RYDIAMIST'S PROFILE

Final Fantasy: Legend of...
A Final Fantasy fangame that faithfully recreates the mechanics of classic Final Fantasies, with a light-hearted feel.

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The big list of recent changes (current and upcoming).

I took at look at Fomar's ATB and came up with a fix. What I did was edit process_stamina so that only movable characters will have their atb checked for escape. I also set it so that when a character dies their atb is reset to 0. I can remove this if you want characters to retain their atb gauge when revived, it shouldn't cause a problem. I just did it in case a dead character with full atb was causing a problem.

I also tried to look into the issue where characters would be unable to enter commands despite full atb, and got it to happen a couple of times. It seemed to happen when an enemy and character (or possibly 2 characters) both hit full atb at the same time, so I just added a check that subtracts 1 (max is 1000 so this should not be noticeable) from an enemy's atb if their atb is full at the same time a character's is at command input. Another possible cause could be a character being made immobile while their atb is full, so I just applied a -1 to a character's atb if it becomes full and they're not movable somehow (this shouldn't be able to happen, but...). I tested a bit and the problem didn't seem to come up anymore, but I don't know for sure if this actually fixed it. Let me know if it still happens and I'll have another look, or if this fix causes any other issues. You can just put it in a new script below Fomar's ATB. You might want to undo the changes to stamina states from that other fix too.

Hopefully this helps and I didn't somehow break something!

class Scene_Battle < Scene_Base
  def process_stamina
    @actor_command_window.close
    return if @subject
    BattleManager.advance_turn
    all_battle_members.each do |battler|
      battler.stamina_gain
    end
    @status_window.refresh
    if @status_window.close?
      @status_window.open
    end
    if BattleManager.escaping?
      $game_party.battle_members.each do |battler|
        next if !battler.movable?
        if battler.stamina < CBS::MAX_STAMINA
          $game_troop.members.each do |enemy|
            if enemy.stamina == CBS::MAX_STAMINA
              enemy.make_actions
              @subject = enemy
            end
          end
          return
        end
      end
      unless BattleManager.process_escape
        $game_party.battle_members.each do |actor|
          actor.stamina -= CBS::ESCAPE_COST
        end
        BattleManager.set_escaping(false) unless CBS::ATB
      end
    end
    all_battle_members.each do |battler|
      battler.stamina = 0 if battler.dead?
      if battler.stamina == CBS::MAX_STAMINA
        $game_troop.members.each do |enemy|
           if enemy.stamina == CBS::MAX_STAMINA
             enemy.stamina - 1  
           end
        end 
        battler.make_actions
        @subject = battler
        if !@subject.inputable? and battler.is_a?(Game_Actor)
          @subject.stamina - 1
        end
        if @subject.inputable? and battler.is_a?(Game_Actor)
          @actor_command_window.setup(@subject)
          BattleManager.set_actor(battler)
        end
        return
      end
    end
  end
end

The big list of recent changes (current and upcoming).

Fomar's ATB is kind of buggy, he made the script and then completely dropped support for it after a few months. I used it when I first started on my game, but quickly switched to Victor's due to all the issues and the lack of any sort of Active mode. Do you have a link to the fix for the escape bug? I can try and take a look at it, if it's causing the problem should be easy enough to spot.

The big list of recent changes (current and upcoming).

No problem! Let me know if it gives you any trouble~

The big list of recent changes (current and upcoming).

Fixing the skill animation problem should be easy enough. Try going down to line 329 or so in the 2nd script of your Tankentai, you'll see this:

case skill_type 
    when 1 # 特技
      return "汎用スキル"
    when 2 # 魔法
      return "汎用魔法"
    end
    # 上記以外
    return "汎用スキル"
  end


Beneath 2, add what you would like. So say X-Magic is skill type 3, you'd add something like:

when 3

return "汎用魔法"


That would make it use the same skill animation as other magic. You can use this to give every skill type unique casting animations as well if you create a new sequence for them. If you need any help with Tankentai stuff, let me know, I know the system pretty well, and it's extremely powerful, just pretty complicated. I haven't had a chance to dive into the newest build of BP2 because I'm putting the finishing touches on my own game, but I'm still down to help out. ^^

Blackmoon Prophecy II

Yeah, doing it the way WCouillard said works better if you plan to have Certain Hit physical attacks. It's more of an issue with a Shell state, because if you have Reflect in your game, using Certain Hit would bypass both Shell AND Reflect, so it's definitely better to set up shell as resistances like he said if you're not using any scripts for Reflect. I used a standalone script to enable certain spells to pierce Reflect so I could keep them all as Magical Damage (besides Cures). I just use PDR/MDR because I like where it applies in the damage calculation more. Sorry if I steered you a bit wrong, sometimes I forget why I did stuff a certain way in my own game. ;;

btw love your game too Wcouillard!

Blackmoon Prophecy II

author=UPRC
Ah, awesome! Thanks for that, I'll add it to the script when I get home today! As for Tankentai, I'm having no issues with it yet other than not being able to tell if stat buffs are working (states such as protect are applied, but the damage doesn't seem any lower when a character is hit). There will be some attacks later that I'll need to figure out how to make work properly in Tankentai such as Meteo or Omni-Slash (making many damage numbers pop up during one animation), but that's much further down the road.


Glad I could help, I hope it fixes the problem for you. As for Protect and stuff, I really, really hope you don't mind but I took a quick peek in the database of the demo just to see how you had the Protect state set up. It looks like you have it set up to double defense? What you could try instead is having it change the SP Parameter "PDR". PDR is just a percent value of physical damage taken, setting it to say PDR * .5 will make you take half physical damage while the state is on. MDR is the same stat for magical damage. It might be easier for you to control the effect that way. Again, sorry if I overstepped or anything by looking.

Making multiple hit skills is no problem, I'd be happy to show you how to set those up when you get to them. ^^

Blackmoon Prophecy II

Hey! Long time follower, but I've just finally made an account here. I haven't gotten time to play the new demo yet, but I am reading about the Mode 7 crashes. I have made my own fangame and had some problems with it too. It turns out that it's not disposing things properly, and eventually the memory leak will cause the RGSS Player to crash. Here's the simple fix for that, just insert it below the mode 7 script in the script editor. Credit to Mithran of the RPGMaker forums.

author=Mithran
class Spriteset_Map
alias dispose_tilemap_b4mode7 dispose_tilemap
def dispose_tilemap
@tilemap_mode7.dispose if @tilemap_mode7
@tilemap_classic ? @tilemap_classic.dispose : @tilemap.dispose
end
end

I hope this helps! Unless you've already put that in your fixed version, I haven't checked that.

Also, my own game uses Tankentai as well and I have a pretty firm grasp of it. If you ever need any help with it please don't hesitate to ask!