Actor-Specific Common Event Help?

coticka

Veteran
Veteran
Joined
May 30, 2015
Messages
74
Reaction score
10
First Language
English
Primarily Uses
RMMV
Simple idea at first glance. Use a consumable item on a party member through "Show Choices" since you can't specify a conditional branch through item use alone. They learn the skill. But, through the use of a conditional branch, If the skill exists then the item is returned and the common event is cancelled. I got all that done.
What I need help with/don't understand how to do is set up a "Show Choices" where an actor's name would only show up if they're in the party. The only way I can think of is using an individual conditional branch for all the possible combinations of the 7 different actors currently in the party and each one having it's own "Show Choices" event. There has to be an easier way, right?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
Two possible solutions, one would be to use the Party index instead of the actor ID with text codes.

The better solution however is to skip the show choice completely.

Make an invisible target state. In the effects of the item, apply that state to the user.
In the common event, check all actors by conditional branch only if they have the state or not.
If yes, apply the effects done in the common event and remove the state.

No need for a choice to make the targeting that way.
 

coticka

Veteran
Veteran
Joined
May 30, 2015
Messages
74
Reaction score
10
First Language
English
Primarily Uses
RMMV
Thanks. I'll try that.
 

coticka

Veteran
Veteran
Joined
May 30, 2015
Messages
74
Reaction score
10
First Language
English
Primarily Uses
RMMV
Two possible solutions, one would be to use the Party index instead of the actor ID with text codes.

The better solution however is to skip the show choice completely.

Make an invisible target state. In the effects of the item, apply that state to the user.
In the common event, check all actors by conditional branch only if they have the state or not.
If yes, apply the effects done in the common event and remove the state.

No need for a choice to make the targeting that way.
Okay, I got it. I was having an issue where it cycled through all the prompts, but then I remembered I needed to remove the state after each action. Now it's working as intended. Thanks for the help!~
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top