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[RMVX ACE] Changing character graphic and then back (later in game)

In my game, I want to change the main character's appearance (disguise) without losing equipment and also have the same Level.
Later in the game he needs to change back to his original appearance and, once again, maintain the current Equip. and Level.
I changed to the disguised character with add, remove party member. The Levels were the same so, I don't know what would happen if they were different. He also lost his Equip. Probably because the engine sees it a completely different character.
Would like to know if there is a way to achieve this.
(There is no particular Level where the change back would occur.)

[RMVX ACE] Battlebacks and Regions

I have no scripts. The battleback notes I got from a tutorial a few years ago,unless, that constitutes a script. I don't know much about scripts, yet.
Thank you for your reply.
author=pianotm
So...this all looks correct to me. I notice you're using a script that controls battleback by region? Maybe that script is also controlling encounter by region and is overriding the default system?
author=Sgt M
author=dnel57
However, Region 1 is only supposed to have Slimes,yet, when I playtest, the first encounter is a Large Snake which is not designated to that Region.
My one guess here is that you have a Troop named Slime*2 but it has a Large Snake in it.

What script are you using for the Battlebacks? I can't imagine it would also overwrite encounters.
You were exactly right. I may have never thought to check that. Thank you.

[RMVX ACE] Battlebacks and Regions

I have put my Battlebacks in Note Tags and listed my Troops designated to the Region(s) they should appear in. However, Region 1 is only supposed to have Slimes,yet, when I playtest, the first encounter is a Large Snake which is not designated to that Region.
I have opened one Troop page to show how they are all set.
Am I missing something?


[RMVX ACE] Conditional branches and Variables

author=Gari
If you speak of putting other conditions after the "else", there is some reason we usually avoid that: it tends to leave the code messy (harder to read).

Condition if
 bla bla
  else
   Condition if
    blabla
     else
      Condition
       blabla and other stuff until you have to scroll to the right to see your code.
     end
  end
end

You should refrain from doing that if you must insert several conditions in the else segment. It's still usefull for cheching 1 or 2 things (like when you check the hero coordinates with 4 variables to see if he moved, because there isn't too many else)

A proper way is to use labels if need be (when you don't want the second condition to be met).
Example 1:
Condition if Hero member= Actor1
 blabla
end
Condition if Hero member = Actor2
 blabla
end

Since member 1 is a unique result (it can't be at the same time Actor 1 and Actor 2), there is no need to use labels/else here.

Example 2:
Condition if Actor1 is in the party
 blabla
 Jump to Label 1
end
Condition if Actor2 is in the party
 blabla
 Jump to Label 1
end
all your other conditions
Label 1

You can have Actor 1 and 2 in the team at the same time. If you don't want other conditions to be executed when the first one is met, the label works as an else in this case, keeping the code clean.

I hope it's what you were looking for.
Thank you,Gari

[RMVX ACE] Conditional branches and Variables

I had done a couple small tutorials on variables and have been successful in modifying them to do different things.
In the tutorials that I read, when setting up the conditional branches, they instructed to not check (or uncheck) "set handling when conditions do not apply". I'm assuming there must be applications where it is used. Could someone explain the difference of checking it or not checking it? Thanks
I was unable to find anything about this elsewhere.

[RMVX ACE]Alternative to so many conditional branches

author=Sgt M
I don't know if this helps, but instead of:

Conditional Branch: Guy has Neato Sword

Stuff
End
Conditional Branch: Guy has Rad Axe
Stuff
End
Conditional Branch: Guy has Cool Knife
Stuff
End


You can do Conditional Branch: Script Call and do something like this

(CONDITION 1) || (CONDITION 2) || (CONDITION 3)


The "||" operand stands for "OR" and is basically a way of getting around RPG Maker's conditional branches not having boolean logic. So if you wanted to check if Actor 1 has any of Weapons 3, 4, or 5 equipped you can do something like this in one conditional instead of having 3 separate ones:

$game_actors[1].equips[0] == $data_weapons[3] || 

$game_actors[1].equips[0] == $data_weapons[4] ||
$game_actors[1].equips[0] == $data_weapons[5]

Thank you Sgt M

[RMVX ACE]Alternative to so many conditional branches

author=unity
I'm not the best at explanations, so I thought I'd just mock it up in an RPG Maker VX Ace file. I have notes on how I did it in the file :D

Click here to download!

If you have any questions, feel free to ask ^_^

Thank you so much, Unity:)

[RMVX ACE]Alternative to so many conditional branches

author=unity
This may sound unconventional, but why not just have a black map with five sprites who look like the five characters on it? You choose a sprite and get that characters' weapon, and then warp back to where you were before? (This can be done by storing the player's location data via variables).

Then you could easily remove the sprites when a character gets their weapon, or put in a grey version of the sprite, or whatever?

Alternatives would probably involve scripting (since you are stuck to 4 choices in dialog choices) or Eventing a menu, like putting up pictures of the five heroes on screen, changing which one was highlighted with button inputs.


That sounds great, Unity. It is something I'm unfamiliar with . Do you know of a tutorial how to accomplish this? I'm always willing to learn. Thank you!

[RMVX ACE]Alternative to so many conditional branches

There are 5 members in my party. Five different people will offer a special weapon to the party. The weapon received will be determined by who is going to get it. The weapon choices are fairly easy to event. The first weapon offered will be easy because nobody will have any. I don't want a party member to be able to get two weapons so it seems I will need about 50 or more conditional branches all together to eliminate those who already have a special weapon so that their name(s) won't appear when each weapon is offered.
I just didn't know if there may be an easier way to do this.

[RMVX ACE] Character transferring to wrong map?

author=unity
When you look at the event, does it say it goes to the same map as it's supposed to go?

If you make a new event to teleport to the exact place you want to go, does it work?
Yes. The map that it goes to is not in the event at all. Plus when it goes to the other map, the pc is invisible. I'm going to run my antivirus scan shortly. I'm suspecting a virus. I can't think of anything else that could cause those problems.
I made just a simple transfer event and it does the same thing.
Thank you for your reply.

Problem solved, complicated but, solved.