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Events of the Pandora's Box

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Special Statuses [2K3]

Oh right, forgot that this forum doesn't like square brackets. I did what Cherry did darnit >_<

Will give that a test. Maybe it's because I didn't put the "Branch if X in the Party" in there...or might be because I used less. Who knows! @_@ Will post back on how that goes then!

Special Statuses [2K3]

Ok, so the Auto-Life code works! This is what I have for that:

Branch if Reimu AutoLife Condition
Variable Oper: Set, 1

End
Branch if Var is 1
Variable Oper: Set, Reimu HP
Branch if Var is 0 Less/Equal
Change Cond: Reimu Death Remove
Variable Oper: Set, Reimu Max HP
Variable Oper: /, 2
Change HP: Reimu's HP V Recovered
Variable Oper: Set, 0
End
End


Works beautifully (I have Auto-Life, Freeze, and Heat Common Events called on the Turns X1 page so far.


Now, I've been working on Freeze, and MOST of it works. Just something doesn't seem to work right. This being that whenever the character is DAMAGED, they're instantly KO'd. The problem here is when they're damaged, they're not KO'd (I checked the variables in-battle, and it seems that they both change...). This is the code I have so far for that (I haven't tested Heat yet, as I was busy making absolutely SURE Auto-Life worked perfectly).

Branch if Reimu Freeze Condition
Branch if Var is -1 Not
Variable Oper: Set, Reimu HP
Variable Oper: Set, -1
Else
Variable Oper: Set, 0
End

Else
Variable Oper: Set, 0
End
Branch if Var is -1
Variable Oper: Set, Reimu HP
Branch if Var: is V Less
Change HP: Reimu's HP 9999 Remove
Variable Oper: Set, 0
End
End


I see that the problem I did here now that I look at it is that I have the same two checks against one another...though it seems that both the TempFreezeHPVariable AND the ReimuFreezeHP variable changes to match one another...


Will be back after I test this more, and after testing Heat (I'll get to Disease and Disable after that).


EDIT - Ok yeah, Freeze isn't working for me at all for some reason. I'm not sure why either...as for Burn, I have it working perfectly (it's in its own battle event page, but that's fine since I don't need it to be checked every turn). Disable, Bubble, and Disease I think I can put on the same page as Heat, Freeze, and Auto-Life perhaps...

I'll have to do the Auto-Life accessory in the same manner as Auto-Life but in a different common event methinks....the problem with that is it's supposed to activate as soon as the character dies...though I guess waiting one turn isn't much different I guess? I don't know...unless I MAKE them all separate events, they won't happen immediately right?

Special Statuses [2K3]

Mmkay, will do that to make things nice and tidy (I honestly think I should've used the comment boxes more often than I have...might actually do that later with other common events). And what of the Burn status question? Any idea on that, or is that one separate Battle Events all the way?

Special Statuses [2K3]

Ah, looking at the Auto-Life code example above, I'll need a switch (or variable) for each character I see, though I'm assuming that to turn it on, I'll have to have possibly a separate common event (or put it in the same one) that checks to see if the status is on them, correct? Making sure on that since I was about to add that in ^^;

EDIT - And looking at the coding for Burn, I could potentially use that one Variable for all of them (I don't think it would work that way personally, but thought I'd ask. If I did it that way, it'd probably do it to every character maybe...or maybe not...guess there's one way to find out!)

Special Statuses [2K3]

Ah....so for the Burn one there, that will only require one battle event and all of that coding is used in there for each and every instance for each character using a command of some sort is what I'm getting. I'll have to give all of these a test tomorrow or so to make sure they all work perfectly fine.

Yeah, I think Burn and Freeze aren't going to stack (it'd be weird for them to anyways considering that well...it's Burn and Freeze, which while they do the same thing are pretty much the opposite...).

I know how that is....I wish I could put most of these events into common events, but seeing as I have an Arithmetician and Blue Mage in the game, it can't be helped (not to mention Gravity abilities and such...). Though being able to do this for these kinds of statuses is going to make things so much easier to do, though seems Burn will have to be on another page, but that's alright as long as I can put everything else I need into one page. Again, I do thank you for your help on this. At this rate, don't know if there's anything else that I'd be adding in terms of statuses so this might be all I need ^^

Special Statuses [2K3]

I might use variables just to make sure that I have switches left for the main stuff (I already used about half of the switches available from the 5000 I have...I'm not very good at handling those or something or this thing is that big...). I'll give that a try with variables (one for each character) and see how that works. I'm assuming the Branch stuff goes into the Common Event itself.

Also, I just thought of this (actually forgot about it until I typed up what all statuses were in my game for a couple other forums), and I know it's possible to make the Freeze status effect work like in FFIX (where the character cannot act, but if they're damaged at all they instantly die). I'm assuming I'd have to make a common event for that as well similar to above.

And now, for one MORE special status, also from Final Fantasy IX: Burn/Heat. Basically, set to if the character takes any action at all, they instantly die. It'd have to be another custom coding (I'm assuming I could also put it in the Turn 1X page with anything else?), that much I know, though what would be the easiest way of doing so (or can it be DONE with Common Events at all?).

I do appreciate your help on this too. Sometimes I wonder if I didn't put TOO many statuses into this game, but oh well lol~

Whatchu Workin' On? Tell us!

Working on possibly implementing field abilities per character that is the leading character sprite on the overworld, as well as possibly adding in new status effects and fixing up bugs. So many bugs...

Also possibly working on updating maps to be better, as well as making lord knows how many MORE maps for the next beta...after I finish my LP of my game first. I'm busier than I thought I was...even though I need to force myself to actually work now...@_@

And speaking of emoticons, I remember I had some sprites for one character for that...reminds me that I need to find someone to help with that too amongst other things....darnit all! >_<

Special Statuses [2K3]

Well, I'd LIKE to make it persist after battle is the problem with Disease. Just making sure that the Max HP values aren't overwritten is the issue (and the level up is another, forgot about that...I'll just have to see how much HP it gives on level up through a variable or something...hmm....).

At least I won't have to worry about Bubble too much since it doesn't last after battle...

Is it possible to only have one battle event for Auto-Life to check for everyone that may have it, or will I need separate switches for that?

Special Statuses [2K3]

I honestly don't know how hard it would be to do this to enemies at all (in fact, I think Disable is IMPOSSIBLE to do to enemies unless I make it disable all skills that have 0 or higher). It's just that with Disable I have to go the extra mile and disable Attack and special commands (and when Disable is cured or wears off, to put them back in the correct order per character). Disease would be quite troublesome (and only one character in the game would have access to it I think...and that's IF I keep her in). I remember Auto-Life not working for me because I THINK it just wears off whenever Death happens, so the battle event wasn't working for it due to it not being there...though I could probably stuff it in a Common Event yeah. Then set a page that checks them each turn with all of the special statuses...

Disable shouldn't be TOO hard mainly because I have a couple coding that's kinda like it due to having a "Bowyer" type boss in the game. I'll just have to do that for EACH character correctly...

With the real HP value one...I guess have it set to start of battle or something to have the real HP value put into a variable, and then when Disease wears off or is cured, call that variable to reset HP, correct? I wanna make sure I get this perfectly right so I don't have to deal with major bugs. Disease is meant to stay even after battle too so there's that...lol.

I would assume that Bubble is possible to do as well (double's character's Max HP for a brief time). Reverse, I highly doubt is doable at all though...(reverses healing and damage, so damage does healing and healing does damage...).

Special Statuses [2K3]

So, I've been thinking about adding some new statuses into my game (that would appear in beta5 and later), though I'm not entirely sure if it's possible to do said statuses. They are as follows:

Auto-Life: I originally tried to do this, but wasn't able to get it to work at all years ago. I'm sure it's possible to inflict a dummy status onto a character and then set a common event to when the character dies to revive them with X% of HP, but I'm not sure if it's really possible or not...

Disease: Exactly from Final Fantasy XII. Basically, HP cannot be recovered after taking damage, and the character's current HP becomes their new Max HP. For instance, if a character has 1000 Max HP, and takes 500 damage, then they cannot recover above 500 HP until the status is cured, and their Max HP becomes 500 until the status is removed. If the character is KO'd and then revived, then their Max HP is 1. I'm sure this will involve quite a few coding stuff, but if it can be done, it'll make the game more unique I think.

Disable: This one I THINK I kinda know how to do, but I would like to see if it IS possible. Basically, Disable makes it so as long as the status is on the character, they cannot perform any actions (with the exception of Defend and Escape in this game). Also taken from FFXII (though originally from Final Fantasy Tactics).

I'm not sure what other statuses would be interesting to throw into this game, but just wanting to know if it is indeed possible to set these 3 statuses up at all.