Illum3301

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Ok, I know this is a pretty long post, but I am certain my problem can be solved with very little effort, I just have no real programming knowledge :,)

I am using Hime's TP Max States plugin (link) for one of my characters.
I have it so that when this specific character's TP reaches its max value (100), they become "overcharged", and get inflicted with a state that seals all of their usual skills, and adds a new skill category.
My characters' portraits are visible during battle, and having this character's portrait change is pretty crucial.

There are two ways of going about it, as far as I can tell:

•Modifying Hime's script to add a "change this specific character's face graphic to this when any player reaches 100TP" (this character is the only one with the max tp overcharge mechanic, so this is a viable solution)

or

•Making it so that the character's actor graphic changes when the "overcharged" state is applied. I know something like that can be done with Yanfly's Lunatic States, but sadly, I haven't been successful in doing so.

I tried common events, battle event pages, and some scripts, but none of it worked.
If some kind soul were to help me resolve this issue, they would have my eternal gratitude ♡
Thanks in advance, and have a nice day.
 

RCXGaming

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A few suggestions:

* https://himeworks.com/2013/03/state-faces/ - State faces allows you to change the face of a character depending on what status effect they're afflicted with.

* Create an omni-present parallel processing common event that changes the character's overworld graphic depending on if they have a status effect applied.

You'd have to set a switch to activate it before the game starts and then just always have it active, but most importantly the parallel processing common event must have wait frames (15-20) to prevent the game from lagging into oblivion.
 

Illum3301

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A few suggestions:

* https://himeworks.com/2013/03/state-faces/ - State faces allows you to change the face of a character depending on what status effect they're afflicted with.

* Create an omni-present parallel processing common event that changes the character's overworld graphic depending on if they have a status effect applied.

You'd have to set a switch to activate it before the game starts and then just always have it active, but most importantly the parallel processing common event must have wait frames (15-20) to prevent the game from lagging into oblivion.
Thank you so much!
The script you linked works like a charm!
You are a hero ♡
 

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