SQUEEGEE_MCGEE'S PROFILE
I like video games.
If you want to follow my work, follow me on Instagram @vincent.artworks (link below).
If you want to follow my work, follow me on Instagram @vincent.artworks (link below).
Search
[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.
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.
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.
[RM2K3] Varying Buff and Debuff Strengths
Wondering if anyone might be able to provide some assistance in figuring this problem out. I know I'm setting myself at a bit of a disadvantage when it comes to gameplay variety by using RPG Maker 2k3, but quite frankly, I find the problem solving required to make certain things work to be pretty fun - like a game on its own.
That being said, I'm trying to set up some kind of buff or debuff skill, but there doesn't seem to be an option to increase stats through the Skill tab directly. It seems to me that the only option for buffing or debuffing a character through use of a skill is by having it inflict a State which either halves or doubles a stat. Is this the only way to buff/debuff a character? I could make use of this for certain abilities, but 50% and 200% are pretty drastic changes in a stat, and it would be nice to be able to control the rate at which the stat is increased. If this could be done through a Common Event, and someone wouldn't mind giving me an explanation of how that might work (since I've little experience with CE's - though I'd like to change that ASAP), that would be greatly appreciated.
That being said, I'm trying to set up some kind of buff or debuff skill, but there doesn't seem to be an option to increase stats through the Skill tab directly. It seems to me that the only option for buffing or debuffing a character through use of a skill is by having it inflict a State which either halves or doubles a stat. Is this the only way to buff/debuff a character? I could make use of this for certain abilities, but 50% and 200% are pretty drastic changes in a stat, and it would be nice to be able to control the rate at which the stat is increased. If this could be done through a Common Event, and someone wouldn't mind giving me an explanation of how that might work (since I've little experience with CE's - though I'd like to change that ASAP), that would be greatly appreciated.
Pages:
1














