PIANOTM'S PROFILE

pianotm
The TM is for Totally Magical.
32347
I am a piano technician and musician by trade. I am a poet, a writer, an artist in my spare time.

http://pianotm.indie.af/

https://pianotm.deviantart.com/

https://twitter.com/pianotm26

https://pianotm.itch.io/the-dark-elfs-quest $14.99

https://pianotm.itch.io/euphonie $10.00
Across the Universe
Survival and friendship in an impossible situation.

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Refmap 2k/3 material help

I'll zip up a copy of my FSM/REFMAP folder and private message it to you.

As for a train, I don't know. I know you can find them for later makers, but I've only used trains for VX Ace, and they're not classic steam engines. Whenever I want something from later makers, I reduce it, edit it, and clean it up so that it fits 2K/3. You can try searching GrandmaDeb's blog. Also ask on rpgmakerweb.com.

Official Cookie Tasters

Aww! Such cuties!

Secret Santa 2023 ::

Oh! I got it right! Thank you so much, Strak! And don't worry! Your present was great! Merry Christmas!

Secret Santa 2023 ::

My guess is Strak! Thank you so much, and I hope you have a wonderful holiday, too!

And if I'm wrong, you also hope you have a wonderful holiday!

Merry Christmas RMN




MERRY CHRISTMAS

The Simple Times

Avee
Thanks for the explanations :)
I'll play again a little later but for now, the problem with the bandits is that there must be an event command that sets my party's Exp to zero, because I lost over 100 Exp after fighting them.

EDIT: It's probably the Level Tracker common event that resets my levels somehow.

Okay. Another option I have is to level purely on milestone instead of experience tracking. That would negate the need for the level tracker. The tracker is strictly keeping everyone at the same level. In fact, I know what's costing the experience. The tracker is making sure everyone is keeping level with a level variable. The reason for this is to make sure characters that aren't being used are at the same level as active characters. Just foregoing using XP altogether and milestone leveling would negate the need for at least two common events.

Edit: But you see, then it becomes impossible for players to possibly grind on goblins in the mountains so that they can get high enough level to go through the optional dungeon...

The Simple Times

author=pianotm
Avee
-The lack of information about weapons' stats and characteristics is an issue for me: having to buy them all, see what they do in the equipment menu then reload and buy only what's optimal.
That's fair. If I had thought of it, I probably would have put the stats in the description. Also, optimization actually isn't a good idea. You want multiple weapons for each melee fighter that you can switch between. An interesting thing you'll note is that the most powerful magic weapon currently available in the game is a slashing weapon. In the cave dungeon, you face enemies that are strong against slashing but weak against bludgeoning. If you use that magic sword there, it's almost useless. It only 4 or 5 damage to an enemy (it has the highest ATK boost, and deals fire elemental damage in addition to slash. It's very effective against SOME enemies.). The regular, non-magical hammers are twice, and sometime three times as effective against the cave dungeon enemies. The idea was, you'd go into a dungeon, see your equipped weapon was having a hard time dealing damage, and switch weapons to try and find something more effective. So while you don't really have enough money in the beginning of the game, you want to collect weapons throughout the game. Don't just get rid of them once you've upgraded.

-I would have liked more banter between the characters or more comments about the areas and NPCs they encounter.

This wasn't feasible in a limited time game jam. Writing the banter that's already there consumed what was already an unreasonable amount of time. The banter in each encounter took me literally as much time as building the encounter. In fact, I think a quarter of my time was spent on dialogue. It wasn't just writing it. It was working out how the game would remember who was supposed to be talking. I thought I could do it in a common event, but that turned out to not be a particularly practical way of doing it since it turned out to be an equal amount of work no matter what.

-I don't get experience points from the bandits on the world map.

I just checked. You get 40 experience points from the bandits. Two bandits, 20 experience each.


-When the first character dies, the game may crash right away or when some commands are used.
Could you describe the glitch in more detail? I have never encountered it.

-The error "Invalid CBA ID 4" seems to come up whenever I'm about to defeat the last Frankenstein slime, so I can't progress any further.

This is a glitch in RPG Maker 2003's battle interpreter running battle actor events. I am unable to replicate this glitch, but I can only assume it is from using one of the bows because I make them require ammunition. This uses an item, which is one of the things that can trigger the glitch.

fmatthew5876 at https://github.com/EasyRPG/Player/issues/1486
Whenever a battler does an action, the battle interpreter runs events (1) before action, (2) immediately after a switch is activated by an item or skill and (3) and after the action, allowing different page conditions in each case.

Due to a bug in the way they separated actor algo processing from enemies to implement CBA, step (3) does not occur when an actor uses an item, defends, escapes, or does the row command

Are you using a bow? If so, try using melee only. Meanwhile, I'm simply going to remove the feature. If that doesn't work...I don't know how to fix an engine glitch.

-The eastern town also seems incomplete? I can't talk to the inn's owner, and leaving the building with a lantern sign teleports me outside the inn.

This town was literally the last thing I made before uploading. I wanted to hurry to get started on Secret Santa...

Oh, the fuck! I quoted instead of editing...

The Simple Times

Avee
-The lack of information about weapons' stats and characteristics is an issue for me: having to buy them all, see what they do in the equipment menu then reload and buy only what's optimal.


That's fair. If I had thought of it, I probably would have put the stats in the description. Also, optimization actually isn't a good idea. You want multiple weapons for each melee fighter that you can switch between. An interesting thing you'll note is that the most powerful magic weapon currently available in the game is a slashing weapon. In the cave dungeon, you face enemies that are strong against slashing but weak against bludgeoning. If you use that magic sword there, it's almost useless. It only 4 or 5 damage to an enemy (it has the highest ATK boost, and deals fire elemental damage in addition to slash. It's very effective against SOME enemies.). The regular, non-magical hammers are twice, and sometime three times as effective against the cave dungeon enemies. The idea was, you'd go into a dungeon, see your equipped weapon was having a hard time dealing damage, and switch weapons to try and find something more effective. So while you don't really have enough money in the beginning of the game, you want to collect weapons throughout the game. Don't just get rid of them once you've upgraded.

-I would have liked more banter between the characters or more comments about the areas and NPCs they encounter.


This wasn't feasible in a limited time game jam. Writing the banter that's already there consumed what was already an unreasonable amount of time. The banter in each encounter took me literally as much time as building the encounter. In fact, I think a quarter of my time was spent on dialogue. It wasn't just writing it. It was working out how the game would remember who was supposed to be talking. I thought I could do it in a common event, but that turned out to not be a particularly practical way of doing it since it turned out to be an equal amount of work no matter what.

-I don't get experience points from the bandits on the world map.


I just checked. You get 40 experience points from the bandits. Two bandits, 20 experience each.


-When the first character dies, the game may crash right away or when some commands are used.

Could you describe the glitch in more detail? I have never encountered it.

-The error "Invalid CBA ID 4" seems to come up whenever I'm about to defeat the last Frankenstein slime, so I can't progress any further.


This is a glitch in RPG Maker 2003's battle interpreter running battle actor events. I am unable to replicate this glitch, but I can only assume it is from using one of the bows because I make them require ammunition. This uses an item, which is one of the things that can trigger the glitch.

fmatthew5876 at https://github.com/EasyRPG/Player/issues/1486
Whenever a battler does an action, the battle interpreter runs events (1) before action, (2) immediately after a switch is activated by an item or skill and (3) and after the action, allowing different page conditions in each case.

Due to a bug in the way they separated actor algo processing from enemies to implement CBA, step (3) does not occur when an actor uses an item, defends, escapes, or does the row command


Are you using a bow? If so, try using melee only.

-The eastern town also seems incomplete? I can't talk to the inn's owner, and leaving the building with a lantern sign teleports me outside the inn.


This town was literally the last thing I made before uploading. I wanted to hurry to get started on Secret Santa...

Just consciously and vividly observed a thought slip out of the grasp of my mind and dissolve despite my desperate attempts to reclaim it.

I miss "Owl's are rude."

What can and can't I put in my locker?

Umm...no? Locker files are like cats: if it fits, they sits. Just don't upload something like porn. Libby'll insert a boot in your ass if she finds it.