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Everything posted by Chaos Krux
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Hello again, it has been a while. I typically only come here when I have an issue that I need the help of smarter people to solve, so it makes sense that I don't post too often. Still, as yet another example to support my theory that I'm far worse at this than I thought, I have another problem. Sorry~ I have a summoning system in my project that runs entirely off of a series of common events. It probably isn't the most efficient or prettiest system out there, but it worked perfectly well for what I wanted it to do. That is until recently. The system is done in a way that is supposed to remove the party members one by one, excluding the summoner, and then add the summoned character into the party before then removing the summoner. Once the summon is dismissed or the battle ends, the party is supposed to reappear in the order that they joined the party. For the purposes of this example, that would be Ryan, then Jason, then Charlla, Luna, Lomendres, Devora, Aki and then finally Selina. There are other characters in between that only appear in certain areas, but those eight are the main party. The problem I'm having now is that the system has ceased functioning correctly. Now, even though the summon itself still works perfectly fine, when the summon is dismissed or the battle ends, the character reappear in the party in a randomised order. This wouldn't necessarily be a problem if not for the fact that party members are supposed to stick in certain slots for the most part. Jason is always meant to be locked in the 1st party slot, and any of the characters listed that I didn't mention above are always meant to be in the 5th or 6th party slot. Due to the fact that the system recently broke for some reason, this is now messed up and characters end up in randomised slots, meaning that certain characters sometimes get locked out of the active party. Not to mention the fact that this can lead to multiple copies of certain characters appearing in cutscenes. As I said, it was working perfectly fine until recently. I am not entirely certain, but I believe it may have broken when I added the "If X Character is in Party" conditional branch, though I'm not sure why adding that one thing would have broken it to this degree. I could try removing these branches and returning it to its original state, but that would mean forcing summoning to be disabled whenever even one character is absent from the party, which would suck. Any help any of you can give would be greatly appreciated. The three images below are the Common Events for the Summoning System. The first is the one called by the Summon Ability, the Second Triggers after a battle has ended, and the third is called by the Dismiss Ability.
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Thanks you all for your efforts. I've actually found a solution to this problem that does exactly what I want it to do thanks to a very special friend of mine.
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Wait, seriously? I'll have to try this... I have practically no in depth scripting knowledge so I'd never have known about this sort of thing. I was actually kinda proud of the jarbled mess that is the current summoning system up until it broke. If this works, it would make the entire summoning system so much simpler. I'll try it and get back to you.
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Thanks for your feedback. I did say it may not be the prettiest thing out there. For starters, only one of the Area Party Members with the Variables are ever in the party at any given time. Essentially the game has certain areas where an additional member is added to the party, but there's only ever one of these special characters in the party at any given time. For exceptions to this, switches are used instead of variables. For example Flow and Mrs Moonlight both use switches due to the fact that they can appear in the party alongside Monique and Francia-Midna respectively. Otherwise, only one of the characters is ever present, or none at all. As for the ordering of characters, the basic order is Jason, Ryan, Charlla, Luna, Lomendres, Devora, Aki and finally Selina. The first four characters in the party are the active battle team (Which should be Jason and then three others) If any of the special characters are in the party, they are placed between Luna and Lomendres and the party size is increased accordingly to fit the extra characters in. Jason is always locked to party slot 1, meaning he is meant to be the character that the player controls on the map. The special characters are likewise locked into the 5th or 6th slot depending on the character. (Flow and Mrs Moonlight go in the 6th slot if Monique or Francia-Midna are already present in the 5th) Before it broke, the system was supposed to add the characters back into the party in the order above, starting with Jason and ending with Selina. Now it adds them randomly which causes problems with Jason and the special characters being locked into their slots. The seven other characters could technically be add to the party in any order since they aren't locked and can be swapped mid battle if need be. The only reason why this is even an issue is because of Jason and the special characters. Does that help? Or even make sense?
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Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
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I imagined it might be. As I said, I'm not using that feature so it doesn't effect me. And even if it did, it's clearly nothing that's wrong with your script. Trns out there was never really anything wrong with it to begin with. Just my own incompetence again~ Sorry~
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Hey, look at that, you were right~ Again~ I just tried changing the scope all the abilities that were breaking so that they are now not set to "none". I originally set them to none because they were running common events and have no effect on the actors or enemies themselves. Turns out, that was the problem. The abilities all seem to work just fine again now, so thanks a bunch~ I imagine it probably broke since DoubleX's script affects battle targets for abilities, so abilities that are set to none might interfere with that somehow? Either way, your assistance is appreciated, everybody. As a side note, this doesn't affect me since I don't use it, but since DoubleX is here I might as well bring it up. The "Ignore Self" command seems to crash the game if the victim of the status effect is the only target available. I had it happen once where a party member tried to use a damaging ability on its allies while all its allies were dead, which caused the game to softlock. As I said, it doesn't really bother me, and it's entirely possible it's just something to do with the other scripts I have, and/or even just me being dumb again in some way. Still, I thought I'd mention it.
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Hm... Not exactly ideal to fix an issue with one script by adding another, but if you think that would help I might try it. I wouldn't mind this happening as much if the common events had always been faulty. The only reason this is even an issue to begin with is that they worked fine before. In terms of common events running after battles are over, I have experienced this too. However, in all my testing of anything ever, common events that are linked to abilities always seem to run during battle. It's only common events that are linked to switches that seem to run after battle. That's how my summoning system works actually. The only reason the summon doesn't disappear immediately after it is summoned is that the common event which ends the summon is linked to a switch, meaning it triggers after the battle is over. But the abilities that actually carry out the summon should run the common events during battle...
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Very well, I shall take some screenshots of the events in question and leave them below. As I've said before, the summoning system and teleport system have both worked perfectly well until now,, so I'm not entirely sure what would be causing an issue. Either way, here: I hope this is helpful~ By the way, I am aware that there probably is a more efficient method of setting up a summoning system, but none of the scripts I tried for that purpose seemed to work for me and this setup has worked just as I wanted it do since I first implemented it, so I'm fine with this.
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The skills I'm talking about do not have any other effects besides running the common events, no. However, they have all worked flawlessly up until I added the confusion edit script.
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My apologies, it wasn't supposed to be rude~ I just have a habit of using phrases such as that. I'll also at DoubleX's script to the list. Thanks
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I'm actually not using a script for my summoning system, it's all done through common events and troop scene events. I'm far better at using common events than coding, you see. I am unfortunately unable to provide a copy of my game since the laptop I'm currently using is unable to condense it. My apologies for the inconvenience, but the best I would be able to do is provide a list of all the scripts I have in my project. I realise this may not be particularly efficient, but I really have no better alternative at this time. I imagine a majority of these scripts will have absolutely no impact on yours whatsoever, but I just wanted to be safe and list them all. I apologise again for it being so much at once. I should also say I didn't mean to cause any offence. I'm sure this issue has less to do with your script and more to do with something else.
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Yikes, this is unfortunate. I hate to beat a dead horse, but it turns out DoubleX's script has a pretty major flaw that I only just noticed... It, for some undetermined reason, causes any combat abilities that use common events to stop working altogether. The game acts as if no action was inputed at all. It doesn't even take any MP or TP away from the user. This is particularly annoying since I have a summoning system that works almost exclusively through common events. I've had to remove the script for now, and the abilities work like normal again. I realise it's been a while since I originally posted this question, but if anyone could find a solution that would allow me to use this script without it breaking the game, that would be very much appreciated. I have saved the script to my computer elsewhere, so I can put it here if anyone needs it.
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I found Doublex's Confusion Edit Script. It does almost everything I wanted it to do above.
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After much trial and error and a long time of searching, I have managed to find a script that performs quite well. While it's not perfect, it does what I wanted it to do well enough. Thank you for your time anyway~
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Now I've been confused~ This is the problem with asking for help from people smarter than me~ I really have no idea how I would go about swapping those two things or anything like that without breaking the game by accident. I'm sure that probably would work if I knew how to do it, but I'm really quite a novice at anything to do with code. Thanks for your time, though~ Perhaps I might look into it, but I doubt I could get it to work.
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Greetings~ It is I, here to annoy you all once again with another question~ Sorry~ I while ago I made an item in my game that allows the player to disable random encounters for a limited number of steps, much like a repel item in a Pokémon game. The item, along with the common event it calls, work perfectly fine as they are. The problem I'm having is that the item also works in areas that would ordinarily have encounters disabled by default. As an example, there are some locations in my project in which encounters are disabled at first, but troops are still set to appear. This is because these areas will be revisited later with encounters turned on. However, if a player was to use the repel item in one of these locations before reaching a trigger that activates the encounters, then the encounters would be turned on automatically once the repel's effect wore off, meaning that enemies would be able to appear when they shouldn't. To remedy this, I would like to add a conditional branch to my repel common event that uses the script tab to check whether or not encounters are currently turned on. This way, I will be able to prevent the item from working at all if encounters are already turned off. The problem is that I have absolutely no idea what I need to type into the script tab in order to accomplish this. I have briefly checked through all of the sections in VX Ace's script editor that I thought might be connected to encounters, but I have been unable to find any sort of command I could use for a conditional branch. And so I have decided to ask if any of you lovely people might have a solution~ It's not necessarily a huge issue, but I'd imagine it would be rather confusing for the player if enemies suddenly started popping up in previously safe areas with no clear explanation given as to why. Any and all help any of you can give would be most appreciated~ Thank you~
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That's perfect, actually~ Exactly what I was looking for~ Thank you, Phoenix~ I also figured out a way to solve the issues Kayzee brought up, so it actually works flawlessly now~ Thank you all~
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Well, I have already made it so that the item simply doesn't work if it's effect is already active, but I will admit I hadn't thought of the other things you mentioned. I suppose knowing whether or not encounters are on ultimately wouldn't make a difference in certain scenarios. Thanks for your input, I'll have to rethink this whole thing.
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My apologies, perhaps I wasn't clear. The Repel Item itself works perfectly fine, and the common events do not need any changes to make them function properly. The question I am asking is if there is any sort of script command I could use in a Conditional Branch in order to check whether or not encounters are currently on or off?
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Hello again, It's been a while~ I think I'm posting this in the right place, so here goes... I feel like this is relatively self-explanatory, but basically I was wondering if there is a way to increase the amount of Enemies allowed in any given battle past 8, which is, of course, the maximum amount RPG Maker VX Ace allows by default. I'd imagine a script would probably be needed for this, but all of my attempts to find such a script have been fruitless. I have seen at least one video on YouTube showcasing a battle with more than 8 enemies present all at once, each getting their own turn in the battle, so I imagine it must be possible somehow. I wouldn't say it's majorly important or anything; just something I've been wondering about for a while. Thanks in advance to anyone who replies~
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Altering the Max Enemies in Battle?
Chaos Krux replied to Chaos Krux's topic in Editor Support and Discussion
You're now three-for-three on problem solving~ Thanks ever so much, once again~ -
Chaos can be an excellent plot-developer, you know... I like to have multiple villains or teams of villains that are all against the player, but also do not get along with each other. Having two different villains be at odds with each other can make for some interesting plot points and character development. It's also somewhat easier to tie the side villains into the overarching plot this way, I think. That and the fact that having villains be against each other allows you to create unlikely alliances between them and either other villains or the main party. In my game specifically, most of the side villains have a legitimate reason for whatever nefarious thing they're doing, most of which are caused by one villain in particular who pops up about a quarter through the game to replace the previous main bad guy, who then turns into somewhat of a side-threat himself. Then by the end the one who's responsible for all that turns out to have been served an even worse fate by a character who, up until that point, had been an ally to you. It may be cliché, but I always like to mess around with villains.
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Help with setting battle win conditions
Chaos Krux replied to Wick's topic in Editor Support and Discussion
Battle Event Pages? You can set the halving thing to run on turn 1, and then have another page that says runs on turn 2 and then on every turn after turn 2 (2X1) and make it set a variable to the Enemies current HP and another to their max HP. Then have it so that the Death state will be applied to the enemy if their Current HP matches their max HP. It might be a pain to copy-paste the event into every troop, but I think I heard somewhere that there's a plugin you can use to make certain events apply to all troops automatically. I'm pretty sure this will work... -
Sorry, me again. I do hope I'm not being a bother... At the moment, I'm trying to find a battler than at least vaguely matches a character from my project. There will come a point in my project where this particular character will be fought, but I so far haven't been able to find a battler that looks anything like the character. I suppose you could call this a request... Maybe? But I thought I'd put it here just in case... I'll leave a picture of the character's face and character graphics here, and if any of you lovely people could find a battler to match, I would be ever so grateful to you! It would be nice if the battler fits in with the style of RMVXA, but I can probably work with almost anything. Thanks in advance! Edit: If it helps, the character's weapon is supposed to be a crossbow or rifle of some sort... I did find a battler that I could use if I had no better alternative, but it is far from ideal... I'll add that battler here as well to provide a basic idea, but I'd prefer not to end up using it if possible...


