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Dark Gaia
Build 5 is now out!

If you were waiting for Build 5 to come out so you can start the game, or if you were turned off by the many ellipses and misc. bugs in Build 4, check out the OP for updated links now!
oldmangreg
QUOTE (Dark Gaia @ Oct 9 2010, 06:40 AM) *
Build 5 is now out!

If you were waiting for Build 5 to come out so you can start the game, or if you were turned off by the many ellipses and misc. bugs in Build 4, check out the OP for updated links now!


Sweet.
Fleta
QUOTE (Isoceles @ Oct 9 2010, 02:50 AM) *
QUOTE (Dark Gaia @ Oct 9 2010, 12:45 AM) *
In the currently released version (Build 4) only Marilith and Horus are unsummonable. Build 5 fixes this, and all summons will be summonable.


To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif
Don't know about Horus, haven't found him yet.

Where is this located?

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.
Isoceles
QUOTE (Fleta @ Oct 9 2010, 07:44 PM) *
QUOTE (Isoceles @ Oct 9 2010, 02:50 AM) *
QUOTE (Dark Gaia @ Oct 9 2010, 12:45 AM) *
In the currently released version (Build 4) only Marilith and Horus are unsummonable. Build 5 fixes this, and all summons will be summonable.


To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif
Don't know about Horus, haven't found him yet.

Where is this located?

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.



QUOTE (Isoceles @ Oct 9 2010, 07:58 PM) *
QUOTE (Fleta @ Oct 9 2010, 07:44 PM) *
QUOTE (Isoceles @ Oct 9 2010, 02:50 AM) *
QUOTE (Dark Gaia @ Oct 9 2010, 12:45 AM) *
In the currently released version (Build 4) only Marilith and Horus are unsummonable. Build 5 fixes this, and all summons will be summonable.


To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif
Don't know about Horus, haven't found him yet.

Where is this located?

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.


Strange, all I did was rename Marilith Marlilith and it worked for me,
Dark Gaia
Yeah, that's how I fixed it for Build 5 too.
oldmangreg
Gaia, quick question. For importing in your own music, how do you loop it so that it plays continuously?
blootooth
For me, the Orb of Origin still causes the game to crash in both versions 4 and 5, never mind the Luck Charms do not work.
After going thru all the trials and tribulations to obtain the 5 Pins of Creation and the Pin of Zenith in order to get the Orb,
only to find that it is unusable is so hugely disappointing.
Fleta
To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.

Strange, all I did was rename Marilith Marlilith and it worked for me,

That may be the problem... With these old eyes, I thought it was Marililith (note the extra i)... Let me see if that will work.

*** No such luck. Still says can't load Graphics\Characters\_1 and bombs out. Where can I get load 5?
Isoceles
QUOTE (Fleta @ Oct 10 2010, 03:22 PM) *
To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.

Strange, all I did was rename Marilith Marlilith and it worked for me,

That may be the problem... With these old eyes, I thought it was Marililith (note the extra i)... Let me see if that will work.

*** No such luck. Still says can't load Graphics\Characters\_1 and bombs out. Where can I get load 5?

K you're spelling it wrong M A R L I L I T H, lol Try that
keep all letters non capital, and make sure the $ is still in front of her name
Isoceles
Question!! Has anyone DL Build5? What happens if your peeps are over lv40? Only my Lann is over the new level cap, but I want to know if the game crashes, lol. I want to use the Orb of Origin, and I hear the bug is fixed in B5...

NVM, everything works fine cept Horus. i didn't even realize I had him, lol
Fleta
QUOTE (Isoceles @ Oct 10 2010, 04:05 PM) *
QUOTE (Fleta @ Oct 10 2010, 03:22 PM) *
To fix Marilith simply "rename" her character set Marlilith (note the extra L) biggrin.gif

I was able to find her character png files (3). There were 2 that were named Marilith and 1 named Marililith. I named them all Marililith and went to a battle and used the flame. Low and behold there was no difference. It still bombs out with the same message.

Strange, all I did was rename Marilith Marlilith and it worked for me,

That may be the problem... With these old eyes, I thought it was Marililith (note the extra i)... Let me see if that will work.

*** No such luck. Still says can't load Graphics\Characters\_1 and bombs out. Where can I get load 5?

K you're spelling it wrong M A R L I L I T H, lol Try that
keep all letters non capital, and make sure the $ is still in front of her name

I've got that. No good.
I downloaded Build 5 and the only thing I did was bring the save games over from v4.1. It doesn't work. Is it possible that there's something in the save game that screws it up?
oldmangreg
Gaia you have way too many events going in Greenvale. I can barely move. (V4.1)
Dark Gaia
I've come to the conclusion that if you port a save game from Build 4 to Build 5, the summons will not be fixed. If you start a new game however they will be.

@oldman: Is that during the battle (when everything's on fire) or not? I did not encounter lag there.
oldmangreg
QUOTE (Dark Gaia @ Oct 12 2010, 03:51 AM) *
I've come to the conclusion that if you port a save game from Build 4 to Build 5, the summons will not be fixed. If you start a new game however they will be.

@oldman: Is that during the battle (when everything's on fire) or not? I did not encounter lag there.


It was on my first visit to Greenvale when everything was not on fire.
Seirno
Shame that you have to start a new file for them to work, but my Marilith works fine with transferring a save from 4.1 to 5 right before the Follower's Stronghold. Do Luck Charms work if you restart the game as well? They're not working from a transferred save either. I don't suppose those matter as much since exp gets quite high as you progress in the game.

There's another sort of odd thing I noticed. After you beat Serra in the arena, you get another exp boost and you don't actually get her wand.

All in all I'm liking the new balance on the game and really digging the new AP system and able to redo the stats how you seem fit. Seeing me as an NPC was quite a surprise as well. I would suggest making bosses at least mostly immune to status effects, or at least to stun. I ended up having to spam salves on my party to let Terminus kill me. The same went with most boss fights, if you can silence them more often than not all they can do is use Throat Medicine; rinse and repeat. I don't think the Huge Dragon ever actually attacked me once during the whole fight. The Tome Keeper was a nice challenge though.

When that minister sets your Beast Book to 100%, I checked it and even though it says 132/132 I was still missing a few at the bottom. I'm guessing that's the Rift monster entry and something else?
Isoceles
What there's an arena? I was wondering how Serra was a boss in my beast book. Where is that?

NVM, found it. And yes, we do not get the Divine Wand <cries>

Trying not to spam here, lol
However, is the fix for Horus as easy as fixing Marilith? Can I do it w/o making a new game?
oldmangreg
Um Gaia, I don't think you intended for this to happen.



I figured this out after Greenvale got destroyed. (Version 4.1)
Seirno
That's a good catch, I never even tried to do that. I'm guessing that 5th person actually just takes up the summon slot since you can't summon if you're using 5 characters.

The same issue is in v5 as well. Trying to find an older version of Legionwood on my computer to see if that's actually been a persistent problem.

Edit: I'm posting this here since it's a more frequented forum for the game than RPGMakerVX, but if you're playing v5, do not reenter Klaim (the town with the Mythril Shard quest). There's an invisible tile blocking the exit so you're effectively stuck inside.
oldmangreg
QUOTE (Seirno @ Oct 12 2010, 07:37 PM) *
That's a good catch, I never even tried to do that. I'm guessing that 5th person actually just takes up the summon slot since you can't summon if you're using 5 characters.

The same issue is in v5 as well. Trying to find an older version of Legionwood on my computer to see if that's actually been a persistent problem.

Edit: I'm posting this here since it's a more frequented forum for the game than RPGMakerVX, but if you're playing v5, do not reenter Klaim (the town with the Mythril Shard quest). There's an invisible tile blocking the exit so you're effectively stuck inside.


Just open up the game in RPG VX and edit the tile. Simple fix.

EDIT: Actually working on a version 6.0 for this. Just fixing all the bugs Gaia missed and editing Boos battles to make them the way they were intended. Of course I can't distribute that.
Seirno
It was more of an informational thing than how to fix it. v5 is encrypted so unless you have v4.01, you probably get stuck at that point in the game. I'm not sure if there's still a v4.01 download; if there is, I'd post it on the other forum so people don't get stuck.

I myself have changed the boss battles a bit as well to make them harder after I beat them the first time too.
oldmangreg
I'm using 4.1 I haven't installed 5.0 yet.
Dark Gaia
Hi everyone! I have now fixed all the reported bugs (except the five party members one - that will require a little more time) and am updating the file on RMN now. I no longer have to wait for the game to be accepted now, so it's available as soon as it's uploaded. I've updated twice in the last few days. Thanks guys, just keep reporting and you'll soon make the game bug free! Also... How did you get five characters in the party?

Although Seirno, as for the bosses being able to be halted by forcing them to use Throat Medicine over and over... That was an intentional addition. I added it in there so you can exploit them by having them waste a turn to cure. Also, you had to be an NPC. My thanks for helping so much with the beta testing of Build 3.

@oldman: If you finish that v6, please send it to me and I will distribute it if I haven't fixed the problems myself.

Also, I intend to release a "hard type" version soon, with harder bosses in it.
oldmangreg
QUOTE (Dark Gaia @ Oct 12 2010, 11:28 PM) *
Hi everyone! I have now fixed all the reported bugs (except the five party members one - that will require a little more time) and am updating the file on RMN now. I no longer have to wait for the game to be accepted now, so it's available as soon as it's uploaded. I've updated twice in the last few days. Thanks guys, just keep reporting and you'll soon make the game bug free! Also... How did you get five characters in the party?

Although Seirno, as for the bosses being able to be halted by forcing them to use Throat Medicine over and over... That was an intentional addition. I added it in there so you can exploit them by having them waste a turn to cure. Also, you had to be an NPC. My thanks for helping so much with the beta testing of Build 3.

@oldman: If you finish that v6, please send it to me and I will distribute it if I haven't fixed the problems myself.

Also, I intend to release a "hard type" version soon, with harder bosses in it.


@ Dark Gaia: Ok to get five characters, I just used the Tactician's Tome and select 4 characters to add to your party. Of course you can't summon while this is happening. The Version 6.0 will make the bosses immune to most effects, and will probably update the elemental strengths and weaknesses. I found that the elemental weapons were useless than standard ones, even though they were the elemental weakness of the enemy. I'll try to fix all the bugs I find. I think Gaia there is a script where you can include different difficulties, that raises the enemy's stats by percentages. I'll have to check for it again. I think it was on rpgmakervx.net.

Quick question: Who made your monster sprites?


EDIT: Here's that difficulty script. I haven't messed with it myself yet.
Difficulty script
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ Battle Difficulty - KGC_BattleDifficulty ◆ VX ◆
#_/ ◇ Last Update: 2008/05/09
#_/ ◆ Written by TOMY
#_/ ◆ Translation by Mr. Anonymous
#_/ ◆ KGC Site:
#_/ ◆ http://ytomy.sakura.ne.jp/
#_/ ◆ Translator's Blog:
#_/ ◆ http://mraprojects.wordpress.com
#_/----------------------------------------------------------------------------
#_/ This script adds battle difficulty settings to your game.
#_/============================================================================
#_/ Installation: Insert below KGC_ExtraDropItem and KGC_CustomMenuCommand.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================#
# ★ Customization ★ #
#==============================================================================#

module KGC
module BattleDifficulty
# ◆ Difficulty Variable ◆
# Change the variable the difficulty setting is stored in.
DIFFICULTY_VARIABLE = 15

# ◆ Difficulty ◆
# Difficulty Format:
# DIFFICULTY << {
# :name => "Difficulty Name",
# :maxhp => MaxHP,
# :maxmp => MaxMP,
# :atk => Attack,
# :def => Defense,
# :spi => Spirit,
# :agi => Agility,
# :param => Attack ・ Defense ・ Spirit ・ Agility (Batch Specification),
# :hit => Hit Ratio,
# :eva => Evasion,
# :cri => Critical,
# :exp => Experience,
# :gold => Gold,
# :drop => Item Drop Rate,
# }
# Create by the format
# (:atk, :def, :spi, :agi (The :param field takes highest priority)
# The unit is a percentile of a each item.
# :name is not optional
# An omitted item is treated as a default of 100
DIFFICULTY = [] # Do not remove or modify this line!
# ~ Custom Difficulty Settings Inserted Below Here ~
DIFFICULTY << { # Difficulty Level: 0
:name => "Easy",
:maxhp => 80,
:maxmp => 80,
:param => 80,
:cri => 50,
:drop => 90,
} # ← Do not remove!
DIFFICULTY << { # Difficulty Level: 1
:name => "Normal",
}
DIFFICULTY << { # Difficulty Level: 2
:name => "Hard",
:maxhp => 150,
:maxmp => 130,
:atk => 120,
:spi => 120,
:agi => 110,
:drop => 120,
}
DIFFICULTY << { # Difficulty Level: 3
:name => "Very Hard",
:maxhp => 200,
:maxmp => 180,
:atk => 150,
:spi => 150,
:agi => 130,
:cri => 120,
:drop => 140,
}
DIFFICULTY << { # Difficulty Level: 4
:name => "Extreme",
:maxhp => 300,
:maxmp => 260,
:atk => 200,
:spi => 200,
:agi => 150,
:cri => 160,
:drop => 160,
}
DIFFICULTY << { # Difficulty Level: 5
:name => "Legendary",
:maxhp => 500,
:maxmp => 400,
:atk => 300,
:spi => 300,
:agi => 180,
:cri => 200,
:drop => 200,
}

# ◆ Difficulty Initialization ◆
# DIFFICULTY Index
# By default, 1 = Normal
INITIAL_DIFFICULTY = 1

# ◆ Add Difficulty Command to Main Menu ◆
# This toggle enables/disables the difficulty command selection to be added
# to the main command menu.
USE_MENU_DIFFICULTY_COMMAND = false
end
end

#------------------------------------------------------------------------------#

$imported = {} if $imported == nil
$imported["BattleDifficulty"] = true

module KGC::BattleDifficulty
# Parameters
PARAMS = [
:maxhp, :maxmp, :atk, :def, :spi, :agi,
:hit, :eva, :cri, :exp, :gold, :drop
]

module_function
#--------------------------------------------------------------------------
# ○ 難易度補正値作成
#--------------------------------------------------------------------------
def create_param_revs
@@param_revs = []
DIFFICULTY.each { |d|
rev = {}
rev[:name] = d[:name]
# 一括指定を適用
if d[:param] != nil
rev[:atk] = rev[:def] = rev[:spi] = rev[:agi] = d[:param]
end
# パラメータ指定を適用
PARAMS.each { |par|
if d[par] != nil
rev[par] = d[par]
else
rev[par] = 100 if rev[par] == nil
end
}
# リストに追加
@@param_revs << rev
}
end
#--------------------------------------------------------------------------
# ○ 難易度補正値取得
#--------------------------------------------------------------------------
def param_revs
return @@param_revs
end
#--------------------------------------------------------------------------
# ○ 難易度インデックス取得
#--------------------------------------------------------------------------
def get_index
vid = DIFFICULTY_VARIABLE
if $game_variables[vid] < 0 || DIFFICULTY.size <= $game_variables[vid]
$game_variables[vid] = INITIAL_DIFFICULTY
end
return $game_variables[vid]
end
#--------------------------------------------------------------------------
# ○ 難易度取得
#--------------------------------------------------------------------------
def get
return @@param_revs[get_index]
end
#--------------------------------------------------------------------------
# ○ 難易度変更
# index : 難易度インデックス
#--------------------------------------------------------------------------
def set(index)
index = [[index, DIFFICULTY.size - 1].min, 0].max
$game_variables[DIFFICULTY_VARIABLE] = index
end

create_param_revs
end

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#==============================================================================
# ■ RPG::Enemy::DropItem
#==============================================================================

unless $@
class RPG::Enemy::DropItem
#--------------------------------------------------------------------------
# ● 出現率 1/N の分母 N
#--------------------------------------------------------------------------
alias denominator_KGC_BattleDifficulty denominator
def denominator
n = denominator_KGC_BattleDifficulty
if n > 1
n = [n * 100 / KGC::BattleDifficulty.get[:drop], 1].max
end
return n
end

if method_defined?(:drop_prob)
#--------------------------------------------------------------------------
# ○ ドロップ率 (直接指定)
#--------------------------------------------------------------------------
alias drop_prob_KGC_BattleDifficulty drop_prob
def drop_prob
n = drop_prob_KGC_BattleDifficulty
if n < 100 && 0 < n
n = [[n * KGC::BattleDifficulty.get[:drop] / 100, 1].max, 100].min
end
return n
end
end

end # class
end # unless $@

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☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
alias base_maxhp_KGC_BattleDifficulty base_maxhp
def base_maxhp
n = base_maxhp_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:maxhp] / 100
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxMP の取得
#--------------------------------------------------------------------------
alias base_maxmp_KGC_BattleDifficulty base_maxmp
def base_maxmp
n = base_maxmp_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:maxmp] / 100
return n
end
#--------------------------------------------------------------------------
# ● 基本攻撃力の取得
#--------------------------------------------------------------------------
alias base_atk_KGC_BattleDifficulty base_atk
def base_atk
n = base_atk_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:atk] / 100
return n
end
#--------------------------------------------------------------------------
# ● 基本防御力の取得
#--------------------------------------------------------------------------
alias base_def_KGC_BattleDifficulty base_def
def base_def
n = base_def_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:def] / 100
return n
end
#--------------------------------------------------------------------------
# ● 基本精神力の取得
#--------------------------------------------------------------------------
alias base_spi_KGC_BattleDifficulty base_spi
def base_spi
n = base_spi_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:spi] / 100
return n
end
#--------------------------------------------------------------------------
# ● 基本敏捷性の取得
#--------------------------------------------------------------------------
alias base_agi_KGC_BattleDifficulty base_agi
def base_agi
n = base_agi_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:agi] / 100
return n
end
#--------------------------------------------------------------------------
# ● 命中率の取得
#--------------------------------------------------------------------------
alias hit_KGC_BattleDifficulty hit
def hit
n = hit_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:hit] / 100
return n
end
#--------------------------------------------------------------------------
# ● 回避率の取得
#--------------------------------------------------------------------------
alias eva_KGC_BattleDifficulty eva
def eva
n = eva_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:eva] / 100
return n
end
#--------------------------------------------------------------------------
# ● クリティカル率の取得
#--------------------------------------------------------------------------
alias cri_KGC_BattleDifficulty cri
def cri
n = cri_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:cri] / 100
return n
end
#--------------------------------------------------------------------------
# ● 経験値の取得
#--------------------------------------------------------------------------
alias exp_KGC_BattleDifficulty exp
def exp
n = exp_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:exp] / 100
return n
end
#--------------------------------------------------------------------------
# ● お金の取得
#--------------------------------------------------------------------------
alias gold_KGC_BattleDifficulty gold
def gold
n = gold_KGC_BattleDifficulty
n = n * KGC::BattleDifficulty.get[:gold] / 100
return n
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Command
#==============================================================================

class Window_Command < Window_Selectable

unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end

unless method_defined?(:replace_command)
#--------------------------------------------------------------------------
# ○ コマンドを置換
#--------------------------------------------------------------------------
def replace_command(index, command, enabled = true)
@commands[index] = command
draw_item(index, enabled)
end
end

end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成
#--------------------------------------------------------------------------
alias create_game_objects_KGC_BattleDifficulty create_game_objects
def create_game_objects
create_game_objects_KGC_BattleDifficulty

# 難易度を初期化
variable_id = KGC::BattleDifficulty::DIFFICULTY_VARIABLE
$game_variables[variable_id] = KGC::BattleDifficulty::INITIAL_DIFFICULTY
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_BattleDifficulty create_command_window
def create_command_window
create_command_window_KGC_BattleDifficulty

create_difficulty_window

return unless KGC::BattleDifficulty::USE_MENU_DIFFICULTY_COMMAND
return if $imported["CustomMenuCommand"]

@__command_set_difficulty_index =
@command_window.add_command(KGC::BattleDifficulty.get[:name])
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
#--------------------------------------------------------------------------
# ○ 難易度選択ウィンドウの作成
#--------------------------------------------------------------------------
def create_difficulty_window
commands = []
KGC::BattleDifficulty::param_revs.each { |d|
commands << d[:name]
}
@difficulty_window = Window_Command.new(160, commands)
@difficulty_window.x = @command_window.width - 16
@difficulty_window.z = 1000
@difficulty_window.active = false
@difficulty_window.openness = 0
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
alias terminate_KGC_BattleDifficulty terminate
def terminate
terminate_KGC_BattleDifficulty

@difficulty_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_BattleDifficulty update
def update
@difficulty_window.update
if @difficulty_window.active
update_KGC_BattleDifficulty

update_difficulty_selection
return
end

update_KGC_BattleDifficulty
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_BattleDifficulty update_command_selection
def update_command_selection
call_ap_viewer_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_set_difficulty_index # 難易度設定
call_set_difficulty_flag = true
end
end

# 難易度設定に移行
if call_set_difficulty_flag
Sound.play_decision
start_difficulty_selection
return
end

update_command_selection_KGC_BattleDifficulty
end
#--------------------------------------------------------------------------
# ○ 難易度選択の開始
#--------------------------------------------------------------------------
def start_difficulty_selection
@command_window.active = false
dy = @command_window.cursor_rect.y
limit_y = Graphics.height - @difficulty_window.height
@difficulty_window.y = [[dy, limit_y].min, 0].max
@difficulty_window.active = true
@difficulty_window.index = KGC::BattleDifficulty.get_index
@difficulty_window.open
end
#--------------------------------------------------------------------------
# ○ 難易度選択の終了
#--------------------------------------------------------------------------
def end_difficulty_selection
@command_window.active = true
@difficulty_window.active = false
@difficulty_window.close
end
#--------------------------------------------------------------------------
# ○ 難易度選択の更新
#--------------------------------------------------------------------------
def update_difficulty_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_difficulty_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
# 難易度を変更
KGC::BattleDifficulty.set(@difficulty_window.index)
@command_window.replace_command(@__command_set_difficulty_index,
KGC::BattleDifficulty.get[:name])
end_difficulty_selection
end
end
end
Dark Gaia
The monsters are from RPG Maker Advance on the GBA.

I'll take a look at the script. Hmm, so if you pick another character in the Tactician's Tome even if you've already made a party of four, it adds them anyway? Hmm, it's supposed to not add members if the party has four slots filled.
oldmangreg
QUOTE (Dark Gaia @ Oct 13 2010, 01:44 AM) *
The monsters are from RPG Maker Advance on the GBA.

I'll take a look at the script. Hmm, so if you pick another character in the Tactician's Tome even if you've already made a party of four, it adds them anyway? Hmm, it's supposed to not add members if the party has four slots filled.



They are? That's cool. I'm trying to make the enemy sprites myself.

Yea. I'll look at the script. I suppose there's no way around it but who knows.
Dark Gaia
Meanwhile, I'm working hard on Legionwood 2 at the same time.
Holder
Don't forget about those alterations to the main page biggrin.gif
Dark Gaia
Oh yeah, I did forget about them! I'll do them tomorrow after school.
Seirno
I figured that would be the case with the bosses after seeing it in a recurring theme through the game. About all the tinkering I did for the bosses after I beat them normally was make them immune to some effects, and that ramped up the difficulty quite well on it's own.

A hard type would be nice to have, since I'm a large fan of harder games. It's certainly not stopping me from enjoying the game as it is now though. I think I'll probably finish it either today or tomorrow, just killed the boss guarding the Zenith Pin.
liza
Hello Dark Gaia. I play Leigonwood Tales of two sword and im in Peregrin Canyon but cant find Hermits brother any place. So where is Hermits BrotherFrom Sjokoprincess18

From Sjokoprincess18
oldmangreg
For users who play 4.1


To make Marlilith work, you have to go into the database and rename the Actor
" Marlilith "

Then export both $marilith_1
and $marilith_2

rename those
$marlilith_1
$marlilith_2

import those back in and bam. It should work.
Fleta
QUOTE (oldmangreg @ Oct 13 2010, 10:49 PM) *
For users who play 4.1


To make Marlilith work, you have to go into the database and rename the Actor
" Marlilith "

Then export both $marilith_1
and $marilith_2

rename those
$marlilith_1
$marlilith_2

import those back in and bam. It should work.

How does one go into the database?
Seirno
You need to open the game file it's self with RPG Maker VX, then hit F9 and it'll open up. Actors is one of the tabs at the top.
Dark Gaia
The hermit's brother is either in Peregrin Canyon or Arcanist's Tower, depending on the Build you have.
liza
@Dark Gaia

Thanks
liza
Hello Dark Gaia. I have Leigonwood Tales of two swords build 5.2. So where is hermit's brother in Leigonwood Tales of two swords build 5.2

From Sjokoprincess18 smile.gif

She's looked in both places that you mentioned in your previous answer. Thanks.
Isoceles
For me the Hermit's brother was in the Pirate Cave. It was a skeleton marked with the green sparkleys. Examine the body and recieve the 2nd image half.
liza
QUOTE (Isoceles @ Oct 16 2010, 12:58 PM) *
For me the Hermit's brother was in the Pirate Cave. It was a skeleton marked with the green sparkleys. Examine the body and recieve the 2nd image half.




Thanks we'll give that a try.
Fleta
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.
Isoceles
QUOTE (Fleta @ Oct 17 2010, 10:40 PM) *
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.


Is that the 4 letter password? I forget, lol. If it is its's the 1st letter of each of the highlighted words.
Fleta
QUOTE (Isoceles @ Oct 18 2010, 07:32 PM) *
QUOTE (Fleta @ Oct 17 2010, 10:40 PM) *
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.


Is that the 4 letter password? I forget, lol. If it is its's the 1st letter of each of the highlighted words.

Yup, that's the one. Thanx. I guess I was caught up with thinking the other computer was a hint. Does the series of numbers mean anything later in the game?
Isoceles
QUOTE (Fleta @ Oct 19 2010, 12:07 AM) *
QUOTE (Isoceles @ Oct 18 2010, 07:32 PM) *
QUOTE (Fleta @ Oct 17 2010, 10:40 PM) *
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.


Is that the 4 letter password? I forget, lol. If it is its's the 1st letter of each of the highlighted words.

Yup, that's the one. Thanx. I guess I was caught up with thinking the other computer was a hint. Does the series of numbers mean anything later in the game?


Series of numbers? You'll have to refresh my memory on that one. I'll know the answer
Fleta
QUOTE (Isoceles @ Oct 19 2010, 05:51 PM) *
QUOTE (Fleta @ Oct 19 2010, 12:07 AM) *
QUOTE (Isoceles @ Oct 18 2010, 07:32 PM) *
QUOTE (Fleta @ Oct 17 2010, 10:40 PM) *
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.


Is that the 4 letter password? I forget, lol. If it is its's the 1st letter of each of the highlighted words.

Yup, that's the one. Thanx. I guess I was caught up with thinking the other computer was a hint. Does the series of numbers mean anything later in the game?


Series of numbers? You'll have to refresh my memory on that one. I'll know the answer

After you put the computer disk into the computer it unlocks the doors (not the one at the bottom unfortunately) and if you go to the computer again, it has the numbers 4 8 15 16 28 42. It doesn't look like any progression I'm aware of so I thought it would be used later in the game.
Isoceles
QUOTE (Fleta @ Oct 19 2010, 11:21 PM) *
QUOTE (Isoceles @ Oct 19 2010, 05:51 PM) *
QUOTE (Fleta @ Oct 19 2010, 12:07 AM) *
QUOTE (Isoceles @ Oct 18 2010, 07:32 PM) *
QUOTE (Fleta @ Oct 17 2010, 10:40 PM) *
Can you give some clues about the password on the third level of the excavation? The "forgot password" section is clearly a hint of some kind, but I can't make heads or tails about it.


Is that the 4 letter password? I forget, lol. If it is its's the 1st letter of each of the highlighted words.

Yup, that's the one. Thanx. I guess I was caught up with thinking the other computer was a hint. Does the series of numbers mean anything later in the game?


Series of numbers? You'll have to refresh my memory on that one. I'll know the answer

After you put the computer disk into the computer it unlocks the doors (not the one at the bottom unfortunately) and if you go to the computer again, it has the numbers 4 8 15 16 28 42. It doesn't look like any progression I'm aware of so I thought it would be used later in the game.


Huh, I must have missed that one. I have no idea what the numbers are for. Perhaps to open that other door. I never went back to the computer after putting in the disk. Sorry I couldn't help.

15 stands out to me cause it's the only odd number. All the others are even. Also, 15 and 42 are the only numbers NOT divisible by 4. So it seems the answer to this clue is either 15 or 1542
OR if you take the 4 numbers that ARE divisible by 4 and do the math, you get 1247. So that's a possibility too.
Fleta
QUOTE (Isoceles @ Oct 20 2010, 06:14 PM) *
QUOTE (Fleta @ Oct 19 2010, 11:21 PM) *

After you put the computer disk into the computer it unlocks the doors (not the one at the bottom unfortunately) and if you go to the computer again, it has the numbers 4 8 15 16 28 42. It doesn't look like any progression I'm aware of so I thought it would be used later in the game.


Huh, I must have missed that one. I have no idea what the numbers are for. Perhaps to open that other door. I never went back to the computer after putting in the disk. Sorry I couldn't help.

15 stands out to me cause it's the only odd number. All the others are even. Also, 15 and 42 are the only numbers NOT divisible by 4. So it seems the answer to this clue is either 15 or 1542
OR if you take the 4 numbers that ARE divisible by 4 and do the math, you get 1247. So that's a possibility too.

Either someone's a professional mathematician, or you've got to develop a life... biggrin.gif I can recognize fibinacci (even if I can't spell it) and primes but that's about how far I meant laugh.gif

I've gotton past there to Castoth's home, but never needed any numbers.
pudding
Hi
I just started playing and so far its really fun, but I have a question. I dont really know which weapons are best to use. I love the freedom in this game and the fact that you can mold a character anyway you like I'm just wondering what people think are the best weapon choices because you are not restricted just to one type of weapon.
Thanks!
Isoceles
QUOTE (Fleta @ Oct 20 2010, 11:16 PM) *
QUOTE (Isoceles @ Oct 20 2010, 06:14 PM) *
QUOTE (Fleta @ Oct 19 2010, 11:21 PM) *

After you put the computer disk into the computer it unlocks the doors (not the one at the bottom unfortunately) and if you go to the computer again, it has the numbers 4 8 15 16 28 42. It doesn't look like any progression I'm aware of so I thought it would be used later in the game.


Huh, I must have missed that one. I have no idea what the numbers are for. Perhaps to open that other door. I never went back to the computer after putting in the disk. Sorry I couldn't help.

15 stands out to me cause it's the only odd number. All the others are even. Also, 15 and 42 are the only numbers NOT divisible by 4. So it seems the answer to this clue is either 15 or 1542
OR if you take the 4 numbers that ARE divisible by 4 and do the math, you get 1247. So that's a possibility too.

Either someone's a professional mathematician, or you've got to develop a life... biggrin.gif I can recognize fibinacci (even if I can't spell it) and primes but that's about how far I meant laugh.gif

I've gotton past there to Castoth's home, but never needed any numbers.


LOL I was trying to offer some assistance since I didn't know what the numbers were for. They could be for anything really since we don't know where to use them.
Seirno
@Pudding

In a general sense, all weapons are equally handy and it'll be worth it to keep a few different types around for when you need them. For example some enemies that are weak to slashing may be resistant to blunt/piercing.

Most weapons may also have another effect such as QuickStrike, which makes them attack first in the turn order and is quite invaluable. All in all though, I generally stick to slashing weapons like swords on two characters, a piercing on one, then the last person is a generic mage type with a staff.
pudding
QUOTE (Seirno @ Oct 21 2010, 05:03 PM) *
@Pudding

In a general sense, all weapons are equally handy and it'll be worth it to keep a few different types around for when you need them. For example some enemies that are weak to slashing may be resistant to blunt/piercing.

Most weapons may also have another effect such as QuickStrike, which makes them attack first in the turn order and is quite invaluable. All in all though, I generally stick to slashing weapons like swords on two characters, a piercing on one, then the last person is a generic mage type with a staff.


Thanks that helped alot!!! I have one person with a bow and one with a sword so far and I plan to have another cahracter with a staff and then another sword.
Thanks!!!
Fleta
QUOTE (pudding @ Oct 21 2010, 08:30 PM) *
QUOTE (Seirno @ Oct 21 2010, 05:03 PM) *
@Pudding

In a general sense, all weapons are equally handy and it'll be worth it to keep a few different types around for when you need them. For example some enemies that are weak to slashing may be resistant to blunt/piercing.

Most weapons may also have another effect such as QuickStrike, which makes them attack first in the turn order and is quite invaluable. All in all though, I generally stick to slashing weapons like swords on two characters, a piercing on one, then the last person is a generic mage type with a staff.


Thanks that helped alot!!! I have one person with a bow and one with a sword so far and I plan to have another cahracter with a staff and then another sword.
Thanks!!!

Another thing to do is pay attention to what you want someone to do. If you have one character (or more) who you want as your spell casters, use weapons that increase intellect and so on.
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