Visual Status Effects?

ShinyRedUmbreon

Wannabe-Animator + Gamer
Veteran
Joined
Sep 3, 2017
Messages
61
Reaction score
12
First Language
English
Primarily Uses
RMVXA
Is there a way to make a party member look different when they have a status effect? For example, let me show you Ness from Earthbound, completely okay.

Then say some mushroom enemy gives him a "Mushroomized" status effect, causing him to get confused. This ailment stays outside of battle, and shows Ness with a mushroom on his head.

Is there any script that can do the same thing, which is to change what the actor looks like when a status effect is applied to them?
 

Heirukichi

Veteran
Veteran
Joined
Sep 24, 2015
Messages
1,421
Reaction score
596
First Language
Italian
Primarily Uses
RMVXA
I think you can do it with a parallel process, without any need for scripts at all. Just have a parallel process common event run constantly (let's say once every 30 frames) and check if any party member has a sprite-modifying status. If it does, change its sprite accordingly, if it does not, restore the default one. Of course, if you want to do it with a script you can do it with a script as well, it is quite easy as long as every different sprite is part of the same sprite-sheet.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I think you can do it with a parallel process, without any need for scripts at all. Just have a parallel process common event run constantly (let's say once every 30 frames) and check if any party member has a sprite-modifying status. If it does, change its sprite accordingly, if it does not, restore the default one. Of course, if you want to do it with a script you can do it with a script as well, it is quite easy as long as every different sprite is part of the same sprite-sheet.
This would be a good method, just note that if you want this to happen in battle (like if the actor got the state in battle and not out of it), you'd need a scene interpreter script because parallel common events dont run on the battle scene by default.
 

Heirukichi

Veteran
Veteran
Joined
Sep 24, 2015
Messages
1,421
Reaction score
596
First Language
Italian
Primarily Uses
RMVXA
That or a troop event that runs at the end of each turn. It does not run when you kill the last enemy, but the one in the map covers for that.
 

ShinyRedUmbreon

Wannabe-Animator + Gamer
Veteran
Joined
Sep 3, 2017
Messages
61
Reaction score
12
First Language
English
Primarily Uses
RMVXA
Thank you two for contributing help.

I was able to find a way to get it working.

Thank you so much!
 

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
105,862
Messages
1,017,049
Members
137,570
Latest member
fgfhdfg
Top