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Final Fantasy Blackmoon Prophecy Series

A remake of the 2011 fan game, recreated from the ground up in RPG Maker MV. · By uprc

JSON Editing /Fixes

A topic by Tootsy created 10 days ago Views: 338 Replies: 23
Viewing posts 1 to 12
(21 edits) (+1)

Hey all. I was hoping for some proper updates, but it looks like this might be it. Without the RPG Maker file, I've been experimenting with the JSON files to try to fix/balance a few things. Armors, weapons, enemy steals/drops, etc. Just getting the hang of it, but I'm not a coder. 

****I want this to be a suggestion/code fix post thread with the goal of having a JSON pack available that people can just drag-drop into the game folder.****  AVAILABLE HERE: /t/7124999/json-edits-download

Not OP edits, but things that fix issues or  could make some interesting items more useable or adjusting formulae on skills.  

This does NOT fix the pyramid or time-travel bugs or anything other than the math behind the abilities, items, weapons, armor, etc. Most of the game-breaking issues need RPG maker and the file. This is more of a 1st balance pass.

I know we have the pyramid bug, but I don't have that level of coding experience. If someone has it I can add.

Just some of the things I've done:

  • Made Graviton and Mimic stick +% magic instead of flat number
  • Added some Def/Spirit to early unique armors (made Angler cloak 50% res like other light armors Flame Shawl, etc.)
  • Flavor Edits: Gambler jacket "lucky 7s" adds +7 all stats, Demon glove is +6 Vigor +6 Def + 6 Crit 66% Shadow res
  • Wizard glove gives small boosts to magic, vigor and spirit.
  • Fixed tooltips on a couple things that were wrong.
  • Tweaked a few of the Ancient Armory weapons to be less generic and competitive with similar items. Thinking about adding more Key drops somehow, but I like the forced choice too.
  • Added Dragon Dive to Highwind, but Adder still can't use it due to his (lack) of ability coding. 
  • Added Lung Breath, along with a Vigor and MP boost, to Erinye's Spear to give Vahn a true magic option build (His Spell-spear skills scale with more vigor than magic, but it's a factor)
  • Fixed Vahn's elemental spear damage formulas to all have the same calculation.
  • Tweaked some of the Esper leveling bonuses to provide different, but roughly similar, bonuses for the stage you find them.
  • Amaterasu gives extra sprit so it isn't immediately outclassed by a steal from Falhud castle.
  • Brought all "Kingdom Weapons": Gungnir,  Amaterasu, Pandemonium, etc. to roughly equal stats.
  • Reduced Tiger Fang MP penalty to 50%. Laka needs al the love she can get as her weapons are a tier behind everyone's until Ancient Armory.
  • Toying around with the initial equips of new characters to be more equal to when you get them or add non game-breaking items that might have missed before you recruit them.
  • Found an enemy steal that was coded to a "blank" staff weapon, changed it.
  • Gave Ultima Weapon +10% all stats like Branch spear. It is ULTIMA after all.
  • Increased Safety Bit to 90% res. Was 85.
  • All Barbadicia's abilities are based on speed. Changes White Wind and Storm Breath. Adjusted down some to not outheal/damage bigger abilites.
  • Working on Mirror Strike - Currently trying  (E.Atk + E.MAtk) * Sig Level /5 
  • Fixed Lyric's Jackpot and Gambit ability.  Changed the "Scope:11" in the code to "scope:6", same as Siegfried's Flurry. Oh my... (working on damage formula)
  • Minerva now drops her namesake armor. Moved her current drop to an earlier boss you can't miss, replacing a boring Crystal Armor.
  • Changed Branch Spear to give a flat boost to all stats like Cosmic Orb +hit & Crit.
  • Gave Gran equipment that makes him useful.
  • Changed some starting equipment, especially in Would 3.
  • Lowered some starting levels for later party members to give more room to raise them how you like. 
  • Removed "reflect" chance from Magistral Crest in case it is the cause of the  "reflect healing and buffs onto enemies" bug.

Character Ability Edits

Vahn

  • Increased Jump damage Vigor multiplier from 5.5 > 6 and Dragon Dive damage multiplier from 8 > 10
  • Elemental Spear abilities magic multiplier increased.
  • Fixed "Lung Breath" damage and added that ability to a later spear.
  • Increased Zalient Pierce damage
  • Increased base class crit to 10% (same with Adder)

Vera - Normalized summon damage by tiers:

  • Chubby Choco
  • Ifrit/Shiva/Catoblepas/Ramuh/Unicorn
  • Leviathan/Odin/Phoenix
  • Alexander
  • Bahamut
  • Would love to add Minerva as a Holy+Earth+Heal summon, but that requires RPG maker file

Barbariccia

  • Changed her magic-only abilities to factor in speed as well. Adjusted a couple of the formulas.

Coral

  • All Mixes require 3 items except for "heal" (2).
  • Fixed Antivenom and Fortify to affect all party members.
  • Reduced the cost of consumable items 200 across the board.
  • Fixed elemental Mix damage formulas to all be equal. Adjusted damage roughly equal to MT-Aga level spell.

Ovelia

  • Reduced Attack doll cooldowns to 3.
  • Increased Magic Missile damage  to be competitive with weapon attacks.
  • Cactuar doll uses modified 1000 needles (Changed that spell to scale up to 10k at lvl. 99)
  • Magic is her stat used for almost everything. level accordingly.
  • Want to add Shields to equipment *Needs RPG Maler file*

Cid

  • NRG Bomb cooldown reduced to 5 rounds
  • Increased Medic Bot healing

Lyric

  • Fixed Gambit and Jackpot to properly target enemies and not herself. Reduced damage multiplier as it was hitting harder than Meteo
  • Buffed Lagomorph healing a bit. It was actually being reduced by party member's M.def
  • Royal Flush now adds luck x 2 to damage

Laka

  • Upped Virus damage and status inflict chance slightly.
  • Added 3rd Relic slot.

Jasmine

  • Tweaked magic ability damage formulas to be competitive with Pummel.Darius
  • Fixed Darkside and Wave tooltip to accurately reflect HP loss (10/20%). Raised damage multiplier from 9 to 10

Ami

  • 1000 Needles now scales so at 99 it will be 10,000 needles. MP cost reduced.
  • Reduced MP on single-target abilities
  • Increased all blue magic damage slightly

Sigfried

  • All special attacks ignore half the normal defense in calculations.
  • Mirror strike now uses enemy attack and magic stats to calculate damage, not Sigfreid's.

Moguel

  • Changed his non-Vigor strikes to a X12 multiplier (was *6)

Character Goals Haven't gotten to yet.

  • Darius - Increase duration of debuff abilities to 4 or so rounds. 2 is nowhere near enough. Shadow Veil entire fight. *Needs RPG Maler file*
  • Vahn - Add Axes as equip.  *Needs RPG Maler file*
  • Adder - Figure out how Rrally actually works
  • Elina - Have her buff spells multi-target?
  • Oliver - Higher starting MP.  *Needs RPG Maler file* Damage formulas.
  • Malicore - Abilities of all the swords in inventory, not just equipped? *Needs RPG Maler file*


Enemies 

  • Drops pass on bosses.

Hide and Kupo-Seek

  • Move Moogle Charm to 35 wins?
  • Add Economizer to 50?
  • Change reward a bit. Less but better on the 20, 35, and 50?

Trying to extend Darius' debilitation strikes and Shadow veil durations to 4 or 5 rounds (instead of 2), but not seeing it in the Skills JSON

Oh, nice. I was going to ask you to fix Lyric's jackpot!

So, how is it? Did she hit really hard?

(1 edit) (+1)

With her Luck maxed, it's 4-5 hits of 20k....

Also, to be fair, it may not be "fixed" but broken and now just not targeting herself.

Holy cow. She out-damage Oal... the black mage!

Yeah gonna have to look at that formula now. I just wanted to get it working.

I was wondering what this blank weapon was you steal from the pink/red Centaur monster entry...

It was a blank spot/nonexistent item. I moved the steal to the next staff down that wasn't unique. Rune staff I think?

(+1)

This....lol

(+1)

The Pyramid Bug is a bit complex, but it's possible to fix it and prevent the game from crashing at least until you get out of the dungeon. 

Here is the complete, consolidated guide in English containing all the code and step-by-step instructions needed to fix and manage the party-switching mechanic in Final Fantasy Blackmoon Prophecy.

🛡️ Complete Guide: Fixing Dungeon Party-Switching Crashes (RPG Maker MV)

📌 Issue Summary

The dungeon's native event script injects null or undefined values into $gameParty._actors during group transitions. This causes the engine to throw fatal errors when checking for alive members (isAlive of null) or when YEP plugins attempt to render party status in menus (isBattleMember of null). Additionally, standard addActor commands caused party compositions to leak into one another.

🚀 Step-by-Step Fix Protocol

Step 1: Inject Patches & Group Manager

Whenever you start the game or load your save in the dungeon, press F12 to open the Developer Console, paste the entire script below into the console, and press Enter:

JavaScript

// =================================================================
// 1. DEFINING EXACT PARTY COMPOSITIONS
// =================================================================
window.membrosGrupo1 = [1, 3, 8, 6]; 
window.membrosGrupo2 = [5, 4, 10, 9];       

// =================================================================
// 2. ISOLATED PARTY SWITCHER & SYNCHRONIZER
// =================================================================
window.carregarGrupo = function(numeroGrupo) {
    var idsDesejados = (numeroGrupo === 1) ? window.membrosGrupo1 : window.membrosGrupo2;
    
    // Set exact actor list for the target party
    $gameParty._actors = [...idsDesejados];

    // Heal and activate all members for battle
    $gameParty._actors.forEach(id => {
        var actor = $gameActors.actor(id);
        if (actor) {
            actor.recoverAll();
        }
    });

    // Sanitize duplicate or null slots
    $gameParty._actors = Array.from(new Set($gameParty._actors)).filter(id => id && $gameActors.actor(id));

    // Refresh player sprite and map status
    $gamePlayer.refresh();
    if ($gameMap) $gameMap.requestRefresh();

    console.log("⚔️ Party " + numeroGrupo + " successfully synchronized:", $gameParty._actors);
};

// =================================================================
// 3. ENGINE PROTECTIONS (RUNTIME MEMORY PATCHES)
// =================================================================

// Fix 1: Prevent 'isAlive of null' crash during party switch checks
Game_Unit.prototype.aliveMembers = function() {
    return this.members().filter(function(member) {
        return member && typeof member.isAlive === 'function' && member.isAlive();
    });
};

// Fix 2: Prevent 'isBattleMember of null' crash when rendering the Menu (YEP_CoreEngine)
Window_MenuStatus.prototype.drawItemImage = function(index) {
    var actor = $gameParty.members()[index];
    if (actor) {
        var rect = this.itemRect(index);
        this.changePaintOpacity(actor.isBattleMember());
        this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight);
        this.changePaintOpacity(true);
    }
};

console.log("⚙️ Runtime protection patches and Party Switcher initialized successfully!");

Step 2: How to Switch Parties in the Dungeon

Immediately after pressing the in-game switch button/trigger on the map:

  1. Open the Developer Console (F12).
  2. Execute the corresponding helper command based on the active group:
    • If switching to Party 1: Run carregarGrupo(1);
    • If switching to Party 2: Run carregarGrupo(2);
  3. Close the Developer Console (F12).

Step 3: Verification & Clean Save

  1. Press Esc or X to open the main menu.
  2. Confirm that all four members belonging to the active group appear with full health and valid graphics.
  3. Save your game in a new save slot.

🔍 Quick Debugging Command

If you ever want to verify whether your current party list is clean before pressing the menu button, paste this in the console (F12):

JavaScript

console.log("Current Party IDs:", $gameParty._actors);
  • Party 1 should always show: [1, 3, 8, 6]
  • Party 2 should always show: [5, 4, 10, 9]

I've managed to go through the dungeon with the help of Gemini, and trying to figure a solution with the console. Obviously, these IDs are based on the characters I've set for both parties. 

Awesome, thanks. It is above my head and I don't have access to RPG maker  (or the  RPGM file). 

In the www > Data folder with the JSONs, Esto Yensa is Map400. 

Is there a way we can just edit that? There are about 30 "null" instances.

What's crazy is I had no issues with the dungeon on my first playthrough.

(2 edits)

Minerva now drops her namesake armor. Moved her current drop to an earlier boss you can't miss, replacing a boring Crystal Armor.

(1 edit) (+1)

It would be so funny if the Minerva drop was x99 Lambchops...

(2 edits)

Done, maybe. Nope can't seem to add drops, only change within the same type.

(+1)

Nice to see the community fixing problems this game have, i fiinished my first playthrough recently, and there was definetly parts of it i felt could have been better had the developer continued on releasing patches to make this a definitive experience.

Hopefully you manage to fix the branch castle time travel bug.

(+1)

Just put a boulder or a box to block the stairs in the Citadel Prison leading to the Sewers in Merged World and you won't be tempted to go back in time lol.

(1 edit)

Oh that's another travel bug?

I don't think I can do that, just change numbers around really.  But noted.

Posted the edited files for download here! /t/7124999/json-edits-download

Please post any notes you have here or there and I'll update once I get enough changes. 

For your own sake, make a backup of the "data" folder before replacing the files.

(+1)

Sorry if this has already been mentioned and I somehow overlooked it, but has anyone been able to fix the bug in which your party members sometimes use their beneficial abilities on the enemies instead of the party? I've put over a hundred hours into the game - basically starting over three different times when it was updated in the past - and what made me finally put my controller down was how my beneficial abilities would sometimes target the enemy instead of my group. Not that the game is difficult, by any stretch, but it was getting incredibly annoying when I'd use Ami's Cheer ability and it would end up targeting the boss for some reason, instead. It also happened with the Kirin summon, and I finally quit when it happened with a Cure spell twice in the same battle. I don't understand the mechanics of how creators put these games together, so I wasn't able to go into any code and figure things out. Otherwise, I was really enjoying the old-school feel. Accuracy was a little annoying in parts: The first battle I had Darius in, he missed four out of five times, and it feels like there's a lot of missing throughout the game that sometimes deters the fun factor, but it is what it is. I'd understand a mage missing with a physical attack due to realism, but when my "warrior" type characters are missing more than hitting against an enemy that looks like it would be slow, it gets a little annoying. Overall, though, this is a fantastic game that UPRC put a lot of love into!

(1 edit) (+1)

Totally agree, the game is fantastic and knowing it's such a small group puts all the little things aside.. You can feel the love.

I had that bug a few times too. I have no idea where or how to fix. I wish I did.  I checked a few of the abilities "targets" code and they all seem to have the right number.  It always happened on boss fights for me and when I really needed a heal, but that added an unexpected wrincle.

There is a shield, the Magistral Crest, that has a "low chance of reflecting magic" on my first playthrough I used it a lot after the Wizard shield. On my next play, I never used it and haven't had the bug. Maybe nothing, maybe not. It might be possible that it applies the reflect code permanently to the character, but I have no other explanation. 

Lots of enemies have high evasion, especially the fliers and the "ghost" or "black fingers" ones. I'm making a pass on the classes hit/crit/evasion and might bump the fighters a point or 2. 

(+1)

So, I downloaded your patch yesterday and started another new game last night, and after getting roughly three hours in, I have to say that you're my new hero! The increased accuracy is making the game SO MUCH more fun because I no longer feel the need to have a Dragon Band on my melee party members at all times! WOW! Other than that, I thought I would take notes on things in case you want to fix other things, and the only thing I've come across so far was that the Moogle Bangle doesn't seem to work. I thought it was worded the same way as a Moogle Charm and would negate all battles, but maybe it's just supposed to decrease the probability of battles? I say this because when I reached the part in which you play as Hans, Biggs, and Wedge, I wanted to get through it faster since I've played the opening hours of the game about four times in the last couple of months. Well, I was still getting into battles, but I almost feel that they were stretched farther apart, so I wasn't sure if that was the item's intention instead of completely negating battles. Apart from that, though, the only other bug I've noticed is the infamous Trei glitch in which one party member - it was usually Vahn, but on this playthrough, it was Hans - has all of his equipment removed upon entering the town to begin the quest to help Oalston. I reached out to UPRC about that one a while back, and he wasn't sure how to fix it either. Anyway, I'll let you know if I run across anything else that's weird or buggy! Thank you again for giving this gem of a game attention!

Awesome, glad you're enjoying it. As  I make more tweaks, I'll update the files.  Playing through a new game to just get the feel of it. The initial equips were adjusted some to be in proper line with the similar time-frame equipment. 

Yeah, the Bangle idea didn't work. The formula must be more than what's on the item or in the "Skills" file. Probably need RPG maker for it. 

Please post any feedback, so I can get it in and hopefully updated by the end of the week. 

I will TRY to move the Moogle Charm to the 35 wins tier of Hide & Moogle-Seek so it can be gotten easier. Replacing the 50 wins tier with later-game % increase accessories. 

New Edit Folder available with some changes and the DUNCE CAP accessory, which gives 0XP, is added to the starting equipment of every permeant character.