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Post by Dungeon Warden on Jan 12, 2005 17:51:35 GMT -5
I'm not sure if changing Substitute Attribute for Variable to Substitute Target Attribute for Variable will have any effect, but I do think we discussed making flag 81: Start Check Type = off helped in some cases. I think is't dangerous to raise STR in battle because it might carry over after the battle ends. If you want to increase damage, use Script 128: Turn Attaqck up instead. Just a suggestion.
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Post by Deleted on Jan 15, 2005 18:21:38 GMT -5
I came up with a good way to do this, except Target: Substitute Variable for Attribute doesn't seem to taking effect on the party members' stats any, but it has to be possible to alter a party member's or enemy's stats permanently somehow. I guess I'll look in the presets, fuma, and my items that permanently raise stats.
Let me run this by you though DW...
Regarding what you said about the stats being altered, I entered in various numbers and did find out that the stats would get altered some, but only by a very small amount like 100 to 96 or 104, and would be unnoticable to the player. One way that I think would work to avoid this is to store each of the 4 party members' stat variables in custom variables and overwrite them after the battle ends, thus making up for the change in stats. (note that I only have the party members level-up at events through the story and stat-up/down status effects only last during battles)
As always, thank you DW!
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Post by Dungeon Warden on Jan 15, 2005 19:20:00 GMT -5
If you want to permanately change the character's stats, use the Data : Target : attributes commands. These commands let you add to or change a stat as much as you want. You can also use the Member : status : Attribute commands as well if you know the name of the character.
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Post by Deleted on Jan 21, 2005 12:52:49 GMT -5
I think I've found the problem. Thank you very much! I'll be back later.
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Post by Deleted on Jan 21, 2005 14:10:37 GMT -5
I have no idea any more what's causing it, but something's not working.
I've changed all the formulas to use the 190-199 Battle Variables instead of Strength, etc. and set the first 5 of them to Strength, etc. for each unit at the start of the battle. Somehow something isn't working. I've now re-done everything and it doesn't work. I've been testing it with STR UP 105% and there was no change at all. It's some quirck of the DBS, and I have no idea any more. I'll be releasing the demo soon, so perhaps you can look through my scripts, but whatever it is it's far beyond my knowledge, and isn't in what I've done...
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Post by Dungeon Warden on Jan 22, 2005 22:49:56 GMT -5
Do you know Battle Variable 0 doesn't work for character 0? This should be common knowledge by now, but I though I better point it out incase this is the probelm.
I don't know if I'll have time to look through the scripts, but I'll play your demo and try to see what is going on.
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Post by Deleted on Jan 23, 2005 8:48:39 GMT -5
I have one last idea. Does Battle: Substitute Variable for Target Attribute save the contents of Battle Variables0-9. (the in-game help doesn't say, or at least clearly enough)
And thank you for the tip, I'll go through and use 1-5 instead of 0-4!
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Post by Dungeon Warden on Jan 23, 2005 15:25:08 GMT -5
Both Battle: Substitute Variable for Target Attribute and Battle: Substitute Variable for Attribute should save the battle variables but I remember I had problems with saving battle variables one time. They would last for the round and then reset the next turn. Maybe it's a problem with character 0. I'm thinking of removing character 0 from my game and it might help you as well. It's worth a try anyway.
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Post by Deleted on Jan 23, 2005 15:51:38 GMT -5
Okay. I'll just quickly test with some other characters and see if it works. If it does, that's great and I'll just make a new party and sort the database to move each party member down one.
And again, thank you so much for all the help you've done for me!
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Post by Deleted on Jan 23, 2005 16:28:58 GMT -5
Edit: My next question'd be, how do you get to run a script at the beginning and end of each turn without using an indirect effect, or how do you make an indirect effect not color the party member green? Thank you. I've looked through Party Members, Game Settings, General Settings, Indirect Effects, and Scripting where I thought I might find something but didn't.
I tested it using BattleVariables 1-5 and it worked! Thank you!
But, what else doesn't work for Party Member 0?
Oh, for those interested, what I ended up doing was at the start of battle making BattleVariables1-5 for every unit be equal to that character's STR, INT, AGI, DEF, CHA then used those 5 variables throughout all the formulas and everywhere I'd used each character's STR, etc. Basically, making temporary variables for just that battle for each party member and not using STR, etc. any.
DW, does this mean I have to make the permanent STR UP, etc. items (direct effects) only usable on the map? I think it'd still work since it'd be altering STR, etc. still and not the BattleVariables.
Any ways, as of now I've got everything working perfectly, but need to add more stuff like the Extremes, Guardians, new update at my forum stuff, and I don't know what else.
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Post by Dungeon Warden on Jan 23, 2005 22:48:07 GMT -5
Since when does an indirect effect turn the character green? You must be using poison or something. I think the priority is set to the green image (300 or something like that). Just change the priority to a lower number.
Normal and battle flag 0 don't work for member 0 either.
They might still work in battle if you add the values to both the stat and the BV. (ex. str and BV1). Note that direct effects can have different effects in battle by using flag 1: Battle to check if the party is in a battle or not (On= in battle).
Glad to hear things are working for you. I look forward to playing the demo when it's done.
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Post by Deleted on Jan 28, 2005 15:56:57 GMT -5
I looked a lot an couldn't find what to do. I looked in Indirect Effects, Direct Effects, Scripts/Events (for Indirect Effects), and Party Members and tried randomly switching priorities on Indirect Effects to no avail. Have you managed to do this? (thank you again of course)
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Post by Deleted on Jan 29, 2005 8:51:46 GMT -5
One other thing: sometimes when I'm playing it'll just randomly target the wrong unit (like hitting himself, and suddenly dying that turn when an Indirect Effect Ends for no reason) and I have no idea what's causing it. Perhaps, when I put up the demo you could fool around with it and try to find what's messing it up. I have no idea, but I'm pretty sure it has to do with the scripts for the Indirect Effects or the message displays, since it never messes up with any of the Direct Effects that heal, attack, and do other things? (basically instead of me posting all my scripts, don't worry though, they're very clearly labeled). If so, I'd be SO extremely in your debt!
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Post by Dungeon Warden on Jan 29, 2005 18:42:37 GMT -5
1. My characters don't turn green when I use an indirect effect so I don't know what the problem is. Did you look at the character's priority images and see what one turns then green (instead of randomly changing the priority)?
2. Sounds like an Make Active Character command error. If you're coping and pasting other indirect effects, or coping the scripts for other indirect effects, without really understanding what the scripts do, you can run into problems like this. There are many conditions that need to be checked for an indirect effect to work properly and unless you take them all into account, your going to run into problems.
I'll look over your scripts and see what the problem is. If everthing is clearly labled then it shouldn't take me too long. When do you plan to have the demo up?
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Post by Deleted on Jan 29, 2005 19:57:31 GMT -5
Okay, I'll go back and look in the Party Members' priorities and try to find what it is.
And, thank you very, very much, I'll put the demo up right away, probably tomorrow or so. Today I did the final edit of the 6 songs and yesterday I connected the city together so I've got it ready for the most part.
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Post by Deleted on Jan 31, 2005 22:38:30 GMT -5
Doan's got my save file so it'll be up soon. It's on rpg maker 2 file #6. I'll send you a private message with the password. Don't feel you have to do this any time soon; I can really use a break from RPGM2 ;D, so do it at your leisure/whenever is fine. Thank you!!
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Post by Deleted on Feb 2, 2005 18:32:57 GMT -5
Oh yeah! DW, I'm taking a break from RPGM2 for a week or so, so you can either tell me what to do or just do it yourself, whichever's easiest and most convenient. Thank you!
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Post by Deleted on Feb 7, 2005 20:37:07 GMT -5
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Post by Deleted on Feb 14, 2005 2:12:59 GMT -5
It all works fine, except I got a shock once when I tried a healing move out of battle and it only healed 1 HP. I know this is because the healing formula uses the BattleVariables. Is there a flag to tell if they're in or out of battle? If so this'll be easy: just make a second instigator magic power script for healing that uses the Strength, Intelligence, etc. variables instead of BattleVariables1-5. Thanks a million DW!!!
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Post by vespuleth on Feb 14, 2005 2:33:41 GMT -5
yes, there is a flag to see if you are in a battle.
its actually named 'battle' on is for in battle, off is for out of battle.
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Post by Deleted on Feb 14, 2005 2:37:32 GMT -5
Thank you, Ves!! Now you're the man!
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Post by vespuleth on Feb 14, 2005 2:44:05 GMT -5
no prob...
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