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E2/4/5: Mirror Bugs

PostPosted: Mon May 09, 2005 8:18 am
by loona
In the map "Episode 2 Maps\E2Map8 - Day 2\Tavern\Tavern-Upper Floor3", there is a mirror in Kygar's room which Rhue should normally be able to look at. However, it is blocked by an object (chair) so he cannot get in front of it.

This means that the "0441:$@$ Look Here" variable is 1 point less than it could normally be.

PostPosted: Mon May 09, 2005 8:28 am
by loona
Also, the mirror in the "Small Flower House" in E5 (where Rhue and Cetsa have their conversation before taking the Heart Stone) does not increase the "0441:$@$ Look Here" variable.

PostPosted: Mon May 09, 2005 8:36 am
by loona
Another one... in E4, "Episode 4 Maps\ESTRANA\House #1" there's a mirror (the one you need to use to read the paper with) which does not increase the variable.

PostPosted: Mon May 09, 2005 8:53 am
by Telephalsion
Isn't there a mirror in the bunkhouse in lide?

PostPosted: Mon May 09, 2005 9:04 am
by loona
Yes, but "Comment: Player never comes back here."

PostPosted: Tue May 10, 2005 8:07 pm
by Glenn47
Watch out for multiple posting. Use the edit button. :)

PostPosted: Thu Jul 21, 2005 9:54 pm
by Jimmy
Simply go into RPGmaker and either delete the chair or move the event over so you can get the one in Lide. The others are not supposed to increase count.

PostPosted: Fri Jul 22, 2005 1:24 am
by Wellsy
So far, the $@$LookHere variable has had zero effect on gameplay, and I'm really at a loss to figure out what its purpose could possibly be. If it turns out to be important, though, this will be helpful. But I honestly think it's just a useless variable.

PostPosted: Tue Jul 26, 2005 7:58 pm
by Terra
Simply go into RPGmaker and either delete the chair or move the event over so you can get the one in Lide. The others are not supposed to increase count.


To add on to that, you could also CTRL Walk on top of the mirror and activate it that way... but that's presuming you're playing this in Test Play Mode, which sure beats the regular way... (holding Shift in battles makes it a LOT quicker... same with most dialogs)