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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QUESTION TIME.

I like the mode 7, and with the fix I PMed you it shouldn't crash anymore. I don't think the lag on the map is caused by mode 7. In my own game, people were experiencing a lot of world map lag, especially on weaker PCs, and my solution was some very aggressive anti-lag. If you'd like my script I have settings that worked really well.

I also feel that aesthetically the mode 7 is kind of needed, since FF6's world map tileset was basically made with it in mind, and stuff looks kinda weird to me without it, like the trees and mountains are at odd angles.

Audio File Issue Right Before First Boss

Cool, thanks for letting me know. Looks like I'm gonna have to suck it up and rename the files and then change every single reference in the game. ><

Audio File Issue Right Before First Boss

I think it may be due to how extraction is done. May I ask what you used to extract the game?

Thanks for the patience with this all!

Audio File Issue Right Before First Boss

I'd just like to add, if you experienced this problem please post and just let us know. If it's an issue a lot of people are having I'll need to go through the game and manually change every reference to one of the few songs with Japanese in the title. Extracting with winrar should prevent the problem, though.

To other devs, don't be lazy like me and forget to rename songs! ;;

Attack of the Cameos

I totally vote for anyone from Mystic Quest. It'd be a great cameo because it'd be obscure enough that some players might not get it, but to those who do it'd be awesome.

At the end of the game Benjamin and Tristam sailed off into the sunset in search of adventure, so they'd be perfectly suited to appear, too!

October is the harvest month, so I am harvesting information.

Yay for progress! I'm really happy to have been helpful! Though just a note to anyone watching the ATB changes video: The overhead cursor's behavior has been fixed and it now disappears at the start of actions, so it looks a lot nicer~

I've also fixed up a few more ATB issues that UPRC found, like being unable to run away from Back Attacks. Also, Pre-emptive and Back Attacks now have the expected effects on the ATB of characters and enemies.

Again, thanks to UPRC for letting me help out!

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

I'm not 100% sure what I tweaked was the cause, but I tested by setting up a test battle with the Fumigator (that thing is tough even with boosting my level for the battle test! XD) and fighting it out since it seemed to happen often there for some reason (maybe because it's fast), and it didn't happen for the whole battle, so I am hopeful. Hopefully the bestiary works as well, always sucks to have to remove a feature because it doesn't play nice with your other scripts.

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~
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