Event applied states not displaying message

Status
Not open for further replies.

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
Hi!

I have a common event, which applies states too enemies.

However, the message set too be displayed upon state application does not show.

is there any way I can manually write too the battle log?

Thanks!
 

DuncanS

Veteran
Veteran
Joined
Sep 18, 2013
Messages
160
Reaction score
96
First Language
English
Primarily Uses
I'm not sure if it's necessary to try to write straight to the battle log in this instance, but I could be wrong. If you could post screenshots of the specific state page and common event, it would be easier to troubleshoot.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
I have a common event, which applies states to enemies.


However, the message set too be displayed upon state application does not show.
Is it a common event or a troop event?
If it's a common event, then it needs to be called from inside the battlescreen - parallel processes are stopped during all screens, that includes the battle screen.


And you might have a problem targeting the event command from a common event - because in the common event you have to target an enemy index that has no identification in it. Check which indes the enemy has when using the command in a troop event, and make sure that the command in the common event is targeted to that specific index. If you target an enemy that doesn't exist, then nothing will happen...
 

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
Let me explain this a bit more clearly, with screenshots.

My state:



common event:



skill that calls it:



using it:



but than it just goes too this:

 

DuncanS

Veteran
Veteran
Joined
Sep 18, 2013
Messages
160
Reaction score
96
First Language
English
Primarily Uses
I think it might be because the Change Enemy State event call is really only for use in Battle Events. Since you seem to be focusing all enemies anyway, try first switching the call to "Entire Troop" rather than an individual enemy.

If that still doesn't work, try this in a script call:

Code:
if !$game_troop.members.empty?  $game_troop.members.each do |member|    member.add_state[51] # set this to the corresponding state ID  endend
 

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
I think it might be because the Change Enemy State event call is really only for use in Battle Events. Since you seem to be focusing all enemies anyway, try first switching the call to "Entire Troop" rather than an individual enemy.

If that still doesn't work, try this in a script call:

if !$game_troop.members.empty? $game_troop.members.each do |member| member.add_state[51] # set this to the corresponding state ID endend
I'm applying a different state too each enemy.

(enemy 1 gets state 51, enemy 2 gets state 52, enemy 3 gets state 51, and so on)

otherise i'ld just make the skill apply the state
 
Last edited by a moderator:

DuncanS

Veteran
Veteran
Joined
Sep 18, 2013
Messages
160
Reaction score
96
First Language
English
Primarily Uses
Ohh, ok, gotcha! In that case, do this: 

if !$game_troop.members.empty? $game_troop.members.each do |member| state_num = 8 # set this to the number of states you have s = rand(max=state_num) # randomize which state is applied member.add_state[50+s] # add the state endendIf you want it to select between specific states (ie. only A1 and B1) narrow the range and group those states together.
 

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
Now i get this error.

script 'Game_interpereter' like 1411: ArgumentError occured

wrong number of arguments (0 for 1)

also, that script seems too be adding a random state too each enemy

Instead of random, I want it too be alternating between enemies. like enemy index 1 gets 51, enemy index 2 gets 52, enemy index 3 gets 51, etc.

ie: enemy index 1 gets state 51, enemy index 2 gets state 52, enemy
 

DuncanS

Veteran
Veteran
Joined
Sep 18, 2013
Messages
160
Reaction score
96
First Language
English
Primarily Uses
So after spending a bunch of time looking through code trying to find out why the state text doesn't show up when applied through a common event, I came up with a much easier way to do what you want :S.

Just put this line into the Formula: line of your skill:

b.add_state(52 - (b.index % 2)); 0Set the state you want to apply to the first enemy as 51 and the state you want to apply to the next enemy as 52. It will then cycle between the two states and add them to all enemies.
 

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
I actually decided too not use this skill in the end.

But this information will surely prove useful later, thanks!
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
just because it bugs me every time I read it,


too = as well. Drop an o every time you write it (the word is to, not too), because you're making me concentrate on your mis-spelling rather than your issue.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Last edited by a moderator:
Status
Not open for further replies.

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,977
Members
137,563
Latest member
cexojow
Top