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Topics - Lucern7

1
Simply but I have some animations that have the same timing, and sound effects and stuff, but different animation sheets, it'd save a lot of time and space if I could just swap the files with scripts, but I can't seem to find a path from the help files and such for that specific datatype.

I feel like it'd be one line of code, but I can't seem to work it out.
2
Okay so I've been working on a way to give the player more feedback as to when status effects/states are removed. The issue is since I have about 20 or so states the current system I'm using is getting a bit bloated and doesn't really work for enemies since common events only checks enemy index 1-8 rather than get specifics. (It's technically an issue with the party members too but since I plan to have a mostly fixed party order it's not as big of an issue though if it can be fixed too I'd appreciate it)

Here's a screenshot of a bit of the common event I'm using, basically each battle it'd be called on a per-turn basis.
https://www.dropbox.com/s/a40bmo639b06nqg/States.jpg?dl=0

I like trying things out before asking for help but this has got me stumped. It'd also be nice if there was a way to check if they have any states, before running, though the only way I could think of to do this would be have a "No states" state that gets removed if any are added. Either way I look forward to any tips you guys can think of to help me out.

3
Okay after fixing the states bug, I've run into another issue. I'm working on a very simple dodging system that runs with the default battle system. It works so far but there's a little aesthetic thing that I haven't been able to fix.

Simply put I press a key, a dodging animation plays and the enemy's attack either hits or misses depending on the timing. However I can't find a way to play a specific animation depending on which party member was targeted. Otherwise everyone looks silly dodging an attack aimed at one person. Ideally I could store the id of "Last Target" to a variable and create a conditional with that variable. Though I'm not sure how to do that.

Also is there a command to disable the damage pop ups? I have a few moves that are only meant to target enemies, so the common event can target them and it looks odd having 0 damage pop up.
4
Hey I was working on a common event triggered combo attack system, and while the combos work as expected there's a side effect with status effects where the person doing the combo attack gets poisoned an additional time the force action executes. So they end up taking 5x damage (it's a 5 hit combo) than intended. I'm not sure if I need a script or if there's a command I missed to prevent this.

It's basically just a conditional branch that detects a keystroke and a force action command to do the attack. The rest is a default battle system. States are crucial for what I want to do for it so this has brought my project to a halt for the time being.