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Super Mimi Souls
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[RM2K3] Weird 'turn deletion' bug

Yes, I've also encountered that one too. The one that's followed by a whole bunch of inputted moves happening all at once right after their next turn. This one seems to be different.

[RM2K3] Weird 'turn deletion' bug

Here I am again with another weird RM2K3 bug..

I'm wondering if one of the frequent users of the steam version of Rm2k3 has encountered this in their own game where during a battle, if you use cast a buff onto an ally (like Mp Regen) and before the animation is complete you also have recipient start using a skill they will just not perform the skill and lose their turn instead.
This happens constantly and can be really annoying for players who are trying to go as fast as possible (perhaps during a timed event/battle).

[RM2K3] All events On/Off & All Variables =0

Hey, I think this will work for the variables, thanks Marrend!

That will save me a good chunk of work.

I don't think this effects the regular events however, but it is a start :)

Edit: OH!!! I think I found what you were talking about in the Change switch option as well for Batch... Ahhh I feel dumb. I will test it and confirm.

Edit+: Wow that totally worked, you've saved me SOOO many hours of work. Thanks a lot Marrend! :D

[RM2K3] All events On/Off & All Variables =0

Does anyone have an easy way, and/or maybe a map that they have created that has an event that sets all other events to off? (and also variables to 0).

I imagine if someone has done a New Game + for their game they might have done something like this.. Maybe I'm just lazy but it will take literal days to switch off all the events manually and set variables to zero (among other things). If anyone has some idea of an easy way to do this it would really help a lot!

ROBOTS!

author=Cap_H
Yeah, it's an interesting concept to have both. Imagine weaker robots getting critical damage from electricity and then encountering stronger ones, which would heal instead. That would present an interesting twist and players would need a new strategy.
Introducing both at once would be confusing on the other hand.


Yes! I thought this as well but I wanted to see what others thought. This is the route I think I will end up going, with more 'advanced' technology having defenses that protect against electricity (or outright absorbing it and charging them up). Similar to the huge robot in Divinity 1 getting charged from Air spells.

ROBOTS!

Thanks for the helpful posts everyone.

ROBOTS!

Not sure what you want me to acknowledge man. There's gonna be guesswork sometimes, I'm just one person making a game for people to enjoy for free.. Gimme a break lol

I am working with Rm2k3, yes, there are limitations, yes.. I'm doing the best I can with the resources I have.


ROBOTS!

author=Darken
Depends, the competitive aspect is really good and compelling. The elemental weaknesses serves more as a complex compatibility meta to navigate rather than to just guess your way through. Playing the single player content for the first time however, it is a good demonstration of why elemental guess work is just not very engaging.


Eh, well the designs have been awful for the past while.. You can tell there isn't anymore passion in pokemon, it's all for the moneyz.

Sorry, that was my attempt at self deprecating humour lol.

I'm not avoiding anything, my original question was just wishing to know people's opinions on what sits best with them. You've given me your answer which is noted and I thank you.. but I respectfully disagree, I think these mechanics do have value. When playing Divinity 1&2 I enjoyed the elemental interactions and how you could roll up to a battle and scan the area and get a good idea of what should be done and what shouldn't be. I think enemy designs in games can tell the player what will work best (Undead is healed by poison, fire slugs damage by water, etc).


ROBOTS!

author=Darken
Is there a tutorial or explanation at all about elements affecting more than just extra damage or resistance? It's fairly hard to implicate rulesets through monster design I'm sorry to say (pokemon absolutely sucks at this) unless you do something really basic like "red monsters are weak to..." or small/medium/large sizes. Monster designs are ambiguously vaguely subjective. It's also not a big deal to just explicitly tell the player what they can or cannot do at any given moment, like icons next to the enemy names or being able to scan for free. Which sure, makes the strategy more guaranteed but the design is probably not very great if you're relying on: "Oh no I got punished for not... ascertaining what everyone else thinks a robot does when reacting to electricity"


Let's be honest, pokemon began going downhill after Gold and Silver so that's a bad example haha.

Sacanning is free, but you do lose a turn.. if the player takes a gamble and guesses right, they save a turn.. Sure there are hints here and there for what does what, but the attention span of people is very short in these times so I try to keep tutorials to the bare minimum showing things to the player slowly through gameplay (as best I can!). I like to think most people can see when things are firey or icey or made out of metal, but I certainly can't speak for everyone.

Like in a fire temple, most enemies are fire element so? You use water to get an edge.. if you see a ghost, you learn earlier they can be defeated easily by stealing all of their MP (of which they have far less of), or that almost all mechanical enemies are weak/weaker to Anti-Armor weapons and skills. If you use a sword on a tank you will do less damage than say, if you used a grenade launcher or bazooka... This also encourages the player to use a more diverse set of weapons and classes instead of just pumping ATK/INT or picking the weapon with the biggest boost.

Anyway, I only hope that the 4 or 5 players that play my game enjoy these uninteresting interactions as much as I do lol.

ROBOTS!

"Instincts" don't exist in video games, there's just tropes, and "Big Franchise did it this way" is a terrible reason to do anything.

If I'm playing a game where water damage heals a fire element there better be a damn profoud reason why, and if not, I'll be pretty annoyed I wasted a turn trying a water spell on it. Instincts absolutely do exist, it eases accessibility and allows the player to feel intelligent that they figured out the thing without having to use a scan skill. Take Divinity for example, I see the oil barrels, I see the enemies standing beside, I know if I use fire it will explode causing damage and chaos around my enemies. When I do this I feel good. If I use fire on the oil and the fire fizzles out, I'll be like okay, wtf, glitch?

That's instinct in a game done right... however you are entitled to your own opinion on it. There are definitely some super lame tropes though, I'll agree with you there.