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Rescue Reidman IV
An open-ended dungeon crawling game with lots of content

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Customer gameovers for Rm2k

author=Liberty
Or - and I am not sure about this so you might want to mess about and check it out - make a battle event that is triggered when your character health hits 0 and have it quickly restore life, but end the battle. Not sure if it would work.

Just gave that a shot. The trigger was Hero Exhaustion (I'm not even entirely sure what that variable is, the helpfile is incredibly confusing regarding it) = 100-100, which I assume is a party wipe. It didn't work however.

edit: with all the wacky/useful patches available for rm2k (auto-enter, BEVC, power patch, etc) I'm surprised there isn't a gameover patch yet honestly

Customer gameovers for Rm2k

One other thing I desperately need some help with is trying to get a custom game over event for rm2k. I hate the current one which is just "gameover you lose back to start" and was hoping to replace it with something that takes you back to the last save point or something with all your stuff (exp, gold) intact. I can code that part but the problem is getting rm2k to do ANYTHING after the gameover is triggered. It's pretty much triggered the very instant everyone's HP is at 0, despite my pleas with rm2k by dumping tons of "WHEN HERO HP = 0" events in the battle.

Is there a trick I'm missing here or maybe a patch?

edit: ugh accidentally wrote "customer" gameovers. That's what I get for posting at work.

Duplicate skills in RM2k

Sorry for the doublepost but just to expand on this since I realized why I never did that before: The weapon leveling common event is insanely large and takes like 20 seconds for rm2k to load it. On top of that there's about 60 different helper characters that you can recruit. If I were to use fork conditions to check if the skill is learned it would increase the event by probably 20x what it currently is and that's only with about 20% of the weapons actually coded in so far.

Is there another way I can do this without cluttering up this massive event more than necessary or am I screwed?

edit: To avoid a triple post I'll just edit this one: I found a solution, I have a party configuration event that records all of the stats of every possible party member and stores them in variables such as "Party Member 1 HP" "Party Member 2 MP" etc etc, so I can just dump a huge ass script in there that would store any learned skills for every possible party member in a variable. It's going to be huge and hopefully it doesn't lag the game (it runs this after every battle, whenever you exit the menu, use a savepoint, switch map, all sorts of stuff) so hopefully somebody runs into a better idea.

Duplicate skills in RM2k

I knew I was over-looking something stupidly simple. Thanks for the help!

Duplicate skills in RM2k

So I'm sitting here with a hero character that has like three different entries for Cure and two Scans, they all point to the same skill so it's not like I have duplicate entries in the database.

I'll explain a little bit about my gameplay system so you can get a better idea of what the issue is: There's a bunch of different people you can recruit in this game and you can teach them skills from a guild. When you teach them a skill from a guild rm2k stores that in a switch, so that way when you want to switch your guy out and replace him with someone else, that other person will have all the skills that you taught the other person.

Now these people you recruit can also learn skills naturally through level ups and they can also learn skills through a weapon system in the game, where leveling up a weapon may net you a skill. That's where the duplicate skill entries are coming in. I'm not sure if there's a way I can tell Rm2k that "these here are duplicate skills" since the skills all point to the same one in the database Rm2k logically thinks that there's only one entry for any skill even though it's displaying like 3 other duplicate entries.

I'm in the midst of polishing up my game now and while it's not gamebreaking or anything, it's annoying enough for me to try anything possible for a resolution. There's enough skills in a typical persons skillset without going through 5 pages of clutter :(

Enemy battle animations in rpg2k

I thought I would make this thread to help spruce up RPG2k battles. As it is now most games that use the default battle system have enemies that simply announce they're attacking you and then proceed to shake the screen a little.

Well, here's what you should do instead: create a battle script in the enemy group section that formulates the damage, ie: make a formula that deducts damage from the target hero's defense or whatever you want, then have it display a battle animation of the enemy hitting you.

Now, download Cherry's BEVC patch here: bevc

This is the greatest patch ever for rpg2k. It will allow you to copy the battle script from the enemy group and paste it as a common event. The drawback is that you can't edit it once it's in common events but to work-around that you can copy it back to the enemy group and edit it there.

Now make a line of code in any common event that calls the script you just pasted there and copy that into the enemy group. Now your enemy will call the common event script and you have a semi-custom battle system.

yo check it:

I guess there's really no point in this topic except to show off Cherry's awesome patch, go download it at once!