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A quick question about distribution packages [RMMZ]

Hi Marrend, thanks for the suggestions.

I did exactly what you said with the last suggestion, I just pulled everything from MV into MZ. I knew the MV plugins would be incompatible so I took all those out, putting a few MZ ones in instead.

What I meant was that when I clicked on "Create Distribution Package" and told it to exclude unused files, it wouldn't progress at all, and it didn't give me any error messages. It would just sit there and do nothing.

When I tried again and told it include unused files, it had no issues.

Seeing that the zipped folder (including the unused files) at the end of it all was still smaller than the original I had uploaded here, I decided just to go with it and put it up, not worrying about it anymore.

A quick question about distribution packages [RMMZ]

This is actually a very small issue, I've got a solution but I was just wondering if there was some other way. (Don't say deleting the resources which aren't used, I've already considered that).

Okay, this game "Every Vote Counts" was made in Rpgmaker MV, but I've upgraded it to Rpgmaker MZ. When I made the distribution package, it wouldn't make one, as I was telling it to exclude unused files, which it apparently had a bit of an issue with.

I then tried it again telling it to include all files, and it did it no questions asked. I just know that this makes an inflated file size (it's still lower than the original though).

Just wondering if anybody knows of any other approach I could take? I can only assume it had this issue because the game was originally made in Rpg Maker MV?

Need help with a battle arena setup - RMMZ

Thanks Marrend. I've started copying the code from my common events into the main event (I'm sorry if this comes as rather confusing, even to me.), but it seems to be working correctly so far, except for the first round which still doesn't make sense at times, pulling up a defeated condition when it should have played a random battle. I checked the variables after it did it, and it should have worked correctly.

The common event for the status however runs with no problems, so I'm leaving that in.

Need help with a battle arena setup - RMMZ

I'm trying to make a battle arena much like in Final Fantasy VII, and I think I've got it rather well set up.

General procedure of how it operates

  • Common Events which contain enemy troop lists of every random encounter in the game - Divided into the areas they appear in

  • An enemy from the first area is picked at random. There is a lose battle condition to restore your party should you lose.

  • A common event runs a random status infliction. BP is then allocated for the status.

  • The next list of enemies is then played, etc.

  • If all rounds are completed, a BP multiplier bonus is given.


The problem is that it keeps on counting a victory as a loss in the battle. A switch is turned ON when having lost a battle to let the series of common events in the battle arena to know not to continue. Labels then bring the event to a close.

I've tried other approaches to this, like having it check that every character is knocked out, but it still ignores this. It counts it as a loss, even though each character is perfectly fine.

My only guess for what's causing this is the use of Common Events. It doesn't seem to make any sense otherwise. Otherwise I'd just take the approach of an extremely long event which has all the common event information inside it. Maybe just keeping the status effect one in there to try to compact it a little.

Does anyone have any ideas on what would be causing this, beside this? It seems to be playing by it's own rules here.

A Celestial Weapon: MV Edition

I don't know how many times I've used the word "last" in my updates. Maybe I shouldn't even bother with the word anymore.

Anyway, thanks for the notes Prajna, I'll make another thorough play-through of the game sometime soon, and address these issues.

Relating to your questions about the enemy encounters, you were right on most of these suspicions that the enemies don't exist in the game.

  • Between Steam Dragon & Zapper (This was an enemy meant to be like the scanner enemies in Final Fantasy IV. I decided that it was more complicated than I could be bothered with, but neglected to take it out of the data. It never appeared as an enemy)
  • Between Vacbot & Shadowblade (This is an optional, pretty well hidden boss battle in the dam. Look carefully in the room with all the waterfalls.)
  • Between Robo Sentry & Shield Projector V.2 (Similar situation as the first one. There was also a potential encounter with a Bunsen Dragon which wasn't included in the encounter list for the heliobeam areas.
  • Between Magic Pest and Departed Guard (Two of these were for two situations against the final boss. If you find his ultimate weapon, it gives a slightly different ecounter, than if you don't. The other encounter "Death Dealer" does exist, and is found in the manor.
  • The last one, to the right of Sphinx is an optional fight. This is to get Heather's ultimate weapon.

A Celestial Weapon: MV Edition

Thanks for bringing this up, I didn't realise it targeted all enemies instead of all allies. This has now been fixed, and the download has been updated.

Thanks Prajna

What technology do you hope will be invented before you die.

1:
author=Davenport
A Fusion Power Reactor


2: A better way to deal with the radioactive waste from current nuclear power generation. I'm on the fence about nuclear when the waste it produces remains deadly for as long (or longer) than the human race has existed.

Standard Disney Fare

Hi Singularity, thanks for doing another thorough play-through. I'll fix these bugs over the next day or so.

[Poll] Final Fantasy IV After Years

Voted for the "Okay" option. Just felt it was filled up by having repeated boss battles (Octomammoth I'm looking at you), and some of it just seemed rather pointless. There just didn't seem to be much of a plot going on.

I would've preferred a more traditional plot like in most of the Final Fantasy games instead of having to play through the scenarios of how many different characters, when really all I wanted to know was what the mysterious girl was up to. I eventually just looked at a guide on GameFaqs to get the gist of what happened afterwards, and finding out it was mostly just a long string of boss battles, I felt I couldn't really be bothered.

Standard Disney Fare

Hi Old Timer

Thanks for your notes. I'm going through them now.

  • The balcony south of the throne room was an idea I had at the beginning, but I never removed the doors leading to it. I've now removed them
  • I can't see why the Ringing Geode wouldn't appear in the item list. According to the database, it's meant to be visible.
  • The houses in Kalbany - It just happened to turn out that way, I don't have too much in the imagination department when it comes to the floor plans. :)
  • The save crystals - I've found out what the problem is. If you cancel out of the menu when interacting with one, it defaults to the option as if you used a camping kit.

I'll be fixing the balcony issue, and the save crystals. Hopefully I'll have the update up sometime tomorrow.

Cheers

MoonWolfV