[RM2K3] SLEEP = INSTANT GAME OVER?
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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?
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?
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%?
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.
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.
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.
You have to have the chance to abate set to over 0%. The way you've got it set at the moment it's saying after one turn there's no chance of it being healed. I think you're probably doing the same for sleepy - set the second part to even 1% for Sleepy and 100% for stun.
So for Sleepy it'd be like, 100 turns with 1% chance of abating AND 100% chance of abating after being hit (they're two separate conditions of abating).
For stun it'd be 1 turn with 100% chance of abating.
It's set up like that so that if you want to make a skill that has a chance to heal itself every turn, you can. Say, 50% chance to wake up every second turn or 10% chance of no longer being confused every turn.
I think that's what your issue is. Try that out before you scrap them.
So for Sleepy it'd be like, 100 turns with 1% chance of abating AND 100% chance of abating after being hit (they're two separate conditions of abating).
For stun it'd be 1 turn with 100% chance of abating.
It's set up like that so that if you want to make a skill that has a chance to heal itself every turn, you can. Say, 50% chance to wake up every second turn or 10% chance of no longer being confused every turn.
I think that's what your issue is. Try that out before you scrap them.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you don't really want sleep to wear off unless the player is hit, set it to only start having a chance to wear off after 999 turns. If a battle goes 999 turns without a character taking physical damage, you've got more way serious problems than losing a little bit of control over the status's wearoff.
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.
Either way, thanks for the help. Hopefully I can rebalance the boss tonight after adding this condition back in.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
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".
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".
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.
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