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[RM2K3] Need brainstorming for revamping some characters...

Alright, so I'm in serious need of updating/revamping a few characters in my game, and possibly figuring out how to use the ResistControlBug plugin that was created a while ago in DynRPG (I'm not sure how this thing works...). Expect this to be a rather lengthy post (yes, I realize I COULD make this a blog entry, but blogs never get any responses so here we are!), and there to be a lot of spoilers to cut down on the size of the post. So without further ado, the characters I need help with brainstorming ideas for, their current skills, and possible ideas for fixing!

Advent Cirno:

For those who aren't aware, Advent Cirno is a parody of FFVII's Cloud Strife. So what this means is she basically has Cloud's moves...or some of them anyways. At the most, she has Omnislash Version 9 (her version of Omnislash), Braver, and Climhazzard (Momiji has Cross Slash already. Blade Beam, Finishing Touch, and Meteorain aren't used at all, nor is Cherry Blossom). As she is right now, she's just....well, very bland and boring. Mostly just physical attack, physical attack, physical attack, AoE elemental physical attacks, elemental physical attack, and a AoE heal. Nothing exciting or whatnot...however, she can't just use them all willy-nilly. She has to fill her hidden Limit Gauge to use her skills which are SUPPOSED to be really powerful, but...they don't feel it (Boost fills the gauge by 50% each use, so 2 turns is all she needs. Gauge is reset if she dies or is hit by something like Stop or Petrify. Once a skill is used, the command is locked again too).

In addition to Braver, Climhazzard, and Omnislash Version 9, all of which she starts with, she also starts with Crono's Aura Whirl. Everything else is gotten later and has nothing to really do with Cloud or whatnot (though Chilly Blossom is used in the Advent Cirno doujin series so that's legit to her, and it's her strongest attack...or supposed to be if it weren't for Omnislash Version 9). Truth be told, I'm not sure HOW to make her more exciting to use. You have to fight her with just Cirno to unlock the accessory that allows you to swap between the two characters, you have to use 2 turns to get the Limit skillset to appear, and then she's limited in what she can use for a good while at that. Any good suggestions on this one?


*All of Advent Cirno's skills have a 100% accuracy.


Name: Braver
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 31
2 - 34
3 - 39
4 - 46
5 - 55
6 - 66
Damage/Healing Per Level:
1 - 1000
2 - 1300
3 - 1600
4 - 1900
5 - 2200
6 - 2500
Variance: ± 4
Additional Information:
*Ignores Defense



Name: Climhazzard
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 30
2 - 39
3 - 45
4 - 53
5 - 62
6 - 72
Damage/Healing Per Level:
1 - 1000
2 - 1500
3 - 2000
4 - 2500
5 - 3000
6 - 3500
Variance: ± 3



Name: Omnislash Version 9
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 25
2 - 50
3 - 75
4 - 100
5 - 125
6 - 150
Damage/Healing Per Level:
1 - 1000
2 - 2500
3 - 4000
4 - 5500
5 - 7000
6 - 9999
Variance: ± 4
Additional Information:
*Ignores Defense



Name: Cold Stitch
Type: Physical
Target: Single Enemy
Attribute: Physical, Ice
MP Per Level:
1 - 20
2 - 39
3 - 46
4 - 53
5 - 60
6 - 67
Damage/Healing Per Level:
1 - 800
2 - 1400
3 - 2000
4 - 2600
5 - 3200
6 - 3800
Variance: ± 3
Additional Information:
*Inflicts "Freeze: 50 turns"



Name: Jolting Blade
Type: Physical
Target: Single Enemy
Attribute: Physical, Thunder
MP Per Level:
1 - 26
2 - 37
3 - 48
4 - 59
Damage/Healing Per Level:
1 - 1200
2 - 1800
3 - 2400
4 - 3000
Variance: ± 2
Additional Information:
*Inflicts "Paralyze: 50 turns"



Name: Thunder Divine
Type: Physical
Target: All Enemies
Attribute: Physical, Thunder
MP Per Level:
1 - 42
2 - 75
Damage/Healing Per Level:
1 - 1200
2 - 2400
Variance: ± 4
Additional Information:
*Inflicts "Paralyze: 50 turns"



Name: Apparition Slice
Type: Physical, Holy
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
5 - 45
6 - 54
Damage/Healing Per Level:
1 - 600
2 - 1200
3 - 1800
4 - 2400
5 - 3000
6 - 3600
Variance: ± 4



Name: Death Sanction
Type: Physical
Target: Single Enemy
Attribute: Physical, Shadow, Ghost
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
Damage/Healing Per Level:
1 - 450
2 - 900
3 - 1350
4 - 1800
Variance: ± 4



Name: Doomsday Blade
Type: Physical, Shadow, Magic
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 45
2 - 54
Damage/Healing Per Level:
1 - 800
2 - 2400
Variance: ± 4



Name: Zanmato
Type: Physical
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 50
Variance: ± 1
Additional Information:
*80% chance of Death



Name: Chilly Blossom
Type: Physical
Target: All Enemies
Attribute: Physical, Ice
MP Per Level:
1 - 180
Damage/Healing Per Level:
1 - 6000
Variance: ± 4
Additional Information:
*Inflicts "Slow: oo"



Name: Aura Whirl
Type: Magic
Target: All Allies
Attribute: Cure, Magic
MP Per Level:
1 - 17
2 - 28
3 - 45
Damage/Healing Per Level:
1 - 500
2 - 1000
3 - 1500
Variance: ± 4



Hijiri Byakuren:

Byakuren I've been meaning to update for a looooong, long time. She's SUPPOSED to be a support unit with some AoE damage (she only has 2 AoE spells, one is Shadow and the other is Holy, both with the same base power), but all of her support skills are kinda...not good? Since increasing resistance in 2K3 permanently increases the resistance until end of battle or a character dies (I think...), it's kinda TOO good so I had to put an accuracy on each level to make it not super good...but then it makes everything not max level crap. On top of that, now that I have an Armor Elemental Bless system in place, her skills are kinda redundant and I'd like to do something else with her. I'm just not sure WHAT to do with her is the problem!


Name: Star Maelstrom
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4



Name: Devil's Recitation
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4


Name: Omen in Purple Mist
Type: Magic
Target: Single Ally
Attribute: Fire
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Fire resist


Name: Cloudy Way in Purple
Type: Magic
Target: Single Ally
Attribute: Ice
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Ice resist


Name: Syncretism
Type: Magic
Target: Single Ally
Attribute: Thunder
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Thunder resist


Name: Yuugyou Hijiri
Type: Magic
Target: Single Ally
Attribute: Water
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Water resist


Name: Mystic Fragrance
Type: Magic
Target: Single Ally
Attribute: Earth
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Earth resist


Name: Air Scroll
Type: Magic
Target: Single Ally
Attribute: Wind
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Wind resist


Name: Good Omen
Type: Magic
Target: Single Ally
Attribute: Holy
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Holy resist


Name: Flying Fantastica
Type: Magic
Target: Single Ally
Attribute: Shadow
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Shadow resist


Name: Magic Butterfly
Type: Magic
Target: All Allies
Attribute: Fire
MP Per Level:
1 - 20
2 - 32
3 - 44
4 - 56
5 - 68
6 - 80
Additional Information:
*+15% chance per level to increase Magic, Ghost, and Absorb resists


Name: Star Sword Apologetics
Type: Magic
Target: All Allies
Attribute: None
MP Per Level:
1 - 50% Max MP
Additional Information:
*Increases resist to all



Koishi Komeiji:

Koishi's another character I've been meaning to update for the longest of times, since as she is right now she's TOO good. Koishi is the Blue Mage of the game, coming with very VERY few of her own abilities (3-4 I think), but can learn a lot of Blue Magic (upwards to 50), which in turn powers up one of her other abilities (Damage = 100 x # of Blue Magic spells learned). However, I feel that the Blue Magic learned isn't...too unique or there's too much that makes her TOO versatile? I'd like to probably trim it down some, but I don't want it to be TOO little as she doesn't get much in the way of other skills anyways?


Name: Release of the Id
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 16
2 - 20
3 - 26
4 - 32
5 - 40
Condition Per Level: :
1 - Mental Restriction: Level 1
2 - Mental Restriction: Level 2
3 - Mental Restriction: Level 3
4 - Mental Restriction: Level 4
5 - Mental Restriction: Level 5
Variance: ± 4
Additional Information:
*Mental Restriction statuses include: Poison, Blind, Silence, Berserk, Confusion, Sleep, Fear, Debrave, Deprotect, and Defaith
*60% Accuracy


Name: Rorschach in Danmaku
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 26
2 - 32
3 - 40
4 - 49
5 - 62
Damage/Healing Per Level:
1 - 1000
2 - 1350
3 - 1700
4 - 2050
5 - 2400
Variance: ± 7



Name: Subterranean Rose
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 26
2 - 34
3 - 42
4 - 50
5 - 72
Damage/Healing Per Level:
1 - 600
2 - 1000
3 - 1400
4 - 1800
5 - 2200
Variance: ± 6


Name: Embryo's Dream
Type: Magic
Target: Single Ally
Attribute: None
MP Per Level:
1 - 99
Condition Per Level:
1 - Full HP Revive and Status Cure
Variance: ± 10



Name: Terrible Souvenir
Target: All Enemies
MP Per Level:
1 - 20% Max MP
Additional Information:
*Damage = 100 x #ofBlueMagic



***The following is a list of Blue Magic***



Name: Flare Breath
Type: Magic
Target: All Enemies
Attribute: Fire
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ± 4
Learned From:
*



Name: Flare Star
Type: None
Target: All Enemies
Attribute: Non-Elemental
MP Per Level:
1 - 32
Learned From:
*
Additional Information:
*Damage = Target's Level * 40 for each individual target.



Name: Flame Stone
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 1200
Variance: ± 4
Learned From:
*



Name: Salamander Shield
Type: Magic
Target: All Enemies
Attribute:
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 2000
Variance: ± 5
Learned From:
*Kaguya



Name: Ice Storm
Type: Magic
Target: All Enemies
Attribute: Ice
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ± 4
Learned From:
*



Name: Diamond Edge
Type: Magic
Target: Single Enemy
Attribute: Ice
MP Per Level:
1 - 17
Damage/Healing Per Level:
1 - 550
Condition Per Level:
1 - Berserk
Variance: ± 2
Learned From:
*



Name: Judgment Bolt
Type: Magic
Target: All Enemies
Attribute: Thunder
MP Per Level:
1 - 36
Damage/Healing Per Level:
1 - 800
Variance: ± 4
Learned From:
*



Name: Lightning Orb
Type: Magic
Target: Single Enemy
Attribute: Thunder
MP Per Level:
1 - 38
Damage/Healing Per Level:
1 - 1100
Variance: ± 4
Learned From:
*
Additional Information:
*Ignores Defense



Name: Heaven & Earth Press
Type: Physical
Target: Single Enemy
Attribute: Earth
MP Per Level:
1 - 22
Damage/Healing Per Level:
1 - 500
Variance: ± 4
Learned From:
*Tenshi Hinanawi



Name: Six Earthquakes
Type: Physical
Target: All Enemies
Attribute: Earth
MP Per Level:
1 - 14
Damage/Healing Per Level:
1 - 200
Variance: ± 4
Learned From:
*Tenshi



Name: Wind Sickle
Type: Physical/Magic
Target: All Enemies
Attribute: Wind
MP Per Level:
1 - 21
Damage/Healing Per Level:
1 - 400
Variance: ± 4
Learned From:
*



Name: Tsunami
Type: Magic
Target: All Enemies
Attribute: Water
MP Per Level:
1 - 28
Damage/Healing Per Level:
1 - 500
Variance: ± 5
Learned From:
*



Name: Dragon Bullet
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 75
Damage/Healing Per Level:
1 - 2200
Variance: ± 10
Learned From:
*Kaguya



Name: Pandaemonium
Type: Magic
Target: All Enemies
Attribute: Mystic
MP Per Level:
1 - 110
Damage/Healing Per Level:
1 - 4000
Variance: ± 4
Learned From:
*Suika Ibuki



Name: Paschal Moon
Type: Magic
Target: Single Enemy
Attribute: Shadow, Absorb
MP Per Level:
1 - 89
Damage/Healing Per Level:
1 - 2900
Variance: ± 5
Learned From:
*Kaguya
Additional Information:
*Drains HP
*Ignores Defense



Name: Chaos Drive
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 27
Damage/Healing Per Level:
1 - 600
Variance: ± 4
Learned From:
*



Name: Doomsday
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 900
Variance: ± 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Poison Mist
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 12
Damage/Healing Per Level:
1 - 45
Condition Per Level:
1 - Poison
Variance: ± 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Pollen
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 14
Damage/Healing Per Level:
1 - 20
Condition Per Level:
1 - Sleep
Variance: ± 4
Learned From:
*
Additional Information:
*60% Accuracy



Name: Ink
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 12
Condition Per Level:
1 - Blind
Variance: ± 0
Learned From:
*
Additional Information:
*80% Accuracy



Name: Gathering Oni
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 32
Condition Per Level:
1 - Death
Variance: ± 4
Learned From:
*Suika Ibuki
Additional Information:
*100% Accuracy



Name: Offense Down Omega
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 18
Condition Per Level:
1 - -20 Attack
Variance: ± 0
Learned From:
*



Name: Defense Down Omega
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 18
Condition Per Level:
1 - -20 Defense
Variance: ± 0
Learned From:
*



Name: Death Lance
Type: Magic
Target: Single Enemy
Attribute: Ghost
MP Per Level:
1 - 83
Damage/Healing Per Level:
1 - 2500
Condition Per Level:
1 - Death
Variance: ± 4
Learned From:
*



Name: Fireworks
Type: Physical/Magic
Target: All Enemies
Attribute: Physical, Magic
MP Per Level:
1 - 52
Damage/Healing Per Level:
1 - 1500
Variance: ± 4
Learned From:
*



Name: Scarlet Weather Rhapsody
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 92
Damage/Healing Per Level:
1 - 3000
Variance: ± 4
Learned From:
*Tenshi Hinanawi



Name: Flare
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 1500
Variance: ± 4
Learned From:
*



Name: Freeze
Type: Magic
Target: Single Target
Attribute: Ice
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 1500
Condition Per Level:
1 - Freeze
Variance: ± 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Bio
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 24
Damage/Healing Per Level:
1 - 500
Condition Per Level:
1 - Poison
Variance: ± 5
Learned From:
*
Additional Information:
*80% Accuracy



Name: Bioga
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 74
Damage/Healing Per Level:
1 - 1500
Condition Per Level:
1 - Poison
Variance: ± 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Heal
Type: Magic
Target: All Allies
Attribute: Magic
MP Per Level:
1 - 6
Damage/Healing Per Level:
1 - 200
Variance: ± 5
Learned From:
*



Name: Aura
Type: Magic
Target: Single Allye
Attribute: Magic
MP Per Level:
1 - 99
Damage/Healing Per Level:
1 - 5000
Condition Per Level:
1 - All negative statuses
Variance: ± 4
Learned From:
*



Name: Full-Cure
Type: 150
Target: Magic
Attribute: Magic
MP Per Level:
1 - 150
Damage/Healing Per Level:
1 - 9999
Variance: ± 0
Learned From:
*



Name: Holy
Type: Magic
Target: Single Enemy
Attribute: Holy, Magic
MP Per Level:
1 - 98
Damage/Healing Per Level:
1 - 3000
Variance: ± 5
Learned From:
*



Name: Shadow Flare
Type: Magic
Target: Single Enemy
Attribute: Shadow, Magic
MP Per Level:
1 - 125
Damage/Healing Per Level:
1 - 4500
Variance: ± 8
Learned From:
*



Name: Drain
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 8
Damage/Healing Per Level:
1 - 300
Variance: ± 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Drainra
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 24
Damage/Healing Per Level:
1 - 600
Variance: ± 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Drainga
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 48
Damage/Healing Per Level:
1 - 1400
Variance: ± 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Meteor
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 99
Damage/Healing Per Level:
1 - 4000
Variance: ± 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Ultima
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 180
Damage/Healing Per Level:
1 - 5500
Variance: ± 4
Learned From:
*



Name: Mighty Guard
Type: Magic
Target: All Allies
Attribute: Magic
MP Per Level:
1 - 80
Condition Per Level:
1 - Regen, MP Regen, Blink, Protect, Haste
Variance: ± 0
Learned From:
*



Name: White Wind
Type: Magic
Target: All Allies
MP Per Level:
1 - 25
Damage/Healing Per Level:
1 - HP Restored = Koishi's Current HP
Learned From:
*



Name: Nova Storm
Target: All
MP Per Level:
1 - 12
Learned From:
*
Additional Information:
*50% chance of reducing a target's HP to 1.


===============================================
MISCELLANOUS SKILLS:
===============================================

Name: Magic Hammer
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 3
Damage/Healing Per Level:
1 - 100 MP
Variance: ± 0
Additional Information:
*Dummied skill
*Drains 100 MP.



Name: Night
Target: All Enemies and Allies
Attribute: None
MP Per Level:
1 -
Condition Per Level:
1 - Sleep: 50 turns
Variance: ± 4
Additional Information:
*Dummied skill
*100% Accuracy



So there's the three characters I'm in need of brainstorming badly! I was looking at Devil of Decline/Genius of Sapphieros for inspiration for Byakuren, but don't know if that'd help here or not. Also, the whole Weapon/Armor Bless system that I have right now I'd like to phase out if possible or outright remove if the ResistControlBug plugin works. However, as already noted, I don't know how to work with that plugin at all. If anyone has used this plugin and can help me understand how it works, I'd really appreciate it. ^^;

[RM2K3] Event referenced a script that does not exist error, but...



So, my beta tester has been streaming my game, and he got this error at the end of a long event. So I went digging around and trying to find out what's causing this. I set a Label shortcut to the end of the event, nothing happens. I set it before the 2nd boss fight, it's perfectly fine. However, I set it right before the boss fight, fight the boss, and then run as normal and...this error happens. Consistently. I don't recall this being a problem before, and I'm not sure what to do about it. I've even tried changing the boss with another boss to see if that'll do the trick, but nope. Nothing...

Anyone have any clue as to what the problem could be? Or if anyone can take a look at the error for me (via giving the game (without music) and the save file in question)?


EDIT - So apparently not having any battle events at all in the monster made the problem stop. Obviously, that's a problem in itself. Of course, the OTHER boss makes the game crash too once it gets to the end of another cutscene (the game is trying to teleport to the next area but crashes instead and...I don't understand why it's doing this).


EDIT #2 - So...here's a screenshot of the battle event that's causing this. This is calling a common event during the first turn of the fight (Turns Elapsed ), and...well, it's never done this before in any other situation.




EDIT #3 - SOLVED (Hopefully), thanks to LockeZ. Some other Parallel Process that turns off switches for after battles was the cause for some reason. Not sure WHY or HOW, but it was. At least that solves that dilemma (for now).

[RM2K3] Enemy Abilities targetting one party member via events

So, recently I've been trying to come up with a way to have an attack that if it targets a party member, a battle event will run to do...whatever it is I want it to do. Whether it be inflicting a 100% status chance, removing equipment, whatever. However, the problem is that 2k3 doesn't GIVE an option in Conditional Branch for if a party member is targeted (which is stupid, why would you give one for an enemy but not one for a player?). Is there any good way of doing this?

For example, let's say I have a party of Cloud, Squall, Zidane, and Terra. Now let's say Cloud gets his with Weapon Break, and I want an event to run for when his weapon is broken if the attack targets him. How would I go about doing the coding for this? It's easier if it's full party as well...don't have to worry about specific targets, but doing it for one specific target is...rough.

[RM2K3] Need suggestions for game mechanics...

So here's a couple issues that I've come across. For those who already know, my game uses skill levels, up to about level 10 for most skills. As a skill levels up, so does its base power, effects, duration of statuses, accuracy, amongst other things. While the skills tries its darndest to tell what skill does what:



(Hey, it at least TRIES to give as much information, right?? Some can't even give THIS much in the skill description!)

It doesn't give everything I'd LIKE to give. I don't know if there's any way to extend the description section for skills or items or whatnot (is there a plugin for this??), but that's the lesser of the issues. The main issue is this:



As you can see, in order to level up skills, you need to use the corresponding skill scroll. On top of that, you have to use them IN ORDER (so you can't use a Level 5 skill scroll until you have level 4 of that skill) and while I'd LIKE to show the skill descriptions in the item description, that makes it really hard to tell what scroll is for what skill. So I'm not sure how to handle that part for shops and the like. This is issue #2.

Issue #3 is the biggest of the issues that I need help with, and many players would probably love this, myself included. As already mentioned, you have to use a skill scroll to learn a skill, and in order. However, this leads to having a LOOOOOOT of skill scrolls in your inventory to use, and you have to use them one at a time.



This, by the way, is an example of the common events associated with each skill scroll to make sure that it levels it up appropriately. However, I would like to make it so that once the player obtains the skill scroll and has it in their inventory after battle (and not during cutscenes either), it'll automatically use the scroll to level up the ability. I am not sure of the best way of handling this, or if there is any better suggestions on handling this, such as a CMS shop for skills (I wouldn't mind doing that, but I don't know much about CMS at all, and it sounds like it may be quite problematic?? I don't know...).

So, is there any good ways of handling any/all of these issues? Would anyone be willing to help refine the system a bit so that it's more bearable to work with? ^^;

[RM2K3] "Event script referenced an item that does not exist" error?? What?



So yeeeeah...I'm noticing this in a boss fight of mine. It seems to happen at random and I'm not sure why. This time was when it used an AoE skill to inflict Silence on the party. While the animation was playing, that crashed occur. However, with another enemy in the same fight in another trial run, it just used Double Attack, hit me once, then it crashed.

So...what gives???

[RM2K3] Quick Question: Turns Elapsed

Alright, just a quick little question, nothing special.

So, here's the dealio: Normally, I have a move that is a character's ultimate attack (Sakuya's World) that allows the character to take 2 actions before anyone else can do so (this took a bit of coding to get working, but it works perfectly fine). However, this is for the PLAYABLE version of that character. I would like to do this with a monster, but am not sure if using the same type of coding would work or not. Also of note, for this version, I am trying to make it only happen ONCE during this boss fight, so that it's not done repeatedly.



The bottom one is what I use to check how many turns have passed for the playable version (whether or not this works 100% actually...I'm not sure. Huh..maybe there's a better way of doing this than I'm doing??), while the top is what I want to use for the boss version of course. So, can anyone verify if this is the right way of doing a 2-turn action/help with making this become an ability that gives 2 free turns to the user?

The coding for the ability, if you're curious:





(Of note, playable version does not inflict Stop9, which only prevents anything from happening for 45 turns, but instead Stop10, which is indefinite. Reason for this is if I did that, obviously that would result in a game over immediately if all playable characters had it).

I may like to also know this for future references on abilities too, in the event I do this with other bosses or enemies.

[RM2K3] Balancing Skills

This is JUST about skills and only that. Reason I'm bringing this up is I'm thinking of revamping a lot of skills in my game. However, I'm not sure how to go about doing this. It's mostly the damage > MP ratio, and setting them accordingly. My game in particular uses a level up system for skills, where you buy them at shops to upgrade or get new ones, so it's only naturally that they increase in MP cost every level up, and for those that do damage in power as well, and sometimes they gain added effects too like statuses or the like. However, I've come across an issue, mainly from watching a stream of someone playing my game recently, that skills...aren't actually that well balanced.

I'm just stumped at what to do to make sure things aren't too OP at the time you first get skills, but aren't too weak by the time you have to upgrade them. The damage cap I set for most skills is 2500 HP (some go way, way beyond that, and that's specific to some character's playstyles), mostly because I wanted the ultimate attacks to be extremely powerful too but not all be 9999 instant attacks.


To illustrate this point, let me give you an example of Reimu's skillset in my game with two skills, Fantasy Orb (which she starts with, and can upgrade to level 3 or level 4 by the time of Hakugyokurou) and Youkai Buster (which she can buy at level 1 at Hakugyokurou):


Name: Fantasy Orb (Fantasy Seal at Level 10)
Type: Magic
Target: Single Enemy
Attribute: Holy
MP Per Level:
1 - 3
2 - 5
3 - 8
4 - 12
5 - 17
6 - 23
7 - 30
8 - 39
9 - 49
10 - 60
Damage/Healing Per Level:
1 - 50
2 - 100
3 - 200
4 - 400
5 - 700
6 - 1000
7 - 1300
8 - 1600
9 - 1900
10 - 2200
Variance: ± 4

Now, keep level 3/4's MP cost and damage in mind, and let's look at Youkai Buster.


Name: Youkai Buster
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 9
2 - 10
3 - 12
4 - 15
5 - 19
6 - 24
7 - 30
8 - 37
9 - 45
10 - 54
Damage/Healing Per Level:
1 - 300
2 - 500
3 - 700
4 - 900
5 - 1100
6 - 1300
7 - 1500
8 - 1700
9 - 1900
10 - 2100
Variance: ± 4

In no way is there EVER a reason to use Fantasy Orbs due to this one skill existing because it just trumps Fantasy Orbs in everything. Better MP cost, better damage, AND hits everything. And it's not a problem exclusive to Reimu either I found, many other characters share this same problem.

So what I'm wondering is, how does one balance skills such as these? And what would be a good ending point for the last level of skills for "average" characters (by average, I'm referring to those that don't hit super hard all the time)? I know this varies depending on game and HP and whatnot, but I just find it really hard to gauge and adjust properly. If you noticed with the MP costs and damages, they follow a set pattern per level up just about. That's what I thought was a good way of handling the MP costs per level and damage per level, but I think I'm really wrong about this...

Would anyone be willing to help me out with adjusting/balancing these skills out at all? It would help me out tremendously to balance the game and make it more strategic and whatnot. >_<

[RM2K3] "Event script referenced a monster that does not exist"

So I'm having an extremely weird bug happening here. In this particular boss fight, which is the only time I've seen this happen SO FAR, every now and then the game just crashes and gives the error listed above. However, I've pruned through the battle events and nothing references any other monsters at all. So I am at a loss as to what's causing this problem. I have a feeling the Provoke DynRPG Plugin is causing the issue, as it seems to only happen when I use said skill...



EDIT - I just tested this in the same battle with no battle events just to doublecheck, and sure enough it randomly decides to crash after whenever Provoke has been used. So it's something to do with the Provoke plugin for sure. Is there an update to this at all or has it been touched at all?



EDIT #2: To add further mystery to this, this only happens in 2 fights I notticed, both of which...well, I don't understand WHY it happens. The person who was streaming the game for me never had it happen in any of the previous boss fights so...I'm confused as to why it's doing this now...

[RM2K3] DynRPG/RPG Maker 2k9 Battle Animations problem

So, this has caught my attention, and I don't know how many others have had this problem at all. I...wanna say it's 2K9 Ultimate, which I THINK Cherry made?

In any event, it seems that whenever an animation uses anything from sprite #26 onwards, it seems to reverse the spritesheet FOR that animation. So instead of playing the animation the opposite way as it's supposed to do so normally, it'll just....play it but reverse on the spritesheet instead. Am I the only one to have this issue, or has anyone else encountered this problem?


This is what I'm referring to, around 5:50:




And the spritesheet in question:

[RM2K3] Auto-Life abilities...with enemies

So, I'm sitting here trying to update my enemies/bosses finally, and I'm working on the fairy types, as you may have noticed from my other topic. The fairies in my game all have innate Auto-Life, where after being dead for X turns (I'm going to set this to 30 turns for right now to see if that's too little or too much), they'll revive with 50% Max HP. I'm sitting here trying to wrap my head around doing this (I have in my Turns Elapsed x1 common event a line that calls a common event that'll reduce the timers on abilities and the like by 1 every turn. I have a line of code in there for enemies 1-8 to tick down 1 number every turn taken during battles). However...I'm drawing a blank on how to actually SET UP the auto-ability. If I set it to its own page for each enemy, not only will that probably take up useful space (I MIGHT be able to spare it though), but I feel like it'll loop in on itself and constantly reset the starting value to 30. If I set it to 30 in the Turns Elapsed x1 event, I feel it'll do the same.

So...can anyone help me out with this bit? I feel it should be super simple and whatnot. Screenshots of what I'm talking about:



1) As shown here, common event is called each and every turn to tick down all timers by 1.




2) Said common event has all of the timers, including the auto-life timer for Fairy enemies (or any enemy really, if I wanted them to have Auto-Life), which is where they will tick down by 1 every turn.


3) Setting up the event where it won't loop in on itself is the tricky part.