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Events of the Pandora's Box

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[2K3] Stacking statuses

So recently, after taking a suggestion from LockeZ, I made each of my statuses have multiple levels (level 1-10), so that they improve each level with the skills they belong to. However, here's a few issues that I need to ask about:

A) I have 10 levels of Poison right now, starting at 1% Max HP at level 1 and going to 10% Max HP at level 10. If the player were to get all of the Poison statuses on them, would they only take 10% Max HP or the grand total (55% Max HP)? I'm assuming it's grand total since they're multiple statuses...

B) Do Double/Halve statuses stack at all? Like if I had Protect I and Protect II on one character, would it double Defense for the first Protect, and then double it again? Or does it only double it once? Likewise, if you had Protect and Deprotect, would it just default to normal Defense, be doubled, or be halved??



There's probably a few others that I need to ask but that's the gist of it.

[2K3] Curious battle event bug?

So I tested this earlier today with Show Battle Animations set to Wait and then not set to wait, and it seems like if it's set to not Wait, if any action is taken during or right after the ability or command is used, it will use it once again. Yet when set to Wait, it will only ever use it once.

Does this happen to anyone else? I want to make sure I'm not crazy here and that there's not some other kind of bug that my game may have that I don't know about...because having a Kamikaze happen twice in a row for 79,992 damage to one enemy isn't something that I had planned lol...

[2K3] A Special Teleport Skill

Ok, so the idea here is that I have a teleport skill (just a skill that turns on a switch) that will teleport the player out of a dungeon at a cost of their HP, similar to how FFII's Teleport spell worked. However, I am wanting to set it to a percentage of their HP equal to their levels. For instance, a level 50 character would have to give up 1/2 of their HP, a level 75 character would have to give up 25% of their HP, and a level 20 character would have to give up 80% of their HP, if all of that makes sense. The question is, how would I go about doing this? I know I need to be able to subtract 100 by the character's level, and then multiply the character's HP by that amount then divide by 100, and THEN subtract that amount from their HP or something...

I confused myself on that, but hopefully someone understands what I am trying to do? ^^;

I am trying to make this have a cost to it while being different from the other methods of teleporting (one skill costs MP, but requires a specific weapon to be equipped to even use it, and the item that's the same as the skill requires to be crafted to be even used).



EDIT - Essentially, I'm trying to make the HP cost proportional to the character's level. I guess if I want a level 99 character to not have to use any HP, I'd have to divide by 99...though maybe making it 100 instead is better? I'm not sure...

[2k3] A Possible Counter ability?

So I've been thinking of having a Counter ability in the game, and been thinking if this is possible to do at all. I know one of the ways to check to see if HP is decreased by the enemy and not something like an ability or some such is just to have conditional branches (which I can probably run in a common event and call in a Turns Elapsed x1 event) checking if the user has a status. The problem though is having the user counter after taking damage from the enemy.

Would this be possible to do at all? I know it's next to impossible to have it determine if the attack is physical or magical in nature, so I'm just going to aim for any type of damage, and I'm even thinking of having a skill that provides a status that makes it so until the character's next turn or X turns, that character will counter any damage they take.

[2K3] Inverting HP/MP

So, I had this idea recently (and it's been in my Common Events untouched), but I'm thinking of having a couple skills that can switch everyone's HP/MP with one another, though fairly. That way, a character who has like 9999 HP and 999 MP won't end up with 999 HP and MP (as you'd expect from the HP <-> MP materia in FFVII, or the Swap spell in FFII). No, what I'm thinking is having it swap HP and MP accordingly to x10 or /10 (for instance, 1500 HP and 80 MP will be the examples. If the ability was used, HP would become MPx10 and MP would become HP/10, so HP would become 800 and MP would be still 80, but if MP was 0 and HP was 300, then MP would be at 30 and HP would be at 0).


Now the question is, how feasible and easy would it be to do this? I know it's impossible to have it target only one ally, if I made it do such, and the only way for it work on an enemy is by making it a command ability that targets one enemy (or I could make it a switch skill that targets all enemies/all allies/everything).

I know for a fact that the target(s) current HP and current MP would need to be stored before anything else, and then multiplied/divided by 10 for the end results. But how would one go about switching it appropriately? I'm assuming by having a second variable for current HP/current MP and subtracting it from the first variable or...?

Yes, I'm going to have enemies/bosses that can use this ability, but I'm also debating on whether or not the Reverse spell that one of my characters can POTENTIALLY get is going to do this (it currently just reverses statuses with one another to the entire party, since I can't do it for enemies. For instance, Poison becomes Regen, and Regen becomes Poison).

[2K3] Need help deciding on abilities

So I'm having a bit of trouble here. Right now, I have a command named Focus, which for each time it's used, it adds +1 to a variable, which will increase the amount of times the character attacks by 1, to a maximum of 8. This gives the character 16 attacks in one turn (she dual wields)...however, as many may know, there is one big flaw to this, which is present in pretty much any instance of this ability in the FF series. Why spend turns charging up Focus when you can just simply use the Attack command that many times to deal as much, if not more, damage?


This is the issue I am trying to deal with. I want to make this command be usable for the character, but not completely useless. Now...I am deciding if I should revamp this command and actually make it more like Final Fantasy VI's Cyan's Bushido skill. The question is, is this doable in 2K3? That is the thing I need to know the most.


In addition to this, I read that it's possible to recreate Sabin's Blitz skillset. While I do not know if I'll use this for any characters yet, the idea is still there and I'm curious as to how this could be done too. There's nothing to really tell if you press buttons in battle events, but apparently it's doable?


I do not know if I should bring up any of the other command abilities ideas I have in this topic yet or not (and I'm starting to think that some of this discussion could be brought to some other forum here), but I'll leave it at that. Any help on this matter would be greatly appreciated. ^^;

[2k3] Character Passive Abilities

So right now I'm currently working on giving passive abilities to characters, all 28 of them, as to make them more unique and flavorable. Right now though, I'm having a bit of a dilemma with one ability: Bonecrusher. For those of you who don't know, in Final Fantasy Tactics, Bonecrusher activated when a character in Critical status took damage and would inflict damage to its target as a counter equal to that user's Maximum HP. Same dealio here, in a way...essentially, the passive ability here is that while the character is in Critical (25% or less HP), and if she uses the Attack command, then there's a 10% chance of Bonecrusher going off, dealing damage equal to her Max HP, as well as a 90% accuracy on the attack itself.

That's fine and all...however, here's the problem. The character is meant to dual-wield, and I just have it set NOW to activate twice (I need to set 2 separate hit rates for them though). Why is this more of a problem? Because she comes with a secondary command named Focus, which increases the amount of times she can use the Attack command by 1, up to a maximum of 8 attacks. In essence, this means she can attack 16 times in one go, and if Bonecrusher was compatible with that (it's not compatible with any level of Focus), that'd be x16 Bonecrushers going off.

Now, here's the thing: Would this be a good idea to do? I mean yes, it takes 8 turns to build up 16x Attacks, and there's only a 10% chance of Bonecrusher happening when Attack is used, but at level 99, she has 9200 HP. If all 16 Bonecrushers hit, that's 165,600 damage.

And then that comes to if it is a good idea to do this (it's a risk-reward idea after all), how would I go about actually coding this? @_@:;



EDIT - Coding if you wanna see it. First column is the battle event for Bonecrusher when Attack is used, 2nd column is for the common event for Bonecrusher, and last column is the coding for the battle event for Focus (the Focus command increases the variable by one each time it's used).

[2K3] Terrain & Tile Substitution

So today me and Biggamefreak came up with the idea that one of the characters for my game would have an overworld passive that as long as she's in the party, the party would never get backattacked or pincer attacked. This isn't much of an issue, since I could just run a Parallel Process or something upon entering an area or something. However, I also decided another character's overworld passive would be that she increases Initiative as long as she's in the party, so I also need to replicate the Terrain for this character as well (I technically only use one terrain on everything). Now, I can easily do this with Conditional Branches for each.


However, am I right to assume that this would work best by changing the tilesets upon entering areas (i.e. you're about to enter the dungeon, and after the teleport event would be the Conditional Branch to check the Terrain stuff)? Because I think if I set it to Parallel Process on the maps, it would interfere with my bridge events since those also change tilesets. Or would I need to duplicate tilesets in order to apply the new Terrain stuff to them??

[2K3] Setting default size to Window size when running RPG_RT

As title says. Is it possible to make it so that if you run the RPG_RT outside of RPG Maker (as in, not Test play), can you force it so start windowed or will it always start fullscreen?

[2K3] Teleporting events from one spot to above hero

This is a rather odd thing for me to ask, but how would one go about teleporting an event from one spot (generally off where the player can't reach it anyways) to right above the player's head from where they're standing? The reason I ask this is that I got some emotion icons (they're all in a charset, not battle animations, unless battle animations is easier to deal with?), and would like to test having them pop up after speaking to various things in my debug room, so that I can make sure everything works and I can implement the blasted things. ^^;