How Can I Make "Change Enemy HP" Show the Numbers?

Psykai

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I'm not sure it's worth all the trouble at this point :/ it was supposed to just be a fun hidden boss for the post-game. I guess I'll still post about it though since I'll no doubt have to deal with this issue in a future project and it'd be nice to know I won't have to! lol.

Thanks a lot for your help :)
 

SweetMeltyLove

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Assuming you're using the battle popups that come with Yanfly's battle script, this can be done using Yanfly's Lunatic Objects.

In the script, add this:
Code:
when /BOSSDAMAGE/i
  @log_window.wait_controlled(15)
  target.hp -= 100
  target.create_popup("100", "HP_DMG")
  status_redraw_target(target)
(Which should look like this)

And add this: <during effect: bossdamage> to the skill notetag

And set the actual skill damage to None. But since the skill itself has "None" damage, it will show the "FAILED" popup, unless you disable it (honestly I don't see why it's needed) so in the popup options you find where it says :failed => "Failed" and change to :failed => ""
 

bgillisp

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Or, you can just set the skill to add an invisible state to the boss with 999% accuracy which does nothing. That will remove the failed prompt too.

But...that unfortunately does not solve the force action bug or the issue with the shapeshifter needing the before effects. But I think something similar could be used for the shapeshifter skill pre effects myself with some editing.
 

Psykai

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I deleted Hime's script and replaced it with Lunatic Objects, so my cutscene works now (Force Action and everything is all fine).

For the shapeshifter, her skill calls a Common Event that takes care of her graphic transformation. What I need is for the <before effect: string> to be to call that Common Event so that it occurs before applying her animal State, otherwise her graphics won't change (since for some stupid reason she has to be damaged first or something). What do I need to type in the string in order to for it to use that common event?
 

SweetMeltyLove

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I deleted Hime's script and replaced it with Lunatic Objects, so my cutscene works now (Force Action and everything is all fine).

For the shapeshifter, her skill calls a Common Event that takes care of her graphic transformation. What I need is for the <before effect: string> to be to call that Common Event so that it occurs before applying her animal State, otherwise her graphics won't change (since for some stupid reason she has to be damaged first or something). What do I need to type in the string in order to for it to use that common event?
$game_temp.reserve_common_event(1)

Though you might run into the problem of the battle HUD disappearing. Let me know how it goes
 

TheoAllen

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So this is where the problem comes? From what I've heard, the common idea of transform / shapeshifting is switching the actor with another actor using common event. That could work too, but if your Hime pre skill effect is only used for shapeshifting, what if you gonna get an alternative script that handles the transformation?

My idea is basically swap the faceset name while an actor has a certain state (if you only use frontview battle system), so it's still the same actor
 

Psykai

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@SweetMeltyLove I put "<before effect: $game_temp.reserve_common_event(1)>" but nothing changes. No HUD disappear, but no event call either :(

@TheoAllen I was originally using a 'switch actor' method but because I have a script that restores HP and MP on level ups, getting the actors to be the same level meant that they kept replenishing their HP when I didn't want them to, so now I use a State called 'Feral' that gives her everything she needs (new skill set, etc.)

I'd be happy to try an alternate script because for this game at least that's all I was using that script for :) I just need the graphics to change with the animation (it's the 'Roar' animation) instead of miles later when she gets hit by an attack. It's super anticlimactic in it's current state, lol
 

TheoAllen

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@Psykai Alright, so here is the question. Do you use battler sprite in your battle? or you're using faceset alone (frontview)?
 

Psykai

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Just Facesets. I dunno if I'll ever wrap my head around battlers XD
 

TheoAllen

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Alright, the script is VEEERY simple
Code:
class Game_Actor
 
  alias ori_face_name face_name
  def face_name
    return "Actor41" if state?(6) # <-- setup here
    return ori_face_name
  end
 
end
I tried in my current on going project, it successfully change the face
It basically forces you to change the face name when a certain state applied in your actor
 

SweetMeltyLove

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@SweetMeltyLove I put "<before effect: $game_temp.reserve_common_event(1)>" but nothing changes. No HUD disappear, but no event call either :(
You put it in the Lunatic script, like this:

Code:
when /COMMON_EVENT/i
  $game_temp.reserve_common_event(id)
And in the notetag you put <before effect: common_event 1>
 

Psykai

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@TheoAllen I wasn't sure if I had to put that in a new script or not but I did and got an "unexpected integer, was expecting keyword end' error.

class Game_Actor
alias ori_face_name face_name
def face_name
return "Actor4" if state?(31) 1 <-- setup here
return ori_face_name
end
end

^ I assumed the number in brackets is the state ID (which is State 31: Feral for me) and then number afterwards is the face id on her sheet (which would be the second face she has, the tiger). Did I get that wrong? Did I have to actually specify a different actor entirely and just use them for the face transplant?

Also, I'm allowing her to be in tiger form out of battle too so would I be able to change her field sprites with this too?

@SweetMeltyLove I tried this but nothing happened again :( I must be really stupid if I can't follow the simplest of instructions.
 

TheoAllen

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Code:
1 <-- setup here
Get rid this :p

Edit : No, this snippet is for battle only
Edit2 : The face does change outside battle though
 

Psykai

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Woah XD ok so that worked, kinda, but instead of showing MY actor, it changed to one of the RPG Maker default faces, and when she got hit, she switched to a different one XD. Her shapeshifting talents improved!

Was I supposed to put her name instead of 'Actor4'? This doesn't make much sense because I deleted the default actors from my project when I started it.
 

TheoAllen

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Well, yes. You're supposed to change the string :p to whatever your filename is
 

Psykai

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Yeah I just figured that out XD Easy to tell I'm a noob right? It works perfectly now, thanks! But now I have no idea how to make her overworld sprite change too. Ideally I need it to function exactly the same, changing as long as she has the Feral state.
 

TheoAllen

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Yes, you guess it right. That means you're not really a noob :p
I'm too lazy to test it. So please do it for me
Code:
class Game_Actor
 
  alias ori_face_name face_name
  def face_name
    return "Actor41" if state?(6)
    return ori_face_name
  end
 
  alias ori_char_name character_name
  def character_name
    return "$your_charname_here" if state?(6)
    return ori_char_name
  end
 
end
You know where to edit
 

Psykai

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Nope, she didn't change. No errors or anything either though.
 

TheoAllen

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Meh, turned out I need to put some extras :/
Code:
class Game_Actor
 
  alias ori_face_name face_name
  def face_name
    return "Actor41" if state?(6)
    return ori_face_name
  end
 
  alias ori_char_name character_name
  def character_name
    return "$Actor-Unk" if state?(6)
    return ori_char_name
  end
 
end

class Game_Player
 
  def character_name
    actor.character_name
  end
 
end

class Game_Follower
  def character_name
    visible? ? actor.character_name : ""
  end
end
 

Psykai

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Yay! This is almost perfect! :D The only thing I've found that isn't quite right is her 'auto transform'. Once she uses a certain number of Feral Skills, she will automatically return to human form. Despite this removing the 'Feral' state, it doesn't appear to change her graphics immediately the way applying/removing the state does elsewhere. Instead they update after she gets hit and such.

These are the weird things I don't get XD It's removing the state, which causes the graphics to change IMMEDIATELY if using the Revert skill in or out of battle. All the Revert skill does is remove the Feral state, and using X number of Feral skills also just removes the Feral state. Exact same thing, yet different outcomes XD I know you veterans are probably used to this kinda thing but I can't help but think RPG Maker is a little drunk sometimes because it seems to have two different rules for the same thing XD
 

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