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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The official English 2k3 version is out!

Oh my... Ok. But the most important question: how compatible is this version/update with other versions? If I could export my current project to here (without breaking it of course), making a few bucks with it might be the push I need to finish it in a more timely fashion! =D

author=Cherry
Unfortunately the source code was lost over time. Therefore, it was a bit difficult to implement the real "killer features".

O.o

Could you please elaborate? (I'm currently looking at the changelog though.)

Oh, did you just mean adding more new cool stuff?

[DynRPG] Battle: ATB Overhaul!

Alright, issue #1 is resolved thanks to calling @resume_atb at the start of a battle! Issues #2 and #3 are possibly caused by the same or similar code with the battle command window.

And for clarity let me label issue #4 as:

(4) Enemies will not attack despite ATB bars being full while the player is currently selecting an enemy target. (This could be fixed by either letting the enemies attack during this state, OR by freezing the enemy AND hero ATBs (even if the ATB mode is "Active", which would make it feel less "Active" but would remove the exploit). I know that enemy ATBs fill while targeting because I can let them all attack, begin to target, deselect the command that targets, and then they will all immediately attack again. Again, this is exploitable because the enemies could all be ready to attack again while your party is far from ready, and you could then target an enemy and just wait to "equalize" everyone's ATBs.)

Also, of all these remaining issues, I would say that #3 is the worst, then #2, then #4, if you want to prioritize one over the other.

[DynRPG] Battle: ATB Overhaul!

author=Shoobinator
Main issues I'm having:

(1) ATB doesn't fill as quick as it should at the start of battle (this is not quite shown in this video because Ishio enters battle with a "First Strike")
(2) Enemy attacks will sporadically cause hero ATBs to begin filling quickly
(3) Enemy ATBs will go faster than intended when a "Battle Command" is highlighted in the menu but not chosen

I'd like to add to #2 that this only happens when a "Battle Command" is highlighted in the menu but not chosen (similar to issue #3). This is an issue because someone's bar is full, but other bars go from the "reduced speed" to "full speed" when they are not supposed to. This sometimes happens when the enemy attacks while you have a command highlighted after selecting a fighter.

[DynRPG] Battle: ATB Overhaul!

author=PepsiOtaku
In your ini, just change confFreezeSwitch to FreezeSwitch. I'll look into the target select issue more when I get some time...
Oh thanks! I double checked the source code, and I realized you had it programmed to check for "FreezeSwitch" in the .ini, not "confFreezeSwitch"!

EDIT: Actually, this didn't look like it changed anything, so is FreezeSwitch only activated manually? Like with the halt/resume commands (haven't tried those yet.)?

[DynRPG] Battle: ATB Overhaul!

This is currently what I have in my .ini.

; Switch ON = Active, Switch OFF = Wait
ATBmodeSwitch=4004

; ...Base ATB Speed + ((AddValue * Agility) * SpeedVar)...
; Default = 150
AddValue=10

; Set MultiplyAgility to false to change the formula to ...Base ATB Speed + (AddValue * SpeedVar)...
MultiplyAgility=true

; Master Variaibles. The 12 variables starting with BattlerStartVar get set to these
HeroSpeedMasterVar=4001
MonsterSpeedMasterVar=4015

; Heroes Require 4 vars: BattlerStartVar+0,+1,+2,+3
; Monsters Requires 8 vars: BattlerStartVar+4,+5,+6,+7,+8,+9,+10,+11
BattlerStartVar=4041

; Default multiplier values
DefaultHeroSpeed=25
DefaultMonsterSpeed=25

; ActiveSpeed default=75. 100 is RM2k3's default speed, so it's recommended to set less
; Setting to 0 would always force WAIT mode.
; WaitSpeed default=0. Set to the same value as ActiveSpeed to force ACTIVE mode.
ActiveSpeed=75
WaitSpeed=0

; Switch that will freeze the ATB bars if turned on
confFreezeSwitch=4048

; Add condition exceptions here, separated by commas (ex: CondtionException=7,8,12,13)
; This will prevent the atb bar from moving while a condition has "No Action Allowed"
; When a party member becomes afflicted with one of these, their ATB bar will be reset to 0 (as it's frozen)
; This was kind of a bug in Rm2k3. You could have a full ATB bar, but not be able to act, which didn't make sense
ConditionExceptions=7,9,17,20,24,29,43,44,45,51,53,58,59,60,61,62

author=PepsiOtaku
Regarding the target selection thing, don't monsters try to attack during that time anyway in active mode? I don't see how that's an exploit since you'll be taking damage.

I'm referring to target selection where you have your pointer displayed, selecting an enemy/target (probably what you thought I meant). However, they do not actually attack while you leave the game in this state.

author=PepsiOtaku
Enemy ATBs are going faster than you'd expect due to their agility.

All those enemies in the demo vids have AGI of 50, while everyone in the party had close to but greater than 50, so there isn't a HUGE differential.

author=PepsiOtaku
Change MultiplyAgility=false if you don't want this effect.
If I did this, should AGI have completely zero effect on the ATB speed then?

[DynRPG] Battle: ATB Overhaul!

Note: All of the below is with "Active" mode turned ON.

Grrr...I think this update helps reduce the amount the ATBs fill unnecessarily while someone is in the middle of casting a spell or there is a long attack animation, but I am still getting the ATB filling really fast unexpectedly at times when you have a hero selected and you are choosing your "battle command".

This is especially apparent when all 4 heroes' ATBs are full and all the enemies do an attack and then in almost no time, they all start attacking again (enemies have an average/baseline speed stat too)!

Edit: I just recorded a video to help get the gist of what I'm talking about still. However, this time I didn't even need to have the battle command options highlighted. :/ (But I also just realized that this was after using a scripted ability with an animation, so it probably messed with your resume/halt functions...)

Main issues I'm having:

(1) ATB doesn't fill as quick as it should at the start of battle (this is not quite shown in this video because Ishio enters battle with a "First Strike")
(2) Enemy attacks will sporadically cause hero ATBs to begin filling quickly
(3) Enemy ATBs will go faster than intended when a "Battle Command" is highlighted in the menu but not chosen

Good Point: ATBs don't fill while the kind of long spell animation "Blaze Cannon" is shown.

Video that covers the main issues above:
https://youtu.be/-SxUidRrMQo

Video of enemies with OP ATBs after special skill/animation (described further above):
https://youtu.be/vSfx6xknEIQ

I probably need to use your halt/resume comment commands to handle scripted battle animations, no?

====

I've also noticed in the past that this plug-in needs a modification to avoid being able to exploit how the ATB for all actors continues to fill as a target is selected for a skill/item/attack but enemies do not attack! If the player actually fully exploits this, the speed stat no longer matters and you will almost be playing a true turn-based game since enemies and allies will get the same number of turns since you are forcing everyone's ATBs to full each time!

Things I've Learned

author=Cernus
author=Ramshackin
Any insight into how to make an open game, without the player feeling lost? I've never felt lost in an Elder Scrolls or Fallout game.
I was actually trying to come up with a way to create maze-like dungeons recently (although I never got round to doing anything with it).

As established, the problem with having maze-like dungeons is that if they contain treasure chests then the player feels compelled to explore every single path in the area, which can be boring, and what you really want is to give the player an incentive to find the exit as efficiently as possible. Having randomised treasure and being able to replay dungeons would solve the problem of feeling that you are missing out if you don't explore everywhere but then there needs to be something else about the dungeon that gives the player an incentive to find the exit as quickly as possible.

A few possibilities could be having a monster in the maze that is pursuing the hero, or maybe the dungeon is slowly sinking? Or even have a mechanic where the player is given treasure proportional to how quickly they found the exit.


I think Spelunky actually has something like this. The one-hit kill ghost will appear if you take too long to find the exit of a level, which discourages loitering about to find every last bit of treasure generated on a floor.

--

Btw, I'm glad I've already taken a lot of the original suggestions to heart with my own game! :D

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

author=bugmenot
Stuff:
SkillScrollSwitch

... for disabling the use of "skill scroll" items in battle/field, e.g. if the linked Skill inflicts a regenerative/stat-doubling Condition/Buff (which should only apply inside of battle, but would normally be usable on the field as well).


Nice! However, I was able to fix this using a method of my own, but I needed a duplicate version of each item.

[DynRPG] Battle: ATB Overhaul!

author=PepsiOtaku
Fixed the bug! Big thanks to Milennin for testing! Download the latest version above or via github:

https://github.com/PepsiOtaku/battle_atb_overhaul

So what was the nature of this bug, in case something like it comes up again?

Also, it sounds like the halt and resume commands that were added will help fix the issues that I brought up before, so I will have to give this another shot!

[DynRPG] Battle: ATB Overhaul!

Dang, hopefully it crashing only on longer playthroughs won't make it too much harder to establish cause and effect for that bug.