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Touhou Fantasy
Events of the Pandora's Box

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Special Request for a Coder [2K3]

Normally, I wouldn't ask this at all, but I think it's time that I get some outside help on some of the coding in my game. I am looking for someone who is willing to, at the very least, take a look at the coding behind the Monster Enemy Groups and Common Events (not all in Common Events mind you, as quite a few of those don't need touched at all as far as I know). I just need to have someone check to see if it can't be done differently, better, or have it condensed/simplified. It shouldn't take TOO long I wouldn't think...this is separate from me asking for spriters due to it not taking nearly as long as that, so if anyone CAN help on this, it'd be greatly appreciated ^^;;

Special Statuses [2K3]

Let's see...there's a few statuses that deal damage while on the overworld as well (Poison being the biggest one, and I think Venom does, and I KNOW HP Drain does too). So it'd have to be Parallel regardless then, though I have NO idea how much that'll lag the game with how much is in that Common Event alone as it is...unless I make Disease ONLY last in battle...what do you think on that subject? Battle only, or last after battle? That might be the factor in what I do on this...

Also, any input on the coding thus far? I haven't tested it YET per say, but...

Special Statuses [2K3]

Ok, so finally got unlazy and tried more on this coding.





I believe this is what I needed for the Parallel Process right? I'm hoping that if this is it, that it doesn't mess with any other events like the HP/MP+% stuff...





This is without the level-up coding, as I'm just trying to figure out how to set the coding up itself. I don't know if the Parallel Process would mess with this or not though...that's the question, and I'm not even sure at this point if I'm doing this right or if it's worth the hassle or not @_@

Special Statuses [2K3]

But wouldn't the problem be that if you record that when they're not Diseased, that the Diseased value would still take precedence as the Max HP since the Max HP would be changed for the character to reflect it? Therefore, recording it would give you the Diseased value instead of the real one? That's the issue I'm seeing here.

Division by zero error

I had this happen once watching someone play my game on stream. They killed the boss using a skill, and the game crashed as such with the Divide by Zero error. First time I ever saw said error as well. Was nothing special about the skill at all either (he WAS using Active at the time, so maybe they did somehow act at the same time).

Slightly off-topic, but since you brought up the glitch with enemies, I once had a glitch that my person attacked physically with her weapon (she had 2 weapons equipped so she was able to attack twice). She attacked once, THEN the enemy attacked BETWEEN her first and second attack, and then she attacked again killing the enemy. No idea what THAT was about at all...

Special Statuses [2K3]

I see, so that one WILL require separate battle events then...I will keep that one in mind (shouldn't be hard yeah, since Disable's coding can easily be used for this...).

And the reason I set the real Max HP above the Diseased Max HP was so that it would remember the actual Max HP before setting the diseased Max HP so that the actual Max HP wouldn't be overwritten, but I guess since the event would be constantly checked, it would get overwritten anyways by the diseased Max HP. Worst yet is since it's checking it all the time, trying to set up the real Max HP anywhere means it would probably get overwritten, no? Not to mention I DON'T have it set up to actually check to make sure that after a player's HP is less than their current Diseased Max HP that it changes to the new one...@_@

Special Statuses [2K3]

Actually, there IS one more status effect I was thinking about now....Doom/Death Sentence, in which the user is given a certain amount of time/turns before they're instantly killed. How possible would this be to do at all?

Special Statuses [2K3]

Hmmm....this might get pretty confusing in a hurry then lol. Still think it'll add an extra challenge to the game, but oi vey @_@

Special Statuses [2K3]

Ok, so I tested it with the "Less" option for the "Branch if Var is Not" instead of Not (since I'm trying to go for if the character is damaged at all, but I may have to go with Not regardless @_@), and it works ONCE for the Less option, and then never again. Even if I return the FREEZETEST variable to 0 after changing the Hero's HP, it still refused to do it again, which was strange...I'll test it with the option as above and see if I HAVE to do it that way for it to work every time the person is frozen x_x;; Also, I'm going to need separate TempFreezeHP variables for each character, aren't I? Or will one work for all?

Will also test out Disable next as well, just in case...


EDIT - Well, Disable was super easy to do as I expected. Next up, Disease/Bubble! Though now the question is, SHOULD I have Disease carry over outside of battles...hmm...



EDIT #2: And here's what I have so far for the Disease coding. It's not perfect, but it's a start. Anyone want to take a crack at cleaning it up more? @_@






Also, thinking on buffing up statuses, since Freeze does what it does in FFIX, should I have Petrify do what it does in Final Fantasy X at all? For those who don't know, attacking a character who is Petrified will KO them AND remove them from the battle. Might make it more interesting (since I can't make it so that Petrified characters take 0 damage...) I think...

A "Cover" ability?

Hm...so there's no "true" way of setting up a Cover ability as I suspected then? Seems quite daunting to do, though probably much easier if only one character had the ability and one set up duplicates of everything and whatnot, right?