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Ascension - Chronicle of Blackhaven
[RM2K3] Timer ending battle
author=hedge1
You have two issues:
1.) The timer runs out and boots you out of the battle.
2.) How to activate a switch in battle based upon a timer.
The first is solved with the code I provided above. Your players will have 83 minutes to complete a battle before being "booted out," which should be plenty enough time for any normal situation.
As for #2, you now have a known counter (which I've split into hours, minutes, and seconds, but you could easily leave at seconds only) available to you in battle that also can count down while in battle. So make a new battle page, have the trigger be every turn, and have the trigger call the above code. The trigger will adjust the timer appropriately and increment your counter. Then add a check to the trigger to flip a switch when a certain value is reached on the counter and voilà, you're golden.
I will have to test it out when I get to my computer, but I'm visual so it's hard for me to picture this working for some reason.
What happens when the timer hits 0 during battle? Does it add a bunch of time to the clock? Will the player see this happening? Sorry, I'm just trying to understand the process a bit more.
[RM2K3] Timer ending battle
author=hedge1
You can make a new common event with the trigger as Parallel Process. In it, use the following code:
Wait 1.0 Sec
Variable Oper: [0001: Seconds] + 1
Branch if Var[0001: Seconds] is 60 or more
Variable Oper: [0002: Minutes] + 1
Variable Oper: [0001: Seconds] - 60
Branch if Var[0002: Minutes] is 60 or more
Variable Oper: [0003: Hours] + 1
Variable Oper: [0002: Minutes] - 60
End
End
That should tick every second you are outside of battle. It's the easiest way to create a game timer.
If you want to also then count in battle time, the code is a bit more complex because you have to leverage an existing timer. For this code, I'm using timer #2. In limited testing I found the timer to be slightly slow in battle and it was too long ago when I used this to remember why that may be. A player can spend 83 minutes in battle before there is a problem with this code.
Wait 1.0 Sec
Variable Oper: [0004: Battle Timer] Set 5000
Variable Oper: [0004: Battle Timer] - Timer #2's Seconds Left
Branch if Var [0004: Battle Timer] is greater than 0
Timer #2 Operation: Set, 83M 20S
Variable Oper: [0001: Seconds] + Var[0004]'s Value
Loop
Branch if Var[0001: Seconds] is 60 or more
Variable Oper: [0002: Minutes] + 1
Variable Oper: [0001: Seconds] - 60
Branch if Var[0002: Minutes] is 60 or more
Variable Oper: [0003: Hours] + 1
Variable Oper: [0002: Minutes] - 60
End
Else
Break Loop
End
End Loop
End
My issue is the timer ending the battle and then the player sitting there in the middle of an incomplete boss event or enemy 'touch' battle event. Since the timer boots you out of battle and disregards everything else. What I'm looking for is for the timer to just stop, activate a switch saying time is out, but everything still continues (since this is a 'race against the clock' situation with a different outcome if you arrive in time vs time running out).
[RM2K3] Timer ending battle
author=kaine87author=PrinnyheroFor the timer I don't know, but for the glyphs it's very simple in the latest version of Maniacs.
Here I am again reviving an old thread, but it's my own so it should be okay.. I think..
Anyway, I posted this in the Maniac's Patch thread but it might have been missed.
I'm wondering if anyone knows how to make this change the timer behavior for the Maniac's Patch so that it doesn't boot you out of the battle. Maniac's patch seems to have done a bunch of changes to the .exe and even changing the glyphs is not an option. (another problem).
Create a folder named Font and put inside the file for yours glyphs named "exfont.png" finish, the engine automatically recognize it.
Edit:
I don't remember if it has to be saved in 256 colors or 1bit try both to be sure.
Hmm, I'll take note of this to test whenever I move the project over again.
author=MackValentineauthor=pianotmArf, I missread ><MackValentineThis would be exactly the opposite of what OP is trying to accomplish.
Did you try something like this :
( With Maniacs )
But for now, no it's impossible with Maniacs.
But you can get around it by creating a custom timer system.
A custom timer? I'll have to look at the tutorial and see for now if I don't have any other choice, thanks
[RM2K3] Timer ending battle
Here I am again reviving an old thread, but it's my own so it should be okay.. I think..
Anyway, I posted this in the Maniac's Patch thread but it might have been missed.
I'm wondering if anyone knows how to make this change the timer behavior for the Maniac's Patch so that it doesn't boot you out of the battle. Maniac's patch seems to have done a bunch of changes to the .exe and even changing the glyphs is not an option. (another problem).
Anyway, I posted this in the Maniac's Patch thread but it might have been missed.
I'm wondering if anyone knows how to make this change the timer behavior for the Maniac's Patch so that it doesn't boot you out of the battle. Maniac's patch seems to have done a bunch of changes to the .exe and even changing the glyphs is not an option. (another problem).
Conditional Skills Concept
I wholeheartedly agree. Random battles are a drag.
Gaining Exp from quests is great as well. I'm surprised more games don't do this honestly. It takes about two seconds to add this to any quest completed by the player and certainly adds more depth.
Good luck with your idea!
Gaining Exp from quests is great as well. I'm surprised more games don't do this honestly. It takes about two seconds to add this to any quest completed by the player and certainly adds more depth.
Good luck with your idea!
Conditional Skills Concept
This is a really cool idea. Reminds me of Divinity: Original Sin (1&2). It's what I would want to do if I had the means. I don't know of many games other than the aforementioned that does this (or do it well).
Take people's advice with a grain of salt when it comes to things like making battles more challenging or longer. I've been noticing a trend of forgetting about battle's entirely or making them quickly skippable so go with your gut. To me this sounds like an amazing idea, but I've always been more interested in great battles than other things.
Take people's advice with a grain of salt when it comes to things like making battles more challenging or longer. I've been noticing a trend of forgetting about battle's entirely or making them quickly skippable so go with your gut. To me this sounds like an amazing idea, but I've always been more interested in great battles than other things.
[RM2K3] Rpg Maker Maniacs Patch (for official version)
author=KotatsuAkira
Try adding the ExFont graphics file to path \System\ (mp210519) or new folder \Font\ (mp210530 and above).
~炬燵あ
I will try this when I eventually convert it. Hopefully it works.
--
Not to hijack hijack here but is it possible to make the timer NOT end the battle? Has this been implemented? I had a custom .exe made however upgrading to maniacs removes such changes. This is my last obstacle lol.
[RM2K3] Rpg Maker Maniacs Patch (for official version)
Edit: Figured out my original questions...
But a new one arises..
So I downloaded the Maniacs Patch and installed.. In case anyone else is wondering, 24Bit images work in game but in the editor they show up as a black screen. 32bit images glitch out all over the place.
Hopefully in the future this can be fixed?
Edit 2: Is Reshack no longer an option with Maniacs? How does one replace the glyphs now? It seems to have reverted back to the old glyphs after the patch.
But a new one arises..
So I downloaded the Maniacs Patch and installed.. In case anyone else is wondering, 24Bit images work in game but in the editor they show up as a black screen. 32bit images glitch out all over the place.
Hopefully in the future this can be fixed?
Edit 2: Is Reshack no longer an option with Maniacs? How does one replace the glyphs now? It seems to have reverted back to the old glyphs after the patch.
Trap Saves
Anyone whose ever played (and beaten) Final Fantasy Tactics on PSX will remember the frustration of the battle at Riovanes Castle when you just couldn't defeat Wiegraf and you were trapped in the save file.
How often do players make multiple save files?
When using Save Points, is it better to save the player from replaying a time consuming area or fight, or should you give them a Save Point and hope they don't get trapped in a situation where they can't defeat a boss/escape?
How often do players make multiple save files?
When using Save Points, is it better to save the player from replaying a time consuming area or fight, or should you give them a Save Point and hope they don't get trapped in a situation where they can't defeat a boss/escape?