HEDGE1'S PROFILE
hedge1
862
Crystals: Legend of the ...
Here's something you don't see every day: a game about Crystals and Swords!
Here's something you don't see every day: a game about Crystals and Swords!
Search
Filter
[RM2K3] Timer ending battle
You can make a new common event with the trigger as Parallel Process. In it, use the following code:
That should tick every second you are outside of battle. It's the easiest way to create a game timer.
If you want to also then count in battle time, the code is a bit more complex because you have to leverage an existing timer. For this code, I'm using timer #2. In limited testing I found the timer to be slightly slow in battle and it was too long ago when I used this to remember why that may be. A player can spend 83 minutes in battle before there is a problem with this code.
Wait 1.0 Sec
Variable Oper: [0001: Seconds] + 1
Branch if Var[0001: Seconds] is 60 or more
Variable Oper: [0002: Minutes] + 1
Variable Oper: [0001: Seconds] - 60
Branch if Var[0002: Minutes] is 60 or more
Variable Oper: [0003: Hours] + 1
Variable Oper: [0002: Minutes] - 60
End
End
That should tick every second you are outside of battle. It's the easiest way to create a game timer.
If you want to also then count in battle time, the code is a bit more complex because you have to leverage an existing timer. For this code, I'm using timer #2. In limited testing I found the timer to be slightly slow in battle and it was too long ago when I used this to remember why that may be. A player can spend 83 minutes in battle before there is a problem with this code.
Wait 1.0 Sec
Variable Oper: [0004: Battle Timer] Set 5000
Variable Oper: [0004: Battle Timer] - Timer #2's Seconds Left
Branch if Var [0004: Battle Timer] is greater than 0
Timer #2 Operation: Set, 83M 20S
Variable Oper: [0001: Seconds] + Var[0004]'s Value
Loop
Branch if Var[0001: Seconds] is 60 or more
Variable Oper: [0002: Minutes] + 1
Variable Oper: [0001: Seconds] - 60
Branch if Var[0002: Minutes] is 60 or more
Variable Oper: [0003: Hours] + 1
Variable Oper: [0002: Minutes] - 60
End
Else
Break Loop
End
End Loop
End
[RM2K3] Timer ending battle
Since the timer runs even in battle menus that pause the battle, using it to control a "rested" status feels abusable to me in general, as players could simply is in a menu to continually trigger the bonus. Therefore, it seems like it should be paused in battles to prevent that abuse. Or perhaps I am misunderstanding how you're using the functionality.
Final Tear 3 remastered 1.06B is released!
I didn't realize this was still getting updates! That's pretty cool. While rough around the edges, the scale of this game is incredible! So I'm always happy to see it more polished. Good job!
2021 - An Announcement
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
I just reviewed my game list and the only other chocobo game I found was Chocobo's Dungeon. That doesn't really match what you described, but I figure I might as well point it out on the small chance it is what you are looking for. As a bonus, it's hosted right here which makes it easy to view.
https://rpgmaker.net/games/1006/
https://rpgmaker.net/games/1006/
dreki_battleCamera.gif
The Looming Spire
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
For all those searching through old archives for stuff, I made a program specifically to help automate that process. It will search folders, sub-folders, and .zip files (though not .rars or other compression formats), and can output in various text formats. It takes a while to run initially if you don't have a solid state drive since it searches so many files, but saves the results so that you don't need to re-run it until something changes.
Here's the link:
https://rpgmaker.net/engines/other/utilities/216/
Here's the link:
https://rpgmaker.net/engines/other/utilities/216/
[RM2K3] Stat buff rules
author=Prinnyhero
Manual stat chances? Like through an event that changes parameters?
Manual as in events, yes.
author=Prinnyhero
What do you mean by handling it poorly? I have noticed inconsistencies at higher values but could never figure out a pattern to it. I just chalked it up to the ole 'Rm2k3 will be Rm2k3'.
I never figured out a pattern either, but I could get it where I decreased my attack down to 1, then raised it by 999, but it would only go to 383 or something (whatever it was prior to the negative overflow). Similar things happened when exceeding 999. I was thinking for a while it was tracking positives and negatives but only displaying results in the valid range, but testing suggested otherwise. So I'm still not sure exactly what they do. And the fact we can't easily figure it out says they implemented it fairly poorly.
author=Prinnyhero
How the heck did you increase attack by 9999?? I thought 999 was the max lol
If I follow what Dyhalto said correctly, he used an attack up spell with spell power of 9999 that effectively doubled the actual attack, and then a double attack spell on top of that.
[RM2K3] Stat buff rules
I did some testing on my side and I'm going to redact my prior comment, at least for the most part.
Instead, my current testing showed that the maximum is 999, unless there the character is afflicted with a doubling condition, in which case it is 1998. The higher 1998 value showed in the status screen. For both regular attacks and skills, the game appeared to use the value as shown in the status screen / calculated via variables.
When afflicted with a condition which doubles stats, manually adjusting stats via an event does not see a doubling of effect. That is, adding +1 attack to someone who has a double attack condition does not add +2 attack. So this could be a source of error.
The code also handles overflow on manual changes to stats (as in, going below 1 or above 999) really poorly. I couldn't figure out the exact logic, but to be safe I would recommend ensuring manual stat changes didn't exceed the normal boundaries.
Finally, I wonder if the 1500 I remember so well as a boundary is the maximum on the top end before glitches start to occur. I failed to successfully verify this in my testing, but with the number 1500 etched so strongly in my brain I can't help but believe that might be the case.
Either way, sorry for not having more exact information for you.
Instead, my current testing showed that the maximum is 999, unless there the character is afflicted with a doubling condition, in which case it is 1998. The higher 1998 value showed in the status screen. For both regular attacks and skills, the game appeared to use the value as shown in the status screen / calculated via variables.
When afflicted with a condition which doubles stats, manually adjusting stats via an event does not see a doubling of effect. That is, adding +1 attack to someone who has a double attack condition does not add +2 attack. So this could be a source of error.
The code also handles overflow on manual changes to stats (as in, going below 1 or above 999) really poorly. I couldn't figure out the exact logic, but to be safe I would recommend ensuring manual stat changes didn't exceed the normal boundaries.
Finally, I wonder if the 1500 I remember so well as a boundary is the maximum on the top end before glitches start to occur. I failed to successfully verify this in my testing, but with the number 1500 etched so strongly in my brain I can't help but believe that might be the case.
Either way, sorry for not having more exact information for you.













