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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Bug Reports

Your saves should be perfectly fine, I made sure saves wouldn't be affected by anything in the patches. Should be no issues updating. =)

What causes save files to have a problem on most updates is when scripts introduce new variables, but they are only initialized on a new game, so saves don't have them... and thus the game crashes when the script asks for something that doesn't exist in the save. What I do when that happens is just edit the script to initialize any new variables the first time a new method is run so that save files will now contain them. It's really something scripters should do when updating their scripts, but I find that most don't for some reason.

Bug Reports

Sorry for the trouble! The issue has been fixed and a patch has been put up in the downloads section. The issue was actually with the clearing of a variable that did not need to be cleared. Good thing it came up though, because Return was also causing a memory leak due to a undisposed window when the battle restarted. This has also been fixed.

Bug Reports

Hey Noel, I don't know if you saw my previous post but is there any way you could reproduce that error and show me or tell me what the error was exactly? I am unable to reproduce it and I'd really like to get it fixed in this patch. ;;

Bug Reports

Awesome, thanks! I'm having a hard time reproducing it so I really am not sure exactly where the error is occurring. When I try to do as Noel described, the cursor just moves to another target without incident, or won't let me target the enemy at all.

That's a pretty cool way to approach it. I just changed it so that when Petrify is added, if the target is an enemy, the "Petrified" state notice pops up, and then the enemy immediately dies afterwards, which is basically how it works in most FFs. Your approach is definitely visually cooler, though.

EDIT: New patch will be up tonight so I don't have to release 2 patches on the same day.

Bug Reports

Ack, that's no good. Petrified enemies are supposed to be considered killed. Let me fix that up, and I'll get it in the patch I'll be putting up later this morning. Thanks for the report!

Bug Reports

I'm having a hard time reproducing the error, as soon as a monster dies, the cursor immediately moves to the next on its own. Any tips on how I can reproduce this, or if you're able to do it can you send me a screen of the error if a script error is given?

Bug Reports

Ugh, that's no good. I'll have a look. No errors are thrown out, just a RGSS3 crash?

@Wcouillard: Yeah it's VE Target Arrow. If you have a fix and could share that'd be awesome, would save me a bit of time fixing it myself. Thanks!

Bug Reports

I just tested, there is a problem. I'll fix it shortly and put it in the next patch. I thought I fixed it but it seems not. Thanks for the report!

FAQs

For monsters, yeah their stats are based on the defaults. Their stats are done much more simply than character stats, so you could calculate their stats based on the database ones that way. That said some bosses use different stat calculations, mainly bosses, so I'd have to probably give you those individually. If you do really want to do this let me know and we can work something out!

Character stats use formulas mainly based on FF4, with a sprinkling of FF5 and FF6 here and there. They have very little to do with the normal RPGMaker stats, besides using the database param curves for level growth on the left side stats as a matter of convenience.

FAQs

I've actually reeled in Climhazzard a little in recent patches since it's quite OP early on. It's still good, though!

Thanks again for your hard work on the wiki, it's a really good resource, and I plan to link it on the main page when you're all done setting everything up. As for a bestiary, there actually is a script in the game, but access is dummied out. The issue is the fact that I use a lot of extra stats, as I'm sure people have pretty immediately noticed. Because of that, I have to extensively edit any scripts that list stats to display all of the custom stats. My Enemy list is also essentially set up in the order you encounter the enemies, so there'd be no distinction between bosses and normal enemies and things might be quite out of order at times. On top of all that, there's also the matter of monsters having different stats on different difficulties, and it was really just a headache I didn't feel like dealing with.

That said, I could get that info or work on the bestiary at some point if you were to make an enemy list. Everything would be doable, it'd just be pretty tedious to edit the script.