TRANCE2'S PROFILE

I pop in from time-to-time.

Unabashed Trails and Tales fan.
Sagawind
Join Vera and Hermann on their quest to explore the vast world of Estryia and learn its origins.

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[Poll] Xbox One or PS4? Which one will you be buying?

I'm... getting neither. I'm broke!

My 3DS is working just fine as well; in fact, I just upgraded to a XL and it's pretty wonderful. Just need to have the funds every once in a while for a game or two. If I had to get another system, I'd probably get a Vita next...

Though if I had to do a CONSOLE, not a handheld, I'd go for WiiU, mainly because I'm a Monster Hunter junkie and I can't wait for Capcom to stop being a huge douche and confirm whether or not the West is getting MH4 (yes, I realize it's not coming out in Japan even until September). The WiiU version of MH3U is currently the only way to play MH online unless you get a group together to play Freedom Unite on adHoc Party (or you're lucky enough to know people who were brave enough to play Portable 3rd) since the servers for Tri went down.

So really... it's not really a WiiU but a MH3UMachine. I'd eventually get Bayonetta 2 and "X" on it... but that's all I know about. Still! It's more than I know about for the XBone or the PS4. More than happy with what I've got for the time being. ... then again, I didn't get into the current gen of consoles until the both of them were like... five years old. So my choice probably amounts for very little.

[DynRPG Plug-in] Provoke Skill

Was just helping Xenomic, but thank you for clarifying it as well. ^^

[DynRPG Plug-in] Main Menu Game Playtime Clock

But I mean like... is it possible to get the string used for drawText FROM the other plug-in? Like... the string used to tell the engine what to display has to be stored somewhere. You'd think you could use a text call to call that string and display it. It's less using the Text plug-in on the menu and more using what you put into the Text and calling that using something else.

I'm honestly not sure exactly how calls work between plug-ins or between a plug-in and the engine (my main programming knowledge is in Java because the College Board sucks, PHP, and mySQL), but... logically it seems like it might work?

Also... any word on why/how the background layer is on top of the save/load menu and/or a way to remedy it? :x

[DynRPG Plug-in] Provoke Skill

author=Xenomic
Ok, so I just tried this and...well...it doesn't work or something. I'm not sure why. Maybe it's something I did in the DynRPG.ini file?



SkillId=2640
ConditionId=428
StartingVar=4990



That's what I put in...does the ConditionID need to be "0428" instead"? Because I had my monster using Attack and Flare, and when it used Flare as its first action (I already had a character use Provoke), it didn't hit that character. The skill is set to "Self" and inflicts the "Provoke" condition so...unless I'm doing something wrong...unless this is meant more for a battle command or something? I don't know. @_@;

The skill needs to be set to Single Target. Gotta target the monster you wanna Provoke, not Provoke yourself to have people target you.

[DynRPG Plug-in] Main Menu Game Playtime Clock

I'm actually kind of wondering at this point whether this can be combined with, say, the Text plug-in to put other kinds of text on the menu. I mean, if one can put the time stuff on there, who's to say you can like... set a string in an outside event that corresponds to like the location the player is in and drawing THAT on the main menu?

... actually that's just wishful thinking on my part, though I'm pretty sure it could be done. My programming-fu is woefully weak however, so...

Still! I found out that because of how the foreground is drawn, you can actually use that to make it look like you can only have x amount of party members, since the foreground is over the default menu. Makes for some really neat effects.

Also, I've been having trouble with the background layer thingie. It works for the main menu (iirc), but it ends up displaying OVER the save/load menu. Totally forget if it shows up when one is using items/abilities on the party as well, but I can always check that again.

EDIT: Yep, works great for the main menu. Covers the save/load menu completely, though, especially if you're using a full 320x240 image. And even if you're using just that little section that's usually black on the default menu with a matte around everything else, that bit still shows up OVER the save/load. Any ideas?

[RM2k3] Stat debuff formulas

So I'm playing around with skills, trying to figure out why a stat debuff isn't working as well as I'd want it to. Basically each of the stat debuffs are using the basic checkbox of "Attack," "Defense," and such on the Skill tab instead of using conditions (because I'd want more than half, plus I wouldn't want the condition to show up when the player targets the enemy). To check to see how much the skill was debuffing, I tied a variable to an enemy's defense, checked the variable at the start of the battle, and then after debuffing.

No matter what "Effect Rating" I put towards the skill, no matter what the Variance, Attack Influence, or Magic Influence was, the stat would ALWAYS be half (from 32 to 16 in this case). I'm just immensely curious whether the reason it's doing that is because the game won't LET it go beyond half or there's something else at play here, like if there's some specific formula towards the effectiveness of the skill, or if Effect Rating has a different function when you're not damaging HP or MP. The only other thing I could think it would be is that the skill is using the Magic damage formula so even if the Magic Influence is 0, the Intelligence of the user and the Intelligence of the target are still in play and are making it so the numbers don't change.

I just want to make it so debuffs are actually WORTH something, 'cause right now it's just giving maybe 5-6 more points of damage at this early stage of the game, and to me, that's not a substantial debuff.

(also when'd we get TWO captchas sheesh)

EDIT: Just did some quick mathing. I'm even more confused now because if it's using the magic damage formula, the end result is either 1 or 2 (I forget if 2k3 rounds up or down). Maybe it being an end result of 2 is what's doing it? Though I doubt it's dividing by 2 to get the debuff amount. I'd put the target's Intelligence at 1, but it's also a spellcaster, so that would make that null and void... This is twisting my noodle so bad.

EDIT2: So just for kicks, I bumped levels up to max to see if it was any better. Even at Level 99, it only drops an enemy's defense by half at max, which translated into 30 more points of damage between having the debuff and not having the debuff, which is again completely not worth it. Gotta be some way to make stat debuffs at least decent...

[DynRPG Plugin]Text Plugin

I decided to use this to get rid of the PLETHORA of pictures I had been using for a location indicator and after about an hour and a half of fanagling... I finally got it right! It seems like X and Y for pictures and for text is different, but I'm probably just imagining that. EITHER WAY this is super useful wow.

I do have one question, though... is there a way to escape quotation marks? Like say you wanted something to read - Item Shop "Bottomless Gap" - with the quotes like that. I know you can't do it normally with this because as soon as the compiler sees a quotation mark, it's gonna go "oh hi end of variable" and move on and then crash because there's text where there shouldn't be text. So if you could escape the quotation mark, that would allow for actual quotes in the display text. ... if that's possible?

Your opinions on the DmC reboot?

author=Trihan
You must be better at those kinds of games than me; I tried the demo on the hardest difficulty and got utterly raped.

Well... it's not to say I didn't DIE at all. But I didn't have any moments like DMC1 where I'd be fighting a boss and dying 15 times (and loving it because mah gawd Nelo 3 is a fun fight). I forget though if the demo's hardest difficulty was Son of Sparda 'cause that's "Very Hard" whereas Nephilim is just "Hard" (and Devil Hunter is "Normal" and "Human" is Easy). I still gotta do the actual game on Son of Sparda and even worse is one of the trophies is for getting a SSS on every mission on Nephilim. I definitely didn't do that my first time through.

Why your name?

Because I like Final Fantasy IX and just plain "trance" was taken on PlayOnline (which is where I first used it). Yep, that simple, nothing mysterious...

Your opinions on the DmC reboot?

^ This.

Though, I have to admit, it doesn't seem like anyone PLAYED the game who talked about it... I got it through a trade (Metroid Prime Trilogy was the barter; yes, I know, hate me for it) and actually... thoroughly enjoyed it. Of course, yes, there were some stupid parts, and a lot of social commentary where it may not exactly have been needed. Though some of it opened up some REALLY cool things (I'm looking at you, Bob Barbas).

I'd have to agree with the sentiment of the game being too easy, though. I played it on Nephilim for my first playthrough, which is basically the game's Hard difficulty and... it felt easier than even Normal in previous DMCs (sans DMC2, of course; that never gets hard unless it's The Despair Embodied or Secret Rooms 40+). Really the game only got CLOSE to "hard" during the final boss fight. And it was a pretty awesome one.

There were some pretty great glitches in the original game, though, before they patched it for Bloody Palace and the Vergil DLC. The infinite jump is still in there (which uses Fireworks and the Slam ability the gauntlets have), but there USED to be an infinite glide glitch, which you could use to go out-of-bounds and skip all sorts of things. I've been tempted to get my hands on the PC version just so I can do that kind of stuff again, though Steam LOVES to auto-update...