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[RMMV] Skills won't deal any damage

Some of the skills in my game won't deal any damage at all.

Here's one, which I've made quite powerful in the hope of causing some damage, but every time it deals 0.

It's formula reads "a.atk * 5 b.def * 1". The enemy's attack power is 999, and the element is earth.

My party members don't have anything which would nullify earth attacks so I don't know why it's always ending up as nothing.

This problem has happened with other skills as well.

Decision with characters on chairs [RM2K] / [RM2K3]

This involves trying to have characters on chairs, not on stools. Stools would be easy.

I have characters moving near chairs in cut scenes. These are high ones so they take up two tiles, the second tile showing the backs of the chairs. When they are on them, they look fine as I've made the top so it is unpassable, so they look correct.

However, in cut scenes, when they move behind them, they show up walking on top of them.

Is this unavoidable and I'll just have to choose one way or the other? Having them either unpassable, or having them set as move-behind?

This doesn't affect the game in anyway, it just can look a bit jarring for a second.

What method do you think I should go with? Unpassable or Move-Behind?

Looking for a fire/flame char set [RM2K] / [RM2K3]

I'm looking for something which I can use for a flame effect to use on a map as an event, so it can moved around. It's going to look a bit like when in Final Fantasy VI when Kefka sends flames on the world when you're about to fight him for the last time. (hopefully you know what I mean)

Does anyone know of one, as I've tried googling and such and nothing has really come up. I've got a flame, but it looks better when used as a spell since it hovers.

Battle Event isn't working [RM2K3]

I don't know why this event isn't activating in the battle. It's the fourth one. I've got other events which are pretty much identical to it. I've included them all here so you can get a better idea.

In the battle, the boss summons four creatures before you fight him for real.





How to credit a modified tileset / character set?

I've made a character set which is made from some tiles in a tile set.

It's based on a tile set by First Seed Material. Should I just say "modified from a tile set by First Seed Material".

Will this be fine when it comes to credit?

Actor insists on joining at wrong level [RM2K3]

No matter what I do, one of my characters insists on joining at level 2.

All my other characters join with a variable which is set to be at the same number as the level of my main character, but it refuses to work when it comes to her.

I've also tried increasing her level to "17" which is the average level which I'm at, at the point when she joins.

I've even tried making her initial level she joins in the database at 17, but it insists on level 2.

Does anyone know what I should be doing to solve this?

Need help on rewording some lines (For a tutorial piece)

Could someone help me reword this dialogue. It's supposed to be a short notice to the player about not wandering off from the current objective.

The monster encounters are a lot like Final Fantasy II (On the NES) where you can wander in to other areas even though you don't have any reason to be there yet. Like in II where the territory for the Mysidia area encounters is right next door to the encounters you fight at the beginning of the game (Mysidia came in a fair while later in the course of the game).

This is what the text currently looks like but I think it comes across as a bit awkward. Definitely the second sentence.

Sophie: Oh, and one more thing. Vincent, don't lead us off of the path of our set destination. There are stronger monsters prowling the lands to our north, between us and Sagarisk, and they'll likely be beyond our capabilities.

Help on wording a short tutorial / advice in a game

Sorry. I've realised that I put this under the wrong section. I've now now put this under the Game Design area.

Please remove this topic.

Want opinion on steal probability

I've decided to make a standard stealing rate for each item. I'd just like to know if these are reasonable or not.

"Number given in database" is there because the conditional fork for not stealing an item is - If random number is equal to or below. So with the Potion for example, 80% chance you'll steal one, 20% chance that you won't be successful.



Notes

_____ Drink (Temporary Stat boost)
_____ Tome (Works like the Sources in Final Fantasy VII)
Relic (low level)
(This covers relics like Star Pendant, Goggles, etc from Final Fantasy VI)

Relic (high level)
(This covers relics like the Aurora Ring, Cold Ring, etc from Final Fantasy VII. It will increase a character's resistance so it nullifies elemental damage)

Relic (rare/powerful)
(This covers relics like Ribbon, Gold Hairpin, etc)

Status Heal+ works like a Remedy in Final Fantasy VI and VIII

The different Mana items work like this
Drink = Ether
Tonic = Dry Ether (Final Fantasy IV)
Tincture = Turbo Ether (Final Fantasy VII)

Doesn't "Force Escape" work when targeting an enemy [RM2K3]

This is using the official version off Steam.

The battle event looks like this

Condition: Enemy 3's Turn Count 5
Force Escape - Enemy 3

Another battle event which is supposed to work with it is

Condition: Turn Count - 6
Enemy Encounter - Enemy 4

Enemy 3 remains while Enemy 4 appears. Is this a bug in the program? I don't know why 3 is not being removed from battle.

It's odd. Everything works fine in the battle test, but when played in game, something gets screwed up and he, enemy 3, doesn't flee.

I can't see what's causing this so I'm going to make him flee under his battle strategy.