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Crystals: Legend of the ...
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Villnoire

@Demetrius: You may want to hide your comments about the story and its ending in a spoiler.

[RM2K3] Conditional branch ignored during certain animations

I've done quite a bit of investigation into rm2k3's battle system in the past, but I've never encountered a situation like what you describe where changing the animation itself actually changes the outcome.

That said, maybe my notes will be helpful anyway. A lot of commands don't trigger for various reasons, and there are a few cases when all action can be prevented. So maybe it's related? Note that my research was all done without DynRPG, and I didn't have any plugins.

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Animation Canceling
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Animations in the DBS can be interrupted by the following:
Equipment Changing
Condition Changing

When an animation is interrupted, the action following the animation is also interrupted. This means that animations can cancel attacks, spells, and whatever else the character is trying to do.

This interruption can occur when done in the Turns or Active BC. I think it can occur in all commands, but it only cancels actions in those two.


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Event Triggers
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** If the monster (or probably anyone) is Poisoned and takes damage, nothing extra is triggered.
** Conditional branch actions (like Monster Target) occur based upon the original trigger.
** Monster target can also be wonky depending upon which trigger you put it in, as it can trigger that the monster is the target even though it's the monster's attack if you buffer your attack in while the monster is attempting to attack.
** Skills targeting anything other than yourself do not require any stat selected (HP, MP, Attack, etc) for it to trigger all of the standard damage, etc. formulas.
** HP visual is updated fairly randomly -- I've seen it as early as "Variable Change" and as late as after "Hero HP"
** Items, even Scrolls, never trigger anything after damage is dealt.
** Item switches DO trigger everything, but since you can't do any targeting with switches, your options are limited.
** Triggers before the damage is dealt occur in the order in which they appear in Battle Events. The same is true for triggers that occur after the damage is dealt. The two types (before and after), however, never mix.
** If HP alterations are made after damage is dealt from a skill, the HP alteration will override the damage display. This is not true if the damage is done through a basic attack (the Fight command). This does not apply if MP was changed rather than HP.
** Post-damage triggers sometimes don't occur after healing. It is inconsistent, and I haven't been able to figure out what causes it to work or not work.
** AOEs seem to act like single target abilities, though I have not tested this extensively.
** If two monsters act very close to each other, if the first uses a skill, the 2nd's action won't trigger post-damage triggers (like variable change or party exhaustion).
** If a spell is cast on self, it sometimes does not trigger the post-damage triggers (I've noticed that when it stops working, it tends to be broken for a couple of turns, but otherwise works most of the time).


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Event Ordering
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Battle Begins (these appear in the order they are in the Monster Group):
Variable change
Turn taken
Monster takes turn
Hero1 takes turn
Hero2 takes turn (this appeared even when Hero2 wasn't in the party)
Party exhaustion
Turn


Hero1 Fights or uses Skill against enemy:
Turn taken
Hero1 takes turn
Hero1 uses the <fight or skill> command
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
(MP removed for cost of skill)
Variable change
Party exhaustion
Monster HP check (for all of monsters, alive or dead)
Hero HP check (for all heroes in current party, alive or dead)


Hero1 uses Skill on ally or self:
Turn taken
Hero1 takes turn
Hero1 uses the <fight or skill> command
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
(MP removed for cost of skill)
Other triggers like Variable change sometimes work here, but often do not (I haven't figured out why yet)


Hero1 Defends:
Turn taken
Hero1 takes turn


Hero1 Item:
Turn taken
Hero1 takes turn
Hero1 uses the <item> command
(Item name appears)
(Animation)
(Damage or healing, unless there is none)


Monster Acts:
Turn taken
Monster takes turn
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
Variable change
Party exhaustion
Monster HP check (for all of monsters, alive or dead)
Hero HP check (for all heroes in current party, alive or dead)

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

@Gari: Thanks for your contributions. Given that incredible list you provided, I feel like mentioning the RPG Maker Games List utility. It was designed for exactly such an activity, and will do all the hard work of finding the games for you. It also lets you play the games directly from the list, search, and favorite the ones you like most.

https://rpgmaker.net/engines/other/utilities/216/

Bitmap Font.... Typer??

Thank you! Glad it is what you needed. Remember to share it with others who may need it. There aren't a lot of good ways to advertise utilities here on rmn.

Bitmap Font.... Typer??

This is something I've put together for this exact purpose. It takes some time to setup the "pixel font" (as I call them) but once you do you can just type it out normally.

There are also numerous other features like:
- Saving lists for making future edits
- Use lists to automatically create file names with a four digit suffix, useful when referencing images via a variable in RPG Maker 2k(3)
- Drag/drop images into the background
- Image preview (full screen view window available)
- Use system fonts so that you don't need to bother with creating your own "pixel font"

https://rpgmaker.net/engines/custom/utilities/78/

new_faceset_menu.png

Love those portraits. Reminds me a lot of Tactics Ogre. And I'm just a sucker for good pixel art.

THE Captain's Log is now 60!

I can't believe there are no comments on this yet! Progress looks really good. I can't wait to see other cars and collision detection in that racing game. Also, I totally read everything -- after I looked at the videos first.

[RM2K3] how to prevent an npc's location from resetting

Marrend's idea is the correct solution. Have one event in the bed, and another event at the location the NPC should be at for the start of the second half of the cutscene. Use a switch to control progress. If the switch is false (the default) then the first event in the bed is shown and the 2nd event is hidden. After the first part of the cutscene plays and the bed event walks to the floor event, flip the switch. To the player nothing will change, but in reality the bed event will disappear and the floor sprite will appear. Then continue the cutscene normally with with 2nd event. Since this is working with switches now, the new location of the event will be preserved even if you exit the room and return.

A Most Needed Update

I've been following this ever since I saw the initial screen shots, so I'm glad to hear you're back at it!

[RM2K3] Issues with Stat Boosting Spells

That is indeed a problem. I don't have any clean solution, but off the top of my head you could record how many times the ability has been used and then simply disable it if it has been used too often. This isn't really a "solution" so much as a game play mechanic, but it would remove the exploit.

To check if the ability has been used, you can use "if player uses x command" where the command is the sub-menu for abilities. Then reference the MP of the character before and after the use. So long as the MP consumption of the ability is unique, you'll be able to identify how many times it has been used. If you need more detail as to the exact mechanics of this, let me know.

Once your counter for the number of uses has been met, replace the skill with a duplicate that can't be used my the character (you can accomplish this easily by attaching a weapon type to the duplicate skill's elements that isn't used by the character).

If you wanted to get all fancy with things, you could also record everyone's stats before the battle begins and then, after each turn, check to see if the stats exceed a predetermined maximum. If they do, reset the stats back down to the appropriate value. And then, after the battle, reset the stats back to their original values (this has some issues with level ups, so if you choose this route, we'll have to work through how to handle that). This option is far more work than the first, but will get the system to work exactly as intended.