[RM2K3] ITEM THAT CHANGES SPRITE ASSOCIATION
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Hey everyone I want to make a item that could change the sprite's association.
But I have a problem and I will explain it below.
This is the sprite without the item umbrella
This is the sprite when I use the item umbrella
But for some reason, when I try to re-use it the sprite won't go back to the sprite association that doesn't have the umbrella...I think I got the common event wrong, please help :)
But I have a problem and I will explain it below.
This is the sprite without the item umbrella

This is the sprite when I use the item umbrella

But for some reason, when I try to re-use it the sprite won't go back to the sprite association that doesn't have the umbrella...I think I got the common event wrong, please help :)
Maybe the fact that the character is using the umbrella needs to be a switch onto itself, so that the Common Event checks against that switch to update the character sprite?
Sorry if I'm not being clear. My head's a bit foggy.
Sorry if I'm not being clear. My head's a bit foggy.
Without seeing your code it's impossible to know what you did wrong, but if you are using an item to change the sprite to show an umbrella why would reusing that item show NOT an umbrella? Did you put code in there to switch the sprite to NOT an umbrella?
I'd just do this as a parallel process common event (with a wait 0.0 at the beginning to reduce lag) with a conditional to check if the switch is in or off. Change actor graphic to umbrella if on, regular if off. Is this not what you did?
If there are multiple unique states a character can be in, you'll need to make sure you turn off any other switches when a new one is turned on.
If there are multiple unique states a character can be in, you'll need to make sure you turn off any other switches when a new one is turned on.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
You don't even necessarily need a switch, just a conditional branch tree that checks to see if such an item is equipped with a certain hero and change the graphics to reflect this. I'd still do as BadLuck says and use the Wait 0.0 at the start to reduce lag (if you're worried about that sort of thing).
Alternately, you could set a new common event for every item you have (nobody will ever see it, anyway) and whenever that item's switch is referenced, have it turn off the switches of every other item. To have it turn the item off if you use it again, start the event with a conditional branch to see if a switch you set to be on during the first time the item was used is on. If so, turn it off and end the event.
Parallel Process
@>Conditional Branch: HERO has ITEM equipped
@>Change Actor Graphic: HERO, GRAPHIC (New)
@>
: Else
@>Conditional Branch Etc
OR
@>Change Actor Graphic: HERO, GRAPHIC (Default)
Alternately, you could set a new common event for every item you have (nobody will ever see it, anyway) and whenever that item's switch is referenced, have it turn off the switches of every other item. To have it turn the item off if you use it again, start the event with a conditional branch to see if a switch you set to be on during the first time the item was used is on. If so, turn it off and end the event.
Autorun
Condition Switch ITEM SWITCH
@>Conditional Branch: Switch ON SWITCH is ON
@>Control Switches: ON SWITCH = OFF
@>Change Actor Graphic: HERO, GRAPHIC (Default)
@>Control Switches: ITEM SWITCH = OFF
: Else
@>Control Switches: ON SWITCH = ON
@>Change Actor Graphic: HERO, GRAPHIC (New)
@>Control Switches: OTHER SWITCH = OFF
@>Control Switches: OTHER SWITCH Etc
@>Control Switches: ITEM SWITCH = OFF
author=idontwantyoutoknowme
Hey everyone I want to make a item that could change the sprite's association.
But I have a problem and I will explain it below.
This is the sprite without the item umbrella
... rest of post...
Hi idontwantyoutoknowme, were you able to get this working the way you intended?
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