MARREND'S PROFILE

Marrend
Guardian of the Description Thread
21806
Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

Search

Filter

Luxaren Allure is Now on Steam!!!

2023 Gaming Diary

Update time!

Tales of Arise

I kinda had doubts that even if the party managed to defeat the fifth lord, that would be the end of the game. Though, getting Shionne back was certainly a heartfelt moment. Still, the fight ahead isn't going to be easy. Not that the previous lord fights have been easy, but, the game is certainly putting the pressure on!


Persona 5 Strikers

Not too much actual progress here. I haven't even cleared the first dungeon yet, and if this is even half as involved as Persona 5, there's maybe four more dungeons after this one.


Resident Evil 2

I relied more and more on a walkthrough, because there were still situations I found myself in where I need a thing, and had no clue where/how I could get it. Either way, I managed to beat the game, though, I don't specifically recall what the recorded play-time was.


Legend of Legaia

I half-considered doing an LP of this game, but, I also kinda feel that doing so would put undo stress on this game. Not that this game is particularly stress-inducing, but, it might also be a bit too soon for another LP anyway.

Game-wise, I just had met Songi in East Voz Forest, with Gala obtain his Ra-Seru, with Songi officially introducing himself as an antagonist. Cool stuffs.


Breath of Fire - Dragon Quarter

Started a New Game+ of this, with a D-Ratio of 1/128. Which basically means I can see all the cutscenes, and go behind any D-Ratio door in the game. I'm up to MidSector as of this writing, and while I don't have a specific count of doors that I've actually opened, it's a good number.

I've never poked my head into Korkon Horay, and, after reading a walkthrough, I understand why. 50 levels in one sitting? Well, I suppose quicksaving or using save-states are feature that could be used to break things up, but, I don't like relying on them.

[RMVX ACE] Is there a way to change character graphic based on status effect?

I'll grant that I didn't test anything myself, and being called out for BSing you is a little disheartening. However, since your friend didn't bother giving you a workible solution, despite their experience, here's a thing that can work, given a follow-up of a script-call to `$game_player.refresh`.

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  alias gameplayer_refresh refresh
  def refresh
    gameplayer_refresh
    if actor.state?(state_id)
      # "Mini" state applied.
      # Replace 'state_id' with whatever state ID the "mini" state actually is!
      case actor.id
        when 1
          # Actor in database position 1.
          @character_name = "Actor1" #...or whatever graphic file it is.
        when 2
          # Actor in database position 2.
          @character_name = "Actor1" #...or whatever graphic file it is.
        # ...and so on.
      end
    end
  end
  
  def clear_states
    super
    @character_name = $data_actors[actor.id]
  end
end

class Game_Follower < Game_Character
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  alias gamefollower_refresh refresh
  def refresh
    gamefollower_refresh
    if actor
      if actor.state?(state_id)
        # "Mini" state applied.
        # Replace 'state_id' with whatever state ID the "mini" state actually is!
        case actor.id
          when 1
            # Actor in database position 1.
            @character_name = "Actor1" #...or whatever graphic file it is.
          when 2
            # Actor in database position 2.
            @character_name = "Actor1" #...or whatever graphic file it is.
          # ...and so on.
        end
      end
    end
  end
end

*Edit: ...Or, do it through a Common Event. Whatever. Next time I see a help-thread from you, I'm going to ignore it.

[RMVX ACE] Is there a way to change character graphic based on status effect?

So, in Game_BattlerBase, there is...

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Check State
  #--------------------------------------------------------------------------
  def state?(state_id)
    @states.include?(state_id)
  end
end

...this function that checks if a state with a given ID is present on the enemy, or party member. The other function to note would be...

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Change Graphics
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_index, face_name, face_index)
    @character_name = character_name
    @character_index = character_index
    @face_name = face_name
    @face_index = face_index
  end
end

...this function, in Game_Actor, which changes various graphical settings for the player party. So, if you excuse the lack of information regarding the specific settings in your game, I think you could do something like...

class Game_Actor < Game_Battler
  def refresh
    release_unequippable_items
    super
    if state?(state_id)
      # "Mini" state applied.
      # Replace 'state_id' with whatever state ID the "mini" state actually is!
      case id
        when 1
          # Actor in database position 1.
          #set_graphic(character_name, character_index, face_name, face_index)
        when 2
          # Actor in database position 2.
          #set_graphic(character_name, character_index, face_name, face_index)
        # and so on.
      end
    else
      # "Mini" state (or other state that would not change graphic) not applied.
      # Reset graphics.
      case id
      when 1
        # Actor in database position 1.
        #set_graphic(character_name, character_index, face_name, face_index)
      when 2
        # Actor in database position 2.
        #set_graphic(character_name, character_index, face_name, face_index)
      # and so on.
      end
    end
  end
end

...this? This idea is largely theoretical on my part, so I highly, highly advise using a separate code-block for testing it out!

*Edit: Putting those functions into a `refresh` method might mean that the code runs once per frame, rather than once when the state is applied, and once when the state is removed. So, there's a non-zero possibility doing it this way might slow things down. Or maybe not.

Steam Release coming April 14th!

Chisa. Meril. Lynette. Let's go. Aurelie awaits.

The Featured Game Thread

So, now that we're clear of April Fool's Day to mess with the featured game, what should actually be featured this month?

How do I blend between animations?

I'm not so sure about the first issue, but, the second issue? I kinda do this with the Wand of Blasting mechanic that I originated in this game.

It might be a little much to get into with a forum post, but, the general idea I used there is that there's effectively an array of event IDs that can be interacted with. Such events are generally considered obstructions that cannot be moved through. So, when the bullet stops, it makes a virtual move forward one step to check if it's colliding with an event, and if so, then checks to see if the event ID is one it can interact with.

Now, I'll grant that the Wand of Blasting is a ranged attack and moves until it hits an obstruction before it acts, or fails to do so. Your mechanic, however, is a melee attack, and only moves one tile from the player before it acts, or fails to do so. However, I do kinda feel the concepts are similar.

*Edit: Here's one of the tools I use for the WoB.
# Determines if an event at (x, y) is actionable. If so, returns the ID of the
# event. 
def is_actionable?(x, y)
  i = 0
  while i < $actions.size
    # Cycles through the action array to see if an actionable event was 
    # activated.
    event_id = $actions[i]
    if event_id != 0
      # If the value of event_id is was set to 0 because an actionable event
      # was removed, the next check would throw an exception.
      if $game_map.events[event_id].pos?(x, y) == true
        return event_id
      end
    end
    i += 1
  end
  return 0
end

Though, in later editions of the code, there is a `$game_map.actions` variable used/made, instead of using a separate `$actions` variable.

The Versatile and Sustainable Comfort of 202 Shirts

You're banne.

RPG Maker Game Cocktail Names

author=Sgt M
Weird and Unfortunate Drinks are Happening

As an alternative...
Daybreak Daze: "Weird and unfortunate things are happening! Has a random effect." Most likely runs a Common Event that rolls a virtual die to decide what it does.

*Edit:
author=Dyhalto
Don Miguel - Don't know what it would do, but you can't not throw an omage his way
Cherry Tree - ^Ditto :D

Martini Miguel. No Don could possibly refuse this taste! Effect: Summons a cat familiar to scratch at the enemy party.
Cherry Tree Bliss. A complex flavor that's hard-coded for delight. Effect: Drains TP(???) from one foe to the user.