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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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.

RPG MAKER 2003/ How Would I Do This In My Game?

author=bulmabriefs144
Huh? You don't even need the Parallel Process (or for that matter, a switch). Just make it part of the event in question, like this:

If Possesses Item
(ThisEvent, away from hero)
Else
If Actor Knows Strength
(ThisEvent, away from hero)
Else
(Blank)
End
End

Put this in the event, and make it Hero Touch instead of Action Key.

Look up the DRY method; a common event running as a PP satisfies the conditions of DRY programming, which is pretty much how you should be trying to do as much code as possible. Saves you having to go back and fix every single related event if you decide to change the conditions under which you can push that rock and reduces the amount of overhead.

Also a note, should probably toss a Wait 0.0 before or after the conditional statement I put up earlier - it'll ease the burden of the process on the engine.

RPG MAKER 2003/ How Would I Do This In My Game?

Common Event, Parallel Process

If Possesses Item
Switch Can Push On
Else
If Actor Knows Strength
Switch Can Push On
Else
Switch Can Push Off
End If
End If

Event to Be Pushed
Have a page that's activated by the Can Push switch being on, have it when you touch the event and the player is facing the right direction, have the event move.

[RM2k3] Accessing Stats in Battle

The issue I've come across with the drone monster is that the ability doesn't stack - it'll come into affect the monster once, but not after that. I can't use it to continually raise stats every X turns. Right now, the Enrage effect I have essentially does the same thing without the need for another monster.

I don't see a way to cast spells/skills on monsters in the Battle Events, just to change a Monster's HP, MP, and Condition. Even if I did find a way to do it, as is, I think I'd run into the same problem as using a drone - the skill won't stack with multiple castings.

[RM2k3] Accessing Stats in Battle

I'm looking to slowly raise the stats of certain monsters over time - I considered using the method of replacing monsters, but it would require a lot of extra monster slots to pull off with the frequency of stat increases I'm considering (plus, each monster that does it would need all that slots). The current solution of just having the monster 'enrage' after a number of turns works for the time being, but doesn't quite get the effect I'm looking for - I'm just trying to figure if I can get a solution closer to what I want.

[RM2k3] Accessing Stats in Battle

So, I realized working on my secondary project that there's something I've come to take for granted in RGSS-based scripting - the ability to lookup and alter battler stats on the fly.

While working on A Fatal Hope, I've been trying to find a way to accomplish a certain task, and, coming down to it, it requires me to be able to alter statistics of actors and monsters while the battle is running (monster statistics being the required portion for this). I need more than just the doubling/halving conditions give (my patchwork temporary solution, which will become the permanent solution if I can't solve this uses a condition), but I need to be able to alter statistics without having a monster/actor waste their turn (ie. statistics automatically change).

I can't seem to find a way to do this in default RM2k3, and while looking at DynRPG, there appears to be existing functions to get the statistics, but no existing functions to set the statistics.

So, to the point:

1) Is there an existing way to automatically alter statistics in battle, whether with a plug-in or whatever?
2) If there isn't, would it be possible to do it in DynRPG (or another RM2k3 scripting setup)?