SHOGUNGARI'S PROFILE

Search

Filter

[RM2K3] Sleep = instant Game Over?

author=LockeZ
If you pick 999 turns and 1%, that does NOT mean "always wears off after 999 turns and 1% each turn"

It means "starts having a 1% chance per turn to wear off from the 999th turn onward"

That's why stun wasn't wearing off before when you had it set to 1 turn and 0%. It meant "starts having a 0% chance per turn to wear off from the 1st turn onward".


ohhhhh.....yeah, that was definitely my fault then. I assumed it was an "either or" situation. As in, always wear off after 999 turns, or have a 1% chance each turn until then to wear off. Knowing that, I'll go back and work on my other conditions so they wear off like normal. Either way, thanks for the help. I tested the battle out in the real game and it seems to work great. :) Just some minor dialogue tweaks and I should have the first dungeon finished.

[RM2K3] Sleep = instant Game Over?

Well, I did what you guys said and it works. I set it so sleep always wears off after 999 turns and 1% each turn, so the only way for it to wear off is by getting hit. I tested the battle, both characters fell asleep, and the battle continued. Strange, last night when I gave the condition a set time to wear off it still failed.

Either way, thanks for the help. Hopefully I can rebalance the boss tonight after adding this condition back in.

[RM2K3] Sleep = instant Game Over?

author=Liberty
As for your second question, a turn is one action - that is, if you have one character and one enemy, a turn would be either of them taking action. I'm curious about this because I've never ran into the issue before. With the stun one, do you have the chance of it abating set to 100%?

Yes, let me post stun.

http://imgur.com/c4XoBzM


The way I had hoped it would work is it would interrupt the player for one turn, and they would have to skip that turn before it went away. The problem is for this condition it counts the player's turns only, meaning it'll never go away. I don't know why the maker suddenly decided to switch from its normal definition of turns to a new one for this one condition.

author=bulmabriefs144
It's simple. If you have no turn end to sleep, the game decides you have an inactive party, and you lose.

A turn is... pfft, you asked the right person, since I designed a turn system. Basically, the monster party and hero party are charging ATB. If the party member ATB hits 100% it's their turn. But the way ATB works is that unless a sort of stopper is placed to halt the movement of the monsters, their ATB can interrupt yours if it gets to 100%.

Now, what if ATB can't fill? Then it skips. It skips the whole party, and if they are set at 0 turns and 0%, gameover. So, either set it to at least % of healing on its own after a turn. Sleep is usually 0, 1%, 100% on attack. Stun is usually 0 or 1, 100% each turn.

The problem is even when I set a certain amount of turns for these things to abate on their own, they still give me an instant KO if all my party members have it. No matter what, it's acting like sleep = death.


Edit: I suppose in the long run, dumping both of these conditions isn't the end of the world. I just hoped to have them in the game.

[RM2K3] Sleep = instant Game Over?

I'm currently working on the first boss of the game, who has minions that can cause AOE sleep with one of their skills. Sleep in my game is what you'd think it is- all movement is halted until the afflicted character is attacked, which causes the effect to be removed. They also recover a little bit of HP while in this condition.

However, when I try the battle out and both my characters are hit with the condition, I get an instant game over. Even when the characters are at full health, if they both get sleeped, the game acts like they both died. I'm trying to figure out why it's doing this, I even added a second recovery condition that causes sleep to go away after 5 turns or something. But it still treats this like death. Here's a screenshot of the condition in question the way I had it intended:

http://imgur.com/AbDDa52


I'm sure it's something really simple, but I can't figure out. Does the game count any situation when the player is unable to move any character, even when there's a way to recover, a Game Over? If so, is there a way to make it so only death is a game over and not other conditions directly?

Edit: This also seems to occur with the Stun condition, which causes no action for one turn in battle. This leads me to believe the game considers "no action" for anyone in the party an instant game over, which doesn't make sense to me. What also doesn't make sense is poison causes damage each turn taken by anyone in the battle, but stun doesn't go away at all, even if you set it to go away after a single turn. How does the game decide what a "turn" is?

[Poll] Cute little fat guys from RPGs

Riki and all Nopon. No, screw the other characters, Riki is nothing short of friggen awesome. He has the highest HP in the game, a ton of moves that just stack statuses like a game of Death Jenga, can heal, can deal damage, and can even steal stats. He has a family, loves his wife and kids, and has a suit of armor that makes him look like a durian made of metal. No question, Riki is the best character.

A Zelda Movie Cast

Now that I think about it, I'd rather have an animated movie. You can do more with animation than live action because it's being drawn.

http://www.zeldamotion.org/ is halfway there.

A Zelda Movie Cast

author=Dudesoft
As long as it's about a bunch of white people in a Californian highschool, we're good.
Except Zelda. She'll be Japanese.


No, better, get the names and mythology of the characters wrong and have only the bad guy played by a non-white race. It'll be about Lonk and Zolda fighting Ginningdorf for the Threeforce. And have Zolda sum up everything that just happened in the last scene, while the scene is finishing up. Make sure they can't act to save their lives!


Seriously though, if they did make a Zelda movie, I care more about the story than the characters. I'd rather they have a completely new story, one not based on the games but using the history and mythology of the canon.

[Poll] Microsoft buys Mojang

At least it wasn't EA. Half the features would be removed in the sequel and you could only download it from EA's Steam clone. And it has to always be online even if you're playing offline.

[rm2k3] Couple of questions on scripts for combat

Yes, and thank you for doing it. :) I know I was asking for a lot, but hopefully I'll take your code and make this battle amazing.

[rm2k3] Couple of questions on scripts for combat

I understand what you're saying, but having been a game tester I try to look at things from the perspective of the player instead of how complex or innovative the mechanics are. How is the player going to enjoy this final battle? If I have it set up the player must destroy the pieces and keep them destroyed or the boss will just heal back all the damage done to him, will players enjoy that versus having the pieces be destroyed for good? How long does that make the fight? How difficult will the boss be because of it? How powerful should the pieces be and how much HP should they have? Is the weight of the story felt in this battle or is it just another boring bullet sponge that blocks the player's progress?

Granted, this is all assuming I can have it set up so only attacking the boss with the pieces up will heal him instead of always healing him whenever a player attacks anything, but my personal opinion on how complex a battle should be is trumped by the player's opinion on how fun it is. As long as my players are happy, I'm happy.
Pages: first 123 next last