Help removing a Transformation-induced state from other actors.

Status
Not open for further replies.

Syltti

Veteran
Veteran
Joined
Sep 2, 2013
Messages
180
Reaction score
58
First Language
English
Primarily Uses
RMMZ
Hello, everyone~ Got a bit more complicated issue here. (Which I shouldn't be working on right now, multi-tasking at its best)

Okay, so here's the deal; Some people may know from previous threads that I have a Necromancer who can summon. I've made it so that, when Ryana transforms, her zombies enter a state to boost their power (through common events). That part works just fine. It's removing those states from them when Ryana's transformation ends is what's giving me trouble now. I'll try to list things in proper order:

  1. Made States for the Zombies (High Zombie & High Guardian).
  2. Made a skill to summon Hina, Reed, and Elena all at once (Festival of the Dead).
  3. Made two switches, Festival [31] and Festival's End [32].
  4. Made a Common Event for turning these switches on and off (tied to Ryana's transformation skill).
  5. Made a test troop for testing, made two event pages; 1 for each switch.
  6. 1st page: If [Festival] is on, Hina and Reed enter High Zombie, Elena enters High Guardian.
  7. 2nd page: If [Festival's End] is on, all three leave their States.
Here's screenshots of:

Switches.png

Common event controlling the two switches. (Was put in Ryana's transformation skill effects) Why script calls? No idea. xD

Festival.png

Page 1

Festival's End.png

Page 2

High Festival.png

All character's in their respective states(High Demon, High Guardian, High Zombie, High Zombie)

I'll be working on this even after this post, but any help is appreciated~
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Why don't you just put the +/- States into the common event instead of using troop pages and switches?
 

Syltti

Veteran
Veteran
Joined
Sep 2, 2013
Messages
180
Reaction score
58
First Language
English
Primarily Uses
RMMZ
That.... /facefloor

That saves me a lot of effort later on, don't know how I didn't think of that.. xD. I just tried it, but that didn't help in removing the states. To give a bit more info; Ryana's High Demon lasts for 8 turns. After those 8 turns, any summoned zombies that are currently in High Zombie or High Guardian will leave those states. One route to go, that I don't want to do, is simply give set High Zombie/Guardian to last for 8 turns as well, but it won't work in the end because one may summon a zombie during High Demon, not before, thus having a zombie's state lasting longer than Ryana's High Demon.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
It's hard to see what you're doing. In your common event, you don't need to do a script call to change switches - just use the Control Switches event command to do it - the benefit is fewer keystrokes to set it up, no typos, and we can see the description of the switches.


When does your common event get called? If the state is supposed to last 8 turns, then you probably need a script that will let you associate a (another) common event with the removal of the state.
 

Syltti

Veteran
Veteran
Joined
Sep 2, 2013
Messages
180
Reaction score
58
First Language
English
Primarily Uses
RMMZ
The common event is placed in the skill's effects, so it's called immediately. But, what I'm thinking is it's only called once, and ends up not checking to see if High Demon is on or not later.

And as for the script calls, there are no typos, but I'm still not sure why I didn't just use control switches. Probably gotten to used to typing $game_switches in Game_Battler for something else. xD
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Yeah, it's just easier for us to see what your switches are if they have descriptions :)


A common event attached to a state will only be run when the state is applied, not when it's removed. Actually, I don't see where you can even ADD a common event on state being applied - it must only be for the skill. Leave it with me...
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Yeah, I was just thinking about states, not skills, and got myself confused.


I think the problem is that the common event is not being called after the 8 turns when the state is removed, so those switches are not being adjusted.


I've created a script that will help you here - just need a few minutes to add documentation and post it up in the correct format.


Edit: Script done and I see you've already found it. If that does what you need, just report this thread and we'll close it up :)


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

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