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[RM2K3] Problems with "Wait for Key Input" Command

author=Zachary_Braun
Wait... Before you scrap your work, have you thought of creating a simple "Wait 0.1 sec" loop, and having the loop exit only when a certain key is pressed? (Although, I don't know if it's possible to create a loop in the battle event commands, or if you can even check for key input there.)

I haven't scrapped anything, though the Common Events and Troops related to this post are currently going unused.
I may give this a shot, but with the current adjustments I've made to the stat display, it may be easier to simply utilize the text box, thanks to its flexibility with displaying variable numbers. If I give your method a shot, I'll be sure to update the post with relevant information.
Sorry about the late response!

[RM2K3] Problems with "Wait for Key Input" Command

author=kaine87
Wait for the key pressed freeze the game in battle.
Here you can find some info.
https://wiki.easyrpg.org/development/technical-details/common-events-battle-2003

Thank you for this, this is a great resource. I had no idea this was a well-known problem, I couldn't find much information about this bug when I googled it, but that's exactly what I experienced. I brought this thread to the attention of one of the RPG Maker Discord servers, and I received similar feedback.
I'll be adjusting this 'event' to be read through standard text boxes instead, and I'll update my initial post accordingly.

[RM2K3] Problems with "Wait for Key Input" Command

UPDATE (8/9/2020):
Apparently, the "Wait for Key Input" command does not function properly in battle, causing the battle to freeze indefinitely - regardless of player input. I'll be adjusting this skill/'event' to simply read the stats through standard text boxes. Though this isn't the most aesthetically pleasing fix.. It works, and that's really all that matters. If I find a prettier workaround, I'll update this post with new details.

I'm trying to implement a custom stat-checking skill into the game I'm making at the moment, but I've run into a bit of an issue with the "Wait for Key Input" command. I've attached pictures for reference.


This is what the skill is supposed to look like.. for the most part. After viewing the description, the player should be able to press a key and see the enemy's stats. After doing that, they should be able to press another key and conclude the stat-check.
Unfortunately, after displaying the picture related to the enemy's description, the game gets completely stuck. It should be waiting for the player to press a key, but absolutely nothing seems to work.



Here's my Troops Tab... 'code', for lack of a better word. All this does is animate/display the enemy description and stats when the "STATCHECK" Switch is activated through the associated skill. Based on what's appearing on the screen during the battle, it seems as though the game is getting stuck on the first "Wait: Wait for Key Input" command (beneath my second Comment).


The "assessDisplay" Common Events are only used for the letterbox the text will appear on top of. assessDisplayON makes the letterbox appear, assessDisplayOFF makes it go away. I'll attach pictures of these Events as well.



If all else fails, I'll just replace the "Wait for Key Input" with a timed estimate instead, but I'd really prefer to let the player read at their own pace. I feel like I must be missing something really obvious. Any help or recommendations to fix this would be greatly appreciated.

[RM2K3] What is the FPS count of BATTLE Animations?

I couldn't find a good answer for this online, even though this seems like a really basic thing I should be aware of..

I'm curious what the general FPS counts of RPG Maker 2003 are. More specifically, the battle animations for spells, items, weapons, etc. I always assumed 24FPS, but I'm not even sure where I got that number from in the first place.

It seems like the game itself runs at 60FPS, so I'm guessing that's the framerate battle animations are displayed, but for all I know it could be 30. If anyone knows the answer, I'd appreciate it.

Chipset handeling by RPG Maker 2003

I come back to this post really often, it was and still is quite helpful, so thanks for posting it.
I still don't understand what the square icon means in the "Passability" tab. Anyone know what this is? I know this post is extremely old, but I'm curious, and the information isn't urgent by any means.

[RM2K3] Varying Buff and Debuff Strengths

author=Darken
I hope this makes sense? You'll have to do this with every hero, and any other buff you'll want to do. Again there might be more battle eventing you'll have to do if you want this to work on a monster.

Holy shit, this should help out a ton. I'll definitely look at this later when I test out the implementation. Thanks for the image guides - should make things much easier for my ignorant brain to understand and follow.
Can't thank you enough for the assistance.

[RM2K3] Varying Buff and Debuff Strengths

author=Marrend
However, I also seem to recall there being checkboxes on the database screen on what parameter to increase/decrease in regards to skills. I might be thinking 2K/TsuK, though?
Sorry if I can't be of more help.

The input is appreciated regardless. Like I said, I know next to nothing about anything beyond the most intuitive in-engine features, so any input from outside sources is sure to be of some help.

[RM2K3] Varying Buff and Debuff Strengths

Yeah there's no way to trigger a common event directly with skills. You can trigger switches which then triggers CEs (by making the skill type Switch). But there's a bunch of work arounds in figuring out who casted what and who you're targeting, specifically this tutorial: https://rpgmaker.net/tutorials/536/.
And yeah there is a Stat Increase/Decrease option for skills but it's pretty damn limiting since it only does a value you've set it to, (and a very VAGUE variance depending on a stat). I assume the OP wants direct control like raw percentages like 33% or something.

Yeah I think this should help me out a lot, thanks for your assistance on this topic, I'll definitely be checking out that tutorial as well. Something like being able to buff a stat by 33% is pretty much exactly what I'm looking for, so I appreciate the help.

[RM2K3] Varying Buff and Debuff Strengths

Which RPGMaker 2003 are you using? (Commercial or illegally translated) It's either called Change Params or Change Character Base Statistics in the bottom left of page 1 of the event commands.


I'm assuming this is Commercial, since it's the version I got off of Steam a while back. That helps though, I figured it was under a different name or something.

[RM2K3] Varying Buff and Debuff Strengths

It's cutting off the rest of my response, hopefully separating them solves the problem.
I can't find the Change Parameters option, but I might just be blind. You also mentioned having to copy paste the event for any battle where it's necessary, which wouldn't be all that bad, but if there's a more convenient way to do it I'd be willing to give that a try.
Again, I have no idea how CE's work, but would it be possible to create a Common Event for decreasing a stat by a set amount which could then be called by any Monster who can apply the buff or debuff? There doesn't seem to be any way to call CE's directly from Skills, so I'm not sure if it would be possible to make this work seamlessly without using Skills, but if I could simply make it possible for certain Troops to use a buff or debuff in battle, I could live with that.
Pardon my ignorance
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