TRAVIO'S PROFILE

I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic

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[RM2k3] Accessing Stats in Battle

author=Kazesui
Just to make sure you've noticed this: From what I can see in the documentation, the stat diff only applies to the heroes, i.e. not monsters. So what you'll have to do is decrease the stat of the party members to give the illusion of the monsters growing stronger. I also assume that the changes you do there are of the permanent kind, so you'll have to keep track of how much you've changed it during a battle such to reset it to the original stats afterwards

I've looked it up in the documentation - it does currently exist only in the Actor class, which poses a bit of a problem - but I think I see a way that I might be able to temporarily trick the system into accepting them for monsters (this might require more work than it'd pay off), I need to play around with it once I get a compiler going. I also wonder if I couldn't just entirely redefine the Monster class to include calls referring specifically to getting their four stats - surely there's a reference in RM2k3 directly to those stats, it's just a matter of finding a way to map them to the C++ to call them. Work has just kept me away from wanting to touch the C++ though.

author=bulmabriefs144
Btw, you can also use Common Events, to do exactly the same things with no C++ coding. Make a common event called CheckStats or ChangeStats (depending on what you wanna do), and use the variable system->Hero and possibly the Change Character Base Statistics. Even though it's not in battle (well, the variable system is), common events allow you to do quite a bit that isn't in the battle menu. I just tested it, common events, if it can call rain (trust me, it can), it can definitely give you stat access/change (the only two things it doesn't seem to do through CE is Pictures, you have to patch for it to even show pictures, and strangely, Battle Animations because out of battle animations use Hero).

This only works for characters, not for monsters. The only apparent way to alter monsters stats, at the moment, appears to be through skills (which don't stack), through conditions (which don't stack), or by replacing the monster (which takes a lot of space in the database). If it comes down to it and I can't smoothly pull off the effect I want, I'm most likely going to be going with a combination of the first two to accomplish something close (as it is, an 'Enrage' effect makes the battle much harder).


author=Cherry
The only way to change monster stats is using conditions. The RPG Maker doesn't provide an attackDiff, defenseDiff, etc. feature for monsters, it's just reading the stats from the database and applying the conditions to it.

Maybe I should add an onGetMonsterATK, etc. hook in the future...

So, surely there's someway to at least read their stats that could be manually written on top of what you already have, and that, in theory, could be used to directly alter the stats in the database? For that matter, being able to alter information in the database would be just as effective for what I'm trying to do.

Anyways, if this whole idea doesn't work out right, I might just have to put off using the version of strengthening I was envision for an RGSS-compatible project and go with the conditions method ('enraging' during the fight) for this project.

Dragons' Descendants

Oh, holy hell yes - been looking forward to this. As soon as I get to a cafe with wifi, I'm going to grab this. <3

[RM2k3] Accessing Stats in Battle

... and that was exactly what I was wondering, if there was a way to do it, and of course DynRPG presents a way to do exactly what I need. <3 Now, I'll just have to patch it in and do a little bit of coding work to see if it plays nicely on the bosses (and maybe, just maybe, do it on some of the random encounters as well, so you can't just Auto your way into beating them).

Stack level too deep?

Another question - what order are you putting them in in the script editor? That in itself could be causing the error if they're in the wrong order - I can't much help with what order they should be in... =/

I'll take a look through the scripts, but my initial run through says they should work as is.

Edit: By my thinking, it should be...
Core Engine
Equip Engine
Battle Engine
Battle Command

But that's just from my quick look through the scripts. Those last two I know for sure, I'm just not 100% sure where to put the Equip engine.

Anyways, I need to sleep, if you can't get it figured out by swapping orders around, I'll take a better look tomorrow/after I wake up. - T

Stack level too deep?

Is it coming up with the error when you actually start the game, or when you try to test a battle? Does it occur in both situations? Which four scripts are you using? It's possible that the standalone versions refer to some of the same functions and could, possibly, be interfering with one another - but if I know what scripts you're using, I can actually look at the scripts themselves to see where they might be causing the error.

Stack level too deep?

XP doesn't always do it, it depends on the error. When is the error called up? What's the game attempting to do when the error comes up? It may mean you're missing a dependency for one of the scripts, and thus possibly missing an aliased function (so a function, somewhere, is actually referring to itself and thus calling itself repeatedly - I came across the same error writing up large parts of LSX's stuff before I started overwriting default code).

Stack level too deep?

It's calling too deep into recursive functions - one of the aliases must not be working correct, or indeed might be missing entirely. Does it make reference to a specific line? Try opening the script editor afterwards and see where it automatically moves the cursor - I don't know about Ace, but most of the time in XP it automatically jumps to where the last error was.

Whenever I use a buff there are squares next to the buff.

That's an invalid character in the font trying to be displayed. Most fonts, if it can't display the character, display that box.

Edit: Actually, more correctly, I believe that's encoding mismatching... It could be either issue, but I see that more with incorrect encoding on newer machines than with incorrect fonts.

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

I'm thinking those pure black squares are meant to be fairly transparent.

do_you_have_a_moment_to_talk_about_dragons.png

... is he going door to door, spreading the wonderful word of the dragons?