LIL_NUGGETS'S PROFILE

Do plenty of different game types, though it takes me forever to finish one

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Battle animations

I can't honestly think of a reason rm2k3 does this, perhaps just to annoy you cause it likes to do that. Anywho i've had this same issue and the way i've always done it was trial and error, such as setting the idle animation to 1 frame, setting up the location of your character, then testing it in battle. If it was off, I changed the animation a little more until I got it right, then made the whole animation based on that position. Once you've got that location, you should be good for the rest of your animations.

Rpg Maker 2003 Class Switching Troubles

author=Link_2112
If you keep track of exp in a variable(Variable X), you can call on that variable at any time to bring the hero's exp back to it's proper value.

If RPGMaker resets your exp at the start of battle, then at some point after that you use the variable to set hero exp. Add exp by the amount stored in Variable X.

Is it changing exp in battle or outside of battle. I'm not sure if you can use Call Event command in battle. But, you could create a common event that resets exp to 0 by reducing exp by the amount of maximum possible exp. So if at max level exp gained is 100,000 you would start the event by reducing exp by that value. Now that exp is 0 you can use the add exp command to increase it by the true exp value stored in Variable X. (or you could put this block of code in every battle if you can't call on it)

So any time there is problem with exp not being right you can call that common event and set it straight.

That's just me thinking, all that stuff might be possible and might work. Might not. But that's what I'd try in your situation.


Knowing how rm2k3 hates me it probably won't, but it won't stop me from trying.

Rpg Maker 2003 Class Switching Troubles

The first suggestion was one i've already tried, so I attempted the second one, and it ended up in failure as well. Though im successfully adding the exp to the correct class, it seems Rm2k3 doesn't want any of this cleverness and decides to reset your exp when you switch classes to what that specific class has. Example - Class 1 = 200 exp while Class 2 = 0 exp. I can add 200 to class 1 (which is what i want) making 400, but when i switch to Class 2, it resets my Class 1 exp to 0 again. Not sure why this would effect class 1's total exp, but it does, im starting to think this is impossible, thoughts anyone?

Rpg Maker 2003 Class Switching Troubles

author=Demicrusaius
I agree with Link. Just use less of the default systems. Turn on a switch when the skill is used, before the battle starts, or on turn 0 of the battle events commands and have an autorun map event after the combat that either gives EXP or switches the class back.
Or do what I do. No enemy gives "exp" as far as rm2k3 is concerned, but turn 0 (the beginning of the battle) sets an "Exp variable" that I use to award exp after the battle (when back on the game map) and you could use it to make sure that the right character+class gets the exp.
Also, you may want to check how the stats change. I'm pretty sure that if you use a seed/tab (statistic increase) item the stats will revert when switched back to a different class even if the level is the same. But again, I'm not positive.
Edit: Common events > Map events


I see, it makes sense, i'll give it a go and get back to you

Rpg Maker 2003 Class Switching Troubles

author=Link_2112
author=Link_2112
You could use a common event to give exp after battle instead of the default way
Uh, hello? Did you read this? I'm fairly certain this is the answer.

If the problem is how RPGmaker dishes out exp, then create your own custom system of giving out exp and your problem is solved. It's very easy to do, I'm sure. I've never tried it but others have done it, like LockeZ's game Vindication. You do something like set switches and variables during the battles, which are used in the common event after battle to increase the hero's exp by whatever amount.


Oh sorry i didn't respond, i've tried that method several times, and it ended with me banging my head in the wall, but those were my specific methods, if you'd care to try your specific way like this Locke fellow or give me directions i'd certainly be grateful

Rpg Maker 2003 Class Switching Troubles

On that note, is there ANY way to automaticlly switch classes the second the enemies are defeated and before xp is distributed? aka before the battle "actually" ends

Rpg Maker 2003 Class Switching Troubles

author=kentona
It's at this point where I'd be working greatly against the engine that I would consider rethinking the concept I was trying to implement and either scrap it or replace it with a more workable idea.

It might be time to just think about what you are after and consider whether the returns merit the work. (it still might! Just give some consideration to it!)


Thanks for the advice, unfortunately i can't just scrap the idea because it's involved in several other skills, so its either i work out another way, which im trying to think of, or drop the project altogether

Rpg Maker 2003 Class Switching Troubles

author=Killer Wolf
author=Lil_Nuggets
author=kentona
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.
By doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?
You could change attack animations with duplicated weapons. You COULD do most of your animation control with multiple status effects, but it would be a lot of work and might screw up other things.


Indeed it would mess up other status animations like stun and such, thanks for trying to help though

Rpg Maker 2003 Class Switching Troubles

author=kentona
I don't think so, no.


Damn, because the skill actually makes a clone, and without seperate animations it would just kinda be stupid if you get what I mean

Rpg Maker 2003 Class Switching Troubles

author=kentona
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.


By doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?
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