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FADE and RPG Maker MV
Cool! I want to see more stuff now, so glad you're interested. I'm updating Tales myself after a long hiatus, trying to redo chapter 3.
FADE and RPG Maker MV
Oh. Well, this mostly has to do with the fact that characters have physical attacks with different weapons. And it's explained during battle that the character needs something to hit the target with.
It was a bug. Character 3 when they attacked an elemental immune, I found it was set to Character 1 StunAll. Fixed now, and it seems to run smoothly.
News bubble, huh? Bugmenot created it awhile back. It allows you to add stuff to attacks like the ability to be unreflectable.
??? You responded to something regarding RPS+ earlier.
Just make sure you've got dynrpg 0.30 or 0.40 whatever, the one Pepsi made. It should create a plugins folder. Download the RPS+ patch. Add to the attributes menu twelve new "elements" called %1 to %12. These basically go with the Immune effect, and add traits to attacks.
%1 (Row control, I think it ignores rows or something)
%2 (Piercing, it changes damage based on enemy defense. I think the more defense an enemy has the worse it is)
%3 (No Reflect skills)
%4 (Skills can be evaded. Put it on weapons to make them hit evading enemies)
%5 (Skip skill name)
%6 (Fast, speeds up ATB)
%7 (Slow, slows down ATB)
%8 (Delay, slows down enemy ATB)
%9-11 (turns switches on if skill used, hits, or misses in that order)
%12 (A is minimum damage, I set to 1, B if 0 is no maximum otherwise maximum damage up to B, negative damage and immunity applies)
It was a bug. Character 3 when they attacked an elemental immune, I found it was set to Character 1 StunAll. Fixed now, and it seems to run smoothly.
News bubble, huh? Bugmenot created it awhile back. It allows you to add stuff to attacks like the ability to be unreflectable.
??? You responded to something regarding RPS+ earlier.
author=Milenninauthor=bugmenotThis is an interesting patch. The miss on skills that wouldn't increase any stats always bothered me, and I like the "immune" effect. I'll try this out some time.
Fixed a bug with self-destructing enemies when using the RPS+ patch:
download RPS+
Just make sure you've got dynrpg 0.30 or 0.40 whatever, the one Pepsi made. It should create a plugins folder. Download the RPS+ patch. Add to the attributes menu twelve new "elements" called %1 to %12. These basically go with the Immune effect, and add traits to attacks.
%1 (Row control, I think it ignores rows or something)
%2 (Piercing, it changes damage based on enemy defense. I think the more defense an enemy has the worse it is)
%3 (No Reflect skills)
%4 (Skills can be evaded. Put it on weapons to make them hit evading enemies)
%5 (Skip skill name)
%6 (Fast, speeds up ATB)
%7 (Slow, slows down ATB)
%8 (Delay, slows down enemy ATB)
%9-11 (turns switches on if skill used, hits, or misses in that order)
%12 (A is minimum damage, I set to 1, B if 0 is no maximum otherwise maximum damage up to B, negative damage and immunity applies)
FADE and RPG Maker MV
Elemental block frequently malfunctions in my game because I sometimes hit the enter button too many times and it attacks anyway (ah, wait, I found it, one of my characters was StunAll for the wrong character). Since these enemies aren't always truly immune to physical attacks this screws up so you're just as well.
It is all or nothing. If you don't have a fire sword or whatever, it doesn't allow you to attack. The problem is that I haven't a way to straight up block a magic type without an annoying amount of code (something along the lines of making all spells switch based or something). Which makes it sort of a pain in the butt, and I'm kinda debating whether to throw it out, but so far it stays. Anyway, immune takes care of the spell stuff. You use RPS+?
On the other hand, float enemies might be a good addition. You could have either certain (ranged) weapons hit them or wearing winged shoes.
It is all or nothing. If you don't have a fire sword or whatever, it doesn't allow you to attack. The problem is that I haven't a way to straight up block a magic type without an annoying amount of code (something along the lines of making all spells switch based or something). Which makes it sort of a pain in the butt, and I'm kinda debating whether to throw it out, but so far it stays. Anyway, immune takes care of the spell stuff. You use RPS+?
On the other hand, float enemies might be a good addition. You could have either certain (ranged) weapons hit them or wearing winged shoes.
FADE and RPG Maker MV
Oh yea, I understand that, as I do alot of switches like this.
I think at the development phase of Tales, I was making monsters, and the first time I did it, I was like 50 or 70 into it, and like "I reaaaally hate doing this for each party member, so I tried to figure out how to make stuff so I could copy-paste as much as possible without changing stuff.
I basically have three "types" of physical immunity, which have battle animation messages pop up. And one type of magic immunity.
Magic Block same as yours. However, because my characters have sort of themed magic (life/death/etc) some monsters are selectively immune to death magic or life magic.
Physical Block the basic one. This is usually monsters where you attack and the attack does nothing (think ghosts). Generally, having astral weapons overcomes this (or just hit them with spells)
Miss is for flying or swimming monsters. You need to be floating to hit enemies like this.
Elemental Block basically requires you to have one of the elemental weapons to attack.
I wanted to have more stuff, but I can't think of anything. Still, it's cool that I was able to do this.
I think at the development phase of Tales, I was making monsters, and the first time I did it, I was like 50 or 70 into it, and like "I reaaaally hate doing this for each party member, so I tried to figure out how to make stuff so I could copy-paste as much as possible without changing stuff.
I basically have three "types" of physical immunity, which have battle animation messages pop up. And one type of magic immunity.
Magic Block same as yours. However, because my characters have sort of themed magic (life/death/etc) some monsters are selectively immune to death magic or life magic.
Physical Block the basic one. This is usually monsters where you attack and the attack does nothing (think ghosts). Generally, having astral weapons overcomes this (or just hit them with spells)
Miss is for flying or swimming monsters. You need to be floating to hit enemies like this.
Elemental Block basically requires you to have one of the elemental weapons to attack.
I wanted to have more stuff, but I can't think of anything. Still, it's cool that I was able to do this.
FADE and RPG Maker MV
It seemed like your had alot more switches or something. And it was more scattered or something. I dunno. Mebbe, I haven't checked it recently.
(Pffft, Coming to America. "We're MacDowell's, they're McDonalds. They have the golden arches, we have the golden arks. The serve their burgers on a bun with sesame seeds. Ours has no seeds.")
Fixed it.
I think the difference between mine and yours is that the only reason it has the switch is because it shows the battle animation. Yours seems to use the switch for the effect itself. Mine wouldn't have a switch period, and would just use the status effect. Lemme look at my common event, and I'll tell you.
Mmmm, that's the difference. Mainly under the hood.


Mine uses the status, and a variable to set what attack it is. Depending on the attack, it can block all certain weapons or status. With a variable, it is more efficient, because one variable versus switch for each hero. Plus I did a WHOLE lot for physical attacks, as you can see.
(Pffft, Coming to America. "We're MacDowell's, they're McDonalds. They have the golden arches, we have the golden arks. The serve their burgers on a bun with sesame seeds. Ours has no seeds.")
Fixed it.
I think the difference between mine and yours is that the only reason it has the switch is because it shows the battle animation. Yours seems to use the switch for the effect itself. Mine wouldn't have a switch period, and would just use the status effect. Lemme look at my common event, and I'll tell you.
Mmmm, that's the difference. Mainly under the hood.


Mine uses the status, and a variable to set what attack it is. Depending on the attack, it can block all certain weapons or status. With a variable, it is more efficient, because one variable versus switch for each hero. Plus I did a WHOLE lot for physical attacks, as you can see.
FADE and RPG Maker MV
Than Fade. It is all internalized (except for a simple if MonsterImmune is ON switch which shows the animation). It was ALOT of work, but it paid off big. I basically got your idea, from looking at the code, and then was like "man that's good, but I want it less all over the place because I'll have to copy it a zillion times and don't want it to stall monster creation." So I just sorta tweaked stuff until I had a copy that just took like four lines.


FADE and RPG Maker MV
No, not really. It is mainly a deal, where I get one code page, and I copypaste that 300 times. A little at a time, it's not a big deal. Also, my actual battle code is 3 pages (in terms of the turn-based, look at Tales From The Reaper; it's actually horribly simple to add). The other 14 or so pages, are from special commands, and I did basically one and done. Adding a new monster event, I basically copy from a battle that has the same exact number of monsters. I'd in fact recommend a read-through of the code for Tales, it also has physical and magical blocking, but does it a bit more smoothly.
Hard copy too. You never know what your computer will do, and I've even had flash drives fall apart on me (a sturdy looking one had the glue melt while in the car). Print it, before it's too late... Nah, but seriously, bad luck with record keeping.
Hard copy too. You never know what your computer will do, and I've even had flash drives fall apart on me (a sturdy looking one had the glue melt while in the car). Print it, before it's too late... Nah, but seriously, bad luck with record keeping.
FADE and RPG Maker MV
author=Milennin
On the subject of scary battle codes, that's one of the reasons I've considered upgrading to the new engine. I have no idea how much code RPG Maker 2003 can handle before it's starting to cause slow downs. Seeing how I still have a lot of stuff to add, I wonder if it'll be able to keep up. But maybe I'm worrying about nothing...
It's actually just scary because if all code isn't just so, the battlers basically stop moving in terms of turns. I remember trying to rebalance that dragon (since I didn't like it moving as fast in terms of healing and casting that meteor), and I changed one page to try to switch phys shield and myst shield, and the monster no longer attacked or something.
You would be surprised. I have 19 pages, and the Turn 1x ones (I have two, which unfortunately messes up turns somewhat) if written out would be like 10 pages long, since I have about 11 characters, and each of them has commands that activate stuff. The key to fast processing is common events. When you common event, processing is done on another screen, and it seems to be done faster. This means, if you have alot of events that happen for every battle, common event pretty much makes it run smoothly. Ideally, we would have the new 2k3 have dynrpg and be able to copy paste entire stuff to common events, AND run the turn based plugins. I have over 500 common events, and the are rather long, and yet there is not significant lag except in screens that had 300+ events (again, events on the screen vs off). Despite that some of these are parallel processes that run constantly, common events run VERY fast. As in, I used the date/time plugin as part of my game, to give the month, day, weekday, year, hour and minute. I check it in a common event, and follow up with another common event, that goes through the process of setting the weekday as a name, the month name, checks whether anyone's birthday is around, and so on. It's extremely long and complicated, since this also includes my famed menstrual cycle status. I can walk around with no lag whatsoever. A big map with too many events, nah, I'm lagging. The big lag contributors are pictures that update or rotate while characters are talking, weather (mainly because you ask it to wait), and stuff like switches and variables that activate in battle outside common events.
Yea, jot the stuff you got down on a piece of paper. Oracle of Tao was actually a high school idea for the C++ programming class (until we all realized none of us could make games this way) that I worked on with a friend. I found the notes years later, and was able to start from there. Dialogue doesn't need to be spot on, so much as the plot/characters/motivations/etc of the game.
FADE and RPG Maker MV
I think rider's right. I've switched my original game (the New Earth) to XP and I learned later that as good as it should have been, there was no real way to attack more than 0 damage with unarmed (I had a brawler). SO the whole game which I could have done on 2k3 wound up being a mess. Later, I started work on Oracle of Tao using an engine I knew, and it went much more smoothly.
If you want to collaborate, I can help. It's gonna be a bear, since I have Tales to work on, and I've seen your scary, scary battle codes. But I can at least try to test out battles for difficulty and offer input.
At the very least, try to write out a script or storyline, along with all the things you have so far, and all the things you want to have. This will give you focus for the transfer rather than feeling like I did when... urgh, yea, I had a massive data loss because I found out it wasn't saving my games properly. So Tales From The Reaper effectively lost chapter 3 & 4. Despite knowing the plot, I wound up changing chapter 3, and it's been slow going.
If you want to collaborate, I can help. It's gonna be a bear, since I have Tales to work on, and I've seen your scary, scary battle codes. But I can at least try to test out battles for difficulty and offer input.
At the very least, try to write out a script or storyline, along with all the things you have so far, and all the things you want to have. This will give you focus for the transfer rather than feeling like I did when... urgh, yea, I had a massive data loss because I found out it wasn't saving my games properly. So Tales From The Reaper effectively lost chapter 3 & 4. Despite knowing the plot, I wound up changing chapter 3, and it's been slow going.














