Mid Battle Event Questions

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CTRaichu

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I am uncertain as to how complex of an event question this is (seems less complex than a day/night cycle) and I after searching around I am unable to locate any topics that address this specifically so I thought to ask it right here.

There is a special power I want to grant to one of the player characters, which I figured would function as a mid-battle event. Complications arise due to the fact that battle and common events have very limited options in how they are triggered.

The original idea was that upon reaching max TP, the character can execute a special move that changes them from one form to another. Both forms would possess different stats and moves independent of one another. It would be preferable also if the latter form was temporary and changed back after battle had ended and when TP in that state is exhausted (perhaps it gradually drains?). Kind of like a temporary berserk status that also graphically changes the character. Problems so far include:

-My chief problem is I am unable to make the change temporary. At best, I can get most of the changes to happen when the transformation is controlled directly by the player and while I want that for activation, not when deactivating.

-While I can easily switch out moves from one form to the other, I am not sure how to make it so you gain more moves as you level rather than having them all immediately.

-I would prefer an option to make the change permanent for a specific section of the game, then revert back to normal for the rest.

-The character's graphic does not revert automatically.

At the moment, I have the change linked to a move that calls up a common event. The common event turns on a switch that is later turned off, but that only seems to work when manually changing back. It also applies a visual indicator of the change by applying a status, but because the status is not actually connected to the sequence of events, the switch back to the default form does not occur when the status fades. Battle and common events seem unable to use standard conditions, so I have am uncertain how to create the temporary effect.

The only special script I am using at the moment is the YEA Battle Symphony script for a side view battle. Otherwise I am using only what VX Ace comes with on its own. 

Any sort of assistance in this matter would be greatly appreciated, whether they be direct answers, ideas, or even merely directions to other threads or resources where answers might be found. It would be preferable not to have to rely on any additional scripts to make this work, but if it is necessary then I do not mind. Anything that doesn't involve learning to do my own scripting would be very preferable as my scripting knowledge is very poor.

Thanks in advance!
 

Zoltor

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I am uncertain as to how complex of an event question this is (seems less complex than a day/night cycle) and I after searching around I am unable to locate any topics that address this specifically so I thought to ask it right here.

There is a special power I want to grant to one of the player characters, which I figured would function as a mid-battle event. Complications arise due to the fact that battle and common events have very limited options in how they are triggered.

The original idea was that upon reaching max TP, the character can execute a special move that changes them from one form to another. Both forms would possess different stats and moves independent of one another. It would be preferable also if the latter form was temporary and changed back after battle had ended and when TP in that state is exhausted (perhaps it gradually drains?). Kind of like a temporary berserk status that also graphically changes the character. Problems so far include:

-My chief problem is I am unable to make the change temporary. At best, I can get most of the changes to happen when the transformation is controlled directly by the player and while I want that for activation, not when deactivating.

-While I can easily switch out moves from one form to the other, I am not sure how to make it so you gain more moves as you level rather than having them all immediately.

-I would prefer an option to make the change permanent for a specific section of the game, then revert back to normal for the rest.

-The character's graphic does not revert automatically.

At the moment, I have the change linked to a move that calls up a common event. The common event turns on a switch that is later turned off, but that only seems to work when manually changing back. It also applies a visual indicator of the change by applying a status, but because the status is not actually connected to the sequence of events, the switch back to the default form does not occur when the status fades. Battle and common events seem unable to use standard conditions, so I have am uncertain how to create the temporary effect.

The only special script I am using at the moment is the YEA Battle Symphony script for a side view battle. Otherwise I am using only what VX Ace comes with on its own. 

Any sort of assistance in this matter would be greatly appreciated, whether they be direct answers, ideas, or even merely directions to other threads or resources where answers might be found. It would be preferable not to have to rely on any additional scripts to make this work, but if it is necessary then I do not mind. Anything that doesn't involve learning to do my own scripting would be very preferable as my scripting knowledge is very poor.

Thanks in advance!
You can use Hime's godly custom Page condition script to fix the limitation BS http://www.himeworks.com/2013/03/23/event-page-conditions/

As for your idea, there's a few ways you can do that, just make a skill that requires 100 TP or use the Limit Break Script, such as http://forums.rpgmakerweb.com/index.php?/topic/11251-limit-break/

In the Class tab of the databese at the boottom, there's a box, double click, select the skill, and the lv you want it learned.

You might need a script for that(aka a state removed events script).
 
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CTRaichu

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Thank you for the swift reply.

I have given Hime's script a try and am running into some issues. There still appears to be no indicator to make something happen when a status fades. 

Admittedly I'm still trying to figure out how to make the script actually work with mixed results. At the moment I'm not seeing much of a difference between using it and normal conditional branches.

I have set the skills by level on the class tab, but when the transformation process happens, the new class moves do not replace the old ones even though the class itself still changes.

The limit break sounds interesting, but not quite what I'm looking for. Still, I'll give it a try.
 
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Zoltor

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Thank you for the swift reply.

I have given Hime's script a try and am running into some issues. There still appears to be no indicator to make something happen when a status fades. 

Admittedly I'm still trying to figure out how to make the script actually work with mixed results. At the moment I'm not seeing much of a difference between using it and normal conditional branches.

I have set the skills by level on the class tab, but when the transformation process happens, the new class moves do not replace the old ones even though the class itself still changes.

The limit break sounds interesting, but not quite what I'm looking for. Still, I'll give it a try.
That's because there is no condition option for the fading of a State(not even in condition branches), but I would suggest keeping Hime Script in, because I'm sure it will come in handy in almost every other situation.

Hm RPG Maker probally has it set, if a char learns a skill, it doesn't forget the skills learned(It's using the Dragon Warrior class system evidently). Well in that case, I would suggest making a new magic type for the special class, and putting the new skills in there, while not allowing this special class to have access to the normal magic/special skill type. 

Edit: actually there is a way to make Hime's script work for fading state condition in theory, since condition branches have a script option, but you're gonna need to ask someone how you would write the fading of a state Y on X char.
 
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CTRaichu

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Hm RPG Maker probally has it set, if a char learns a skill, it doesn't forget the skills learned(It's using the Dragon Warrior class system evidently). Well in that case, I would suggest making a new magic type for the special class, and putting the new skills in there, while not allowing this special class to have access to the normal magic/special skill type. 
This was brilliant. It worked perfectly (well aside from the fact that the other skill sets did not seal properly for some reason, but I think I can fix that.) Skills are gained properly and it's dependent on the status effect, meaning it fades when the status does. Thank you!

Granted that's only half the problem, but still, brilliant!

Edit: I should specify I didn't actually take the idea as presented. The fact of the matter is having a separate move catagory made the need for a second class completely unnecessary outside of stat changes and even that might not be necessary.

Edit 2: At the moment, much of the changes happen with the status and leave when it leaves, returning the character to normal, leaving the only thing status doesn't control is the character's appearance.
 
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Shaz

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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.


lol - guys, you're having a two-person conversation here. You don't have to quote everything the other person said. Their post is just above yours ;)
 
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