I have the following issue:
In RPGMVX's Sideview Battle System [3.4e], the coding makes it so that all Actors use the "WAIT" action sequence (or any other I choose) whenever inflicted with ANY status ailment in the database. This doesn't work for me anymore, since I'm assigning individually customized action sequences to Actors for many of their poses, such as "Standby", "Critical Condition", "Death", etc. So, for instance, if an Actor is on "Standby", and the customized action sequence I assigned to it is running, this will be replaced by the default "WAIT" (which is the walking animation) or any other ONE UNIQUE action sequence I choose whenever a status ailment is inflicted.
Therefore, what I want to ask of you is to do, if possible, a little tweak to the following section of the script to make it so that it no longer uses the same one action sequence for everybody in case of State Affliction, but instead make all Actors just use their individually assigned "Standby" positions in such case.
Code:
class State
#--------------------------------------------------------------------------
# ++ State Affliction Wait Sequence Settings
#--------------------------------------------------------------------------
# When a battler is affected by a state, their Wait/Idle sequence will be
# replaced by the Action Sequence defined for the State IDs below. Only one
# State Affliction Wait Animation can be active at a time. The state with the
# highest Priority rating will take precedence if affected by multiple states.
#
# when 1 <- State ID number
# return "DEAD" <- Action Sequence when afflicted by specified state.
#
# Notetag: <action: key>
def base_action
case @id
when 1 # Incapacitated(HP0). Has the highest priority.
return "DEAD"
end
# Default Action Sequence for all unassigned State IDs.
return "WAIT"
end
These "Standby" pose action sequences are dealt with here:
Code:
# ++ Actor Wait/Idle Action Sequence
#--------------------------------------------------------------------------
# Define Action Sequence key used when an Actor is doing nothing else in
# battle and is not inflicted with special states.
def normal
case @actor_id
when 1
return "WAIT"
when 2
return "MANU_WAIT"
end
# Default Action Sequence for all unassigned Actor IDs.
return "WAIT"
end
As you can see, I have assigned a different "Standby" action sequence to actor 2.
And that's it!
I hope I was clear enough and I really hope someone can help me out with this,
I'd really appreciate it, guys!
Thanks for reading!
I'll be paying close attention to your comments!
I'll leave the full SBS 3.4 Core Scripts here (couldn't directly attach them since the codes were too long).
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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