kinda like "mini" in Final Fantasy but on steroids. I have already took the actor sprite sheets and shrank each individual character sprites to 1/3 of their usual size. Basically taking them down from 32x32px each and making them roughly 12x12px and centering them in the 32x32 squares. I want this other sheet with the 12x12 characters to be applied every time a party member gets the "shrunken" state.

I tried to figure it out on my own and tried a few methods. However, I ran into problems every time.

The first being is that you cannot assign a common event to a state in the database. So, that heavily limits me.

So instead, I applied a common event to the "shrink" move that changes the sprite sheet. However, if this debuff is removed in any way other than the user buying a potion that returns a character to normal size, and this also includes death, the character no longer has the shrunken debuff but his sprite remains shrunken.

So, I tried playing around with conditional branches but quickly learned that I would need to use the same conditional branch for literally everything that can change their state. This gets to be a real hassle—especially due to that fact that there are so many things that can happen in an RPG, it would be really hard to ensure that every variable is covered.

There MUST be a MUCH simpler way to automatically apply a different sprite sheet to actors when they get certain status ailments and return it back to the default sprite sheet when the debuff is removed.

Is there a simpler way to do this?

If there is, this would be a game changer. I could make sprite sheets for more than just the shrunken debuff

[RMVX ACE] Trying to make a skill that is both offensive and defensive

So I am trying to make an attack that lowers the opponents hit rate as well as providing a small amount of HP and MP recovery.

First thing is, I know that I cannot just throw the 'add state' and 'recover HP' and 'Recover MP' all into the "on use effects" because it will just heal the monster as well as reduce its hit rate.

I also noticed "change HP" and "change MP" only allows you to put in specific values and NOT percents. So, I just cannot throw a simple change hp/mp common even flag onto the move.

Now, I know that variables are a thing but I do not know much about them. I did watch one video on variables but the uploader only touched up on the basics. He never went into percentages or anything. But I did notice that "mod" looks like this: Variable Operation %=20

So, I set my common variable event like this: https://i.imgur.com/cocA6JM.jpg


And I set my skill up like this: https://i.imgur.com/FMKBms0.jpg


Did I set this up right? I feel that it needs to be more complex than that.


I really don't have a way to test it yet. The character is going to learn the skill through the MSQ and he is going to learn it mid-battle through a battle event and by the time it comes to do the battle, it would already be too late if it goes wrong. So, I want to make sure I got it right before I get to that part in testing.

Is what I did how that is supposed to be done? If not, then what do I need to do to make this skill the way I want?

[RMVX ACE] Autorun event is looping preventing characters from being able to move! Please help!

I created an autorun event to where when the player gets to the world map for the first time, a dialog box shows giving the player the run down of the world map and warning the player to be careful to not accidentally wander into a high level area too early. Also this dialog box lets the user know that at this point in the game, it is the official start of the adventure.

That is followed by switch on #15 to prevent dialogue from repeating.

Page two of the event has *Change Battle BGM: 'World Map Battle' 100, 100* with the condition of switch #15 being on as I want the world map random encounters to have their own music.

And that is when the game basically "freezes", all user input is ignored.

I narrowed the problem down to being page 2 of event. Removing the "change battle BGM" command and leaving page 2 blank, makes it so that I can control my character. This tells me that page 2 of the autorun event is looping and thus I cannot control my characters because it is repeatedly looping the change battle music command.

Adding an "End event processing" command is NOT working. despite telling the event to end, it continues to loop anyway and I have no clue how to change that so it will not loop.

A Google search reveals that I need to create another page and have condition "self switch A on". But that is NOT working for me either. Despite adding a third page with condition 'self switch A is on", the second page continues to loop as long as that change battle BGM command is there.

I only want it to change the BGM as soon as I enter the World Map. and I plan on having a similar autorun commands while actually entering other areas to change the battle BGM back to default. but I cannot get the world map one to not loop.

The PS1 version of RPG Maker, which I was using for the last four years, autorun events are called intro events and they only ran as soon as you entered the map and stop when it the last command finished, and it would not run again until you exited and re-entered the map or told it not to run with a switch. Here, it seems they just loop.

The thing is, I need page two to run every time the player enters the world map. so I cannot have a switch to turn it on after the music command. I would then need it to turn off then when entering other areas but those areas would have a command to change the battle music back to default and then another switch to make that event not loop. over time, there would be a shit ton of switches. There must be a better way. If not, the PS1 version is far superior in that regard.

It would help if I could tell a page to only run when a specific switch is OFF. But there is no way to do that in VX ACE. PS1 version allows this. Yet another regard where the PS1 is superior.

Does anybody know what the problem could be?

Here are my event commands:
Page 1: https://i.imgur.com/u2nDhH7.jpg
Page 2: https://i.imgur.com/xMAhuzE.jpg
Page 3: https://i.imgur.com/1MQyG3g.jpg

[RMVX ACE] Characters are using moves that I DID NOT assign to them!

I am having an issue right off the bat testing my RPG in RPG Maker VX Ace!

The main character that starts the game is using Flamethrower when I select normal "Attack" even though flamethrower is NOT assigned to the main character in any way or form. That move is for a phoenix that will join later in the game.

The main character is level 1 and only has a weapon move which is a slingshot! But when I select "attack", he uses Flamethrower despite Flamethrower is a magic attack and is NOT assigned to him or his class!

The main character is set to learn a bowling move at level five but nowhere in the database does it say that the main character can use Flamethrower!

I double checked the weapon and it is set to NO animation and the slingshot is NOT tied to Flamethrower in any way or form but my main character for some reason is using Flamethrower as a normal attack.

It does the entire Flamethrower animation, text, and everything but Flamethrower is nowhere on this character or his class.

Does anybody know what the problem could be?
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