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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] Store Item, Skill & Condition ID in Battle

Erroneously, if a battle animation for a skill is too short, another actor will be required to take an action in order to activate the battle event page with the SkillIDSwitch ON trigger. An example of this: I had a battle animation of length 20 frames and another actor had to act to activate the page, while the same exact setup but changing the battle animation to 30 frames caused the battle event page to immediately trigger.

I am, however, still having trouble getting the ItemIDSwitch triggered page to activate immediately (without actually setting the Item to the Switch type (but doing this would disallow targeting with a specific item)).

[RM2K3] Battle event not being called every time that it should

author=LockeZ
Well, I've never heard of this problem, but it sounds like you already figured it out before you asked us.

Actually no, I hadn't figured this out yet, but this issue is only really affecting like two things (updating two variables) right now which are not really game-breaking.

This might have something to do with PepsiOtaku's ATB Overhaul plug-in, which I'm using currently so I will have to look into that as well.

[RM2K3] Battle event not being called every time that it should

Thanks for the tips. I tried the enemy-activated switch thing before the generic turn elapsed event, but no luck.

[RM2K3] Battle event not being called every time that it should

I have a Battle Event tab that triggers on "Turns Elapsed ", which should mean once every turn. However, if I just let all enemies attack at the start of a battle, sometimes the event doesn't trigger on their turn if they have the same AGI stat value as other enemies. It's almost like their attacks all come out at once too fast because the event will be triggered for the first few/several enemies and then the last couple will decide to skip the event trigger and just do their attack. A couple scenarios: 4 enemies doing a volley of attacks, only the first 3 trigger the event; 8 enemies doing a volley of attacks, only the first 5 trigger the event.

Has anyone else experienced something like this?

This could very well be an erroneous thing about RM2k3 that I will just have to deal with if there is no kind of successful workaround.

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

author=Xenomic
So this RPS patch...it makes it so that Immune appears when something is actually immune to it (i.e. immune to Fire = IMMUNE pops up?) AND it'll display Miss if a status or element outright misses (i.e. Poison failed to stick to a target)? If that's the case, that sounds great and would REALLY help seeing as it's really hard to tell when something lands or not! : o


What you're saying sounds right to me.

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

author=bugmenot
My humblest apologies.

Don't worry about it! You've been super helpful so far.

author=bugmenot
Also: this displays the word "Immune" if Attribute resistances would result in zero damage. And if a Skill does not affect any stats (HP/MP/Str/Def/Int/Agi) the word "Miss!" will not be displayed (useful for "Steal" abilities and such).

"Immune" is helpful to differentiate between an enemy having too high of defense and an enemy that is just plain immune to something. However, the removal of "Miss!" on some skills, like those that may or may not inflict a status effect, is detrimental because then the player must check each enemy to see whether the effect was inflicted. Could you possibly add "Miss" back in or make it possible to toggle using a quick patch? Thanks.

author=bugmenot
It calculates with AGI as long as it is not of evasion type 4 (see SkillAccuracyFix or new project with Skill #5). -25% hit chance if an enemy hits someone in the back row.

So if I use this quick patch, will it also disallow evasion of skills with a Skill ID that is greater than or equal to the parameter set in the quick patch, or is it still dependent on the silly hidden skill evasion types?

;allow evasion if the Skill_ID is below a certain number
SkillAccuracyFix=49C69A,04000F83,49C69B,%2

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

I also removed all other plug-ins and patches and then tested it, but no luck.

UPDATE: Aha! I tried the patch with a fresh RM2k3 project and it turns out to be working as intended for attribute tag %1! It's just still not clear at the moment what is causing the interference when adding the patch to my current project.

New question: With the %1 attribute tag, is the accuracy of physical skills affected by AGI at all, or just row position and armor evasion?

UPDATE2: Wow, it turns out that the %1 attribute tag wasn't working in my other project because the skill type was set to a type of "Skill Subset" archetype rather than "Skill" archetype. I have menu options of "Skill Subset" archetype, but really, I don't know how the RM2k3 engine handles those two archetypes differently, so I could probably just have all my skill menu options set as "Skill" archetype. Then I will be good to go!

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

author=bugmenot
Still not sure what the problem with Skills is, though.


My setup must be right because I can get some other attribute tags to work like %2 and %4, but %1 specifically doesn't seem to be working. Could the quick patches in the README files be inaccurate? I am using:

PhysDmgRevamp=4C0B53,D1E0,4C0B69,909090
PhysDmgVariance(inverted)=49B687,#10
Dmg(%)InFrontRow=4C0BAB,#125
Dmg(%)OnBackRow=4C0D91,#75
SkillDmg(%)InFrontRow=4471FC,#125
SkillDmg(%)OnBackRow=447206,#75

CritDmg(%)=49B0B0,#300
ChargeDmg(%)=49B0BB,#200

Perhaps the SkillDmg% addresses are not correct?

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

author=bugmenot
download RPS[+]Fixed that problem with enemy attacks.

Still not sure what the problem with Skills is, though.

Regarding a change of damage formulas: do you have any non-ambiguous suggestions?

Well if I can use...

SkillDmgRevamp=4C0DE4,#5,4C0DF8,#10,4C0E1A,#10,4C0E2F,#20

to change the skill damage formula to...

(Base Damage)
+ (Attacker's ATK * ATK Influence / 5) - (Target's DEF * ATK Influence / 10)
+ (Attacker's INT * INT Influence / 10) - (Target's INT * INT Influence / 20)
+- 5-50% variance based on skill


and

(2 * Attacker's ATK) - (Target's DEF) + 25% if attacker is in front row

is the damage formula for standard attacks with the current "PhysDmgRevamp" (I'm not 100% sure of how this hack affects the exe, but I'm guessing it helps set regular attack damage.) then I am satisfied with the current patch for my game.

However, maybe customized skill formulas could be enabled to some degree where those 4 parameters in SkillDmgRevamp can be changed depending on the skill that is used. For instance, maybe skills could have unique attribute tags and the A,B,C,D,E parameters could be slots to input your custom parameters to alter the SkillDmgRevamp parameters?

=======================================================

Oh, and that RPS+ update fixed the issue with enemy regular attacks! Thanks a lot! I'm still stuck with the skill damage modification not working 100% as intended.

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

I'm testing it using the Test Battle function inside the database. I'm not sure if that has anything to do with it. I can go into more details later if I still can't get things working.

Also, for some reason, enemies only seem to be doing 75% damage for regular attacks in all possible scenarios: hero in front or back row; back attack, initiative, or neither set as the battle condition.