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[RM2K3] Issue with custom battle results screen

Works like a charm! Thank you so much!

[RM2K3] Issue with custom battle results screen

So this is the chain of events: boss event is a normal event that is triggered by touch with some dialogue > battle event is called which handles what battle to display, what kind of battle, etc (this hasn't been an issue) > after battle a victory handler is called to determine XP/money gained with any multipliers > victory handler calls a battle results initiation event that sets up variables to be shown, etc and turns on the battle results switch > battle results is an auto start that activates upon battle results switch to display the results window, portraits, and text (with the text plugin), after that continually in a label loop which decrements the XP gained into each individual party members' displayed TNL value by continually calling a separate event for each party member to check their Exp and TNL and update the display accordingly (sorry this is explained horribly. Think FF7 battle results screen if you want a visual example) 'and then switches to another screen showing any money and spoils gained (does the same countdown thing as the XP does), then finally turns off the battle results switch after a wait for key press which erases all the text and pictures.

I'm not near my computer and won't be for a while so this is the best I could explain. Sorry if it's not clear, I'll try to clarify better where you have any questions.

[RM2K3] Issue with custom battle results screen

Hmm... nope. I tried something similar like that, where at the end of the battle results I turned another switch on, and then put the post battle events in a condition where they'd only execute if that switch was on. However even with the switch turning on, the post battle events are completely ignored afterwards. The same thing happens in your suggestion which I also tried.

[RM2K3] Issue with custom battle results screen

Hi everyone,

So I made a custom battle results screen that appears after a battle ends. Without getting into too much detail, it uses several pictures and then gives control back to the player. When battling against normal enemies, it works just fine since there aren't any additional event commands that happen after the enemy is fought. However, for scripted battles and bosses where there is usually dialogue following the battle, whatever events proceed the battle results screen will happen first, and then once those are done, THEN the battle results events occur. I think this may be because of the patch that I applied that allows picture commands to be executed while messages are displaying. Anyone know how I could somehow alleviate this? If you need a better explanation of what's going on or pictures, let me know.

[DYNRPG] OpenGL Renderer & Video Options menu

Sweet! Gonna mess around with this.

DynBattleChoices

yeesh, that is hacky. I have a quickpatch that changes the damage formula but I use I could use variables in addition to statistics. Oh well.

Making your Custom Menu System

author=JustRob
I realize this tutorial is fairly old, but there's a fatal flaw here. You use a Move Event command with a repeated Wait to halt the player's movement, but this doesn't affect other potential moving events on your map. So if you have, say, moving enemies on your map that start a battle when they touch you, and you're in the menu, shit goes wrong.

I feel like making the menu Auto Start is the best way to resolve this, but some people have indicated lag. I'll do some experimenting.


I have a custom menu of sorts and I use auto start, and there is no lag. Just draw all the images separately, then put the key input proc in an auto start that checks for whatever's pressed, then put a label to jump back to the key input proc after each conditional branch.

DynBattleChoices

author=AubreyTheBard
You mean make it so that a basic attack doesn't deal damage and doesn't create a damage number popup? I don't believe so, no. The solution I've found for my own project is to make "Fight" yet another skill, and entirely remove the default Fight battle command. Of course, that means you need to handle the animations for basic attacks with scripting, and you don't have the option of using the actor-based weapon animations. It's doable, but it involves hacky tricks involving conditions which I don't have time to describe right now. X)


It's the method described in the readme right? Where you set a condition that does nothing?

RPG Maker 28th Birthday

Jeez, you are all so talented. Makes me very self conscious to submit the game I've been working on.

DynBattleChoices

Hey Aubrey, just a quick question about this plugin. I know it's possible to make skills that do nothing so you can essentially control their damage output yourself with events, but is this possible to do with basic attacks? (Like using the basic Attack command)