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Post by coaltar on Dec 31, 2006 19:05:07 GMT -5
Okay, here's what I'm trying to do: I'm trying to make a condition status, called, "Polymorph".
What it does: Turns a member of the party into a treant. Thus, making them weaker, slower, & more fragile.
What I know: How to make the condition that reduces attack, agility, & armor, all at once.
What I don't know: How to make a non-action indirect effect change the model of the party member it effects, and change it back to normal after said effect is gone.
NOTE: Only the experts are allowed to answer this question.
How do I change party member models when a condition status is in effect on them, and change their model back afterwards?
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Post by vespuleth on Dec 31, 2006 22:00:40 GMT -5
I'd think that one not knowing how to do solve the problem themselves would be a poorly qualified as to what constitutes an expert, and open to any solution that might be provided. And you can trust that anyone providing an answer or proposed solution will have some working knowledge of the game. just my thoughts.
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Post by doyleman on Jan 6, 2007 11:09:46 GMT -5
how would you know that something like changing models under certain conditions is an expert field?
Its actually quite simple. can be a minimum of 3 script lines.
SB: Condition: (Flag or variable = value) Member: Effects: Model: (model) SB End
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dwarf13
RPG Maker-in-Training
Posts: 7
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Post by dwarf13 on Jan 17, 2007 0:58:25 GMT -5
Hey I am trying to get my models to change and I am getting a wierd problem. Ok so it is something like this: Change party add Player 1 Change leader to player one Change Party Remove Player 0 Change player 1 to dwarf
Ok that works ok but after that I try to teleport player 1 and not only does player one turn back from a dwarf to the first model but then out of no where player 0 returns???
I'm working on it as we speak and I hope to salve but help would be nice
Jason
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Post by doyleman on Jan 18, 2007 13:38:43 GMT -5
Step 1: read my scripting FAQ (look for the topic somewhere around here). It'll teach you about PAGE CONDITIONS, which seems to be the problem for player 0 returning. Step 2: 'Conditional Branch' for the Enter map script. If player 1 is in party, change gfx to '___ model'. Step 3: 1 question mark will suffice. having 3 is unnecessary. Didn't mean to sound mean, or confuse you, or anything else, but welcome to the boards anyway
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Post by Doan the Nado on Jan 18, 2007 22:23:49 GMT -5
Also, note that if you are using Party Member 0, there are known issues. Set your first party member to be party member 1.
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dwarf13
RPG Maker-in-Training
Posts: 7
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Post by dwarf13 on Jan 19, 2007 0:03:22 GMT -5
Yea 3 question marks are a bit much isn't. Ok for the return for player 0 it was a stupib and embarasing mistake. He was never in the party so there was no way to remove him. So right now I have the script for the modle change before teleporting you are saying I need it after the teleport. This sucks because I want the character to beable to stay that way or change any time during the game then stay. So every time he enters a town, building, dungeon or new map I will need this script?
Some claerity for the game I am doing and why I am praying for a better way. I will have 6 characters in the game that 1 or 6 different people can play. You start off in an arcade sign in then you go the game. To "save" your character to a card I have assigned 6 player caracters so I can save the stats on those then I have 6 inputs for names, 6 for Race and sex, 6 for last exit point and I think I will be needing 6 more.
The script I am using for this is simple: SC if player1rs = DM Player effect change model Dwarf Male end script SC if player1rs = dmrs Player effect change model Dwarf male rune smith
So on and so forth I have one for dwarves, two for humans, two for elves (all to make life a little easier) They will all have ruffly 10-12 for dwarf, 10-12 for elves, somewhere around 56 for human do to 46+ just for the magi classes.
Thanks y'all Jason
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Post by Doan the Nado on Jan 19, 2007 7:03:15 GMT -5
Why not just make each available character a separate Party Member. This seems like it would save you a lot of trouble. When the player selects to use a certain character, you would just add it to the party and then remove the previous one.
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dwarf13
RPG Maker-in-Training
Posts: 7
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Post by dwarf13 on Jan 21, 2007 0:21:24 GMT -5
I have been trying to get it to work most of the saturday and I have desided I will make 30 characters so I will have the basic model for each player. I can't make a party member for every class like I wanted because there would be 110 just for humans alone and there are only 100 party member models. I am still at the begining so maybe later I will come back to this.
Thanks for the help Jason
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 7, 2007 8:27:47 GMT -5
"What it does: Turns a member of the party into a treant. Thus, making them weaker, slower, & more fragile." There actually is one problem with this, but it has nothing to do with anything you or them or this or that or poop were imagining. You see, I am one of three (3?) Default Battle System Gurus here, and I have learned that there is only ONE easy way to alter a party member or enemy's TURN ORDER (I take it that's what you meant by "slower" - accuracy and evasion also both present new issues), and that is... (drum roll)... LEVELING-UP the said party member or enemy (enemy leveling-up?). Pretty stinky, huh? Otherwise, try copying and pasting default pre-existing abilities that decrease STR or whatever but change STR to the stats you want, then poop. And THAT, dude, is the only true expert question you asked, I think, but it was by chance that you mentioned altering TURN ORDER. Oh, and the other way to change turn order in the default battle system is to change EVERYTHING in the default battle system so much to the point where it is no longer "default" whatsoever. Yep, probably not good unless you already have an idea as to how to do it. (Don't worry, even I don't) "What I know: How to make the condition that reduces attack, agility, & armor, all at once." That's good. Just make sure the player can't double it on top of itself and thus be too effective and make sure that it's targeting the target not the instigator (I know it sounds like a no-brainer but it can be pretty funky and that problem frustrated me for a while), and a little tip is just to ALWAYS follow who the instigator is VERY EXTENSIVELY. Gl "What I don't know: How to make a non-action indirect effect change the model of the party member it effects, and change it back to normal after said effect is gone." "How do I change party member models when a condition status is in effect on them, and change their model back afterwards?" I don't know 100% if this will be the exact solution or not, but I believe that "Custom" Indirect Effects are worth a try. Customs were capable of constantly re-proportioning the party members for me, and I know a guy name Kumo Shinagi in a game called Light Warrior and Dungeon Warden (an active member here, so give it some time and he can help) aka. The Master in a game called Crown of Order where they both got this very thing (the model change) to work perfectly. So, don't give up so easily. RPGM2's not for quiters - RPGM1 and 3 are!! Eh, but it's up to you. I'm just letting you know that if you hold out longer you can and most likely will get the help you need. You also need to be willing to try harder - I know that what the rest of these guys are saying is close to what to do, perhaps the Custom Indirect Effects are the key and if you didn't just try what they said and give up right away you'd have solved it using what they said plus some reasoning and/or guessing and checking. Either way, RPGM2 becomes easier once you're done making all your battle system, menu system, system, system, systemy, systems, etc. so don't worry about it even if your are frustrated - just, uh, I dunno... poop?
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