SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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+++ DynRPG - The RM2k3 Plugin SDK +++

author=bulmabriefs144
This may been the problem. I was using it to make monsters deal a minimum of 1 damage. They had no weapons, so skills don't work.

Light skill was holy and %12.
"Attack" skill was blunt and %3, %4, %5, %12.

I'm using an enemy skill with %1, %5, and %12. It still does 1 damage even if the power isn't high enough BUT it does get completely blocked by full immunity to its element and it will be absorbed as well if the target's resistance is high enough. However, there is a weird interface issue where instead of healing a positive amount, sometimes (seemingly at random) you will take negative damage, which is effectively a heal but it looks like damage because it's in the damage font color with a negative sign.

The part that I crossed out was tested with a skill that would normally do >0 amount of damage. If the skill would have done 0 damage, with the %12 attribute, it would deal 1 damage on a target that would usually absorb the attack, instead of healing 0. However, this same kind of skill will successfully read "Immune" if the target is exactly immune to the skill element type.

+++ DynRPG - The RM2k3 Plugin SDK +++

bulmabriefs144, the %12 (Damage Cap) attribute worked as I described above. However, strangely, for the attribute to work for skills, you also need your equipped weapon to have the %12 attribute.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bugmenot
author=Shoobinator
status condition pose for a hero may not update immediately.
download StatusAnimationFix[+]


author=bulmabriefs144
Is it still impossible?

author=bugmenot
impossible with DynRPG (for now).

No callbacks on damage calculation = no fancy custom formulas, that's what was said.

Try this:
download RPS[+]
readme
%12 (Damage Cap)
[Attack]+[Skills]
-> min.DMG = [A] (doesn't overwrite Immunity or damage below zero)
-> max.DMG = [B] (set [B] = 0 to not use a max.Cap)



Both these patches seem to work wonderfully, except the new RPS+ attribute DOES overwrite damage below zero for weapons, as far as I can tell. However, everything else works great!

The game has gone gold! Pre-launch trailer!

author=Darkflamewolf
Forgot about you! Thanks, I'll add you to the credits. However, we dropped the robot masters to represent folks, we didn't have the time to implement what I wanted. So the idea got dropped.


Thanks Darkflamewolf!

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bugmenot
Does this do something:

download StatusAnimationFix[+]?

This should force the Hero to move back if he/she is not where she/he started at, when any Condition is in effect.


If not, it might help sending me a RPG_RT.ldb with just that battle event that 'successfully' gets the Hero stuck.

I can't really recreate the sequence in which you applied the change of Conditions. Might be because I don't know jack about RPG Maker, heh.


There is actually a side effect with this patch (at least this version of it) where the status condition pose for a hero may not update immediately. Even with a fresh battle setup (a 'monster group' with no page events), the only time a hero will immediately change pose based on their condition is when a non-item command is used on themself, so, for example, using an item skill that gives a speed buff to an ally or the user won't change the pose of that character until that character uses another action of his own that is not an item. Likewise, a skill targeted on an ally won't change their pose immediately. Using a regular skill, however, on the user WILL change their pose immediately.

The game has gone gold! Pre-launch trailer!

Looks fantastic! By the way, was I ever added to the credits as a tester? I had done some testing a while back and gave input, but I don't think I ever gave a robot master to represent myself or whatever else you had for testers in the credits. Or would it be too late for that?

[DynRPG] Battle: ATB Overhaul!

I was taking another look at this and was finding that even if I set a condition in the ConditionsExceptions in the .ini, it seems to only want to reset the ATB bar a couple of turns later, which can also vary depending on what actions other actors take (attack, skill, defend, etc).

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bugmenot
Does this do something:

download StatusAnimationFix[+]?

This should force the Hero to move back if he/she is not where she/he started at, when any Condition is in effect.


If not, it might help sending me a RPG_RT.ldb with just that battle event that 'successfully' gets the Hero stuck.

I can't really recreate the sequence in which you applied the change of Conditions. Might be because I don't know jack about RPG Maker, heh.


Oh goodie! It worked! :D thanks a bunch!

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bugmenot
download StatusAnimationFixInflicting a status unto the caster of a Skill or having such a Skill reflected back to you, and the hero just gets stuck while moving or warps back in a single frame? Try this.

edit:
download StatusAnimationFix[+]

This replaces the older patch above (SAF.ips)
This moves the Hero back properly if a status is inflicted (or equipment is changed) mid-movement.


Thanks again, bugmenot! This is an appreciated cosmetic fix for certain. However, I have one condition that can sometimes be granted to a hero when he is finished using the "Attack" command, during which he steps forward, so as he is walking back, there is a battle event that inflicts the condition, but then he gets stuck in place. Would this be an easy/quick fix to add to this patch since you have already figured out how to do it with spellcasters?

FruityFrenzy2.png

Thanks! But I take no credit for the sprite rips/edits. :)