So I want transformation to be like this:
- Player uses Skill in battle/ out of battle
- That skill gives him state (in this case - Super Saiyan)
- That state will stay if player wants
- But sprite must change (in this case - to a Super Saiyan)
Is there a way to do that? To change sprite after battle as much as a player wants it (if possible with an animation)
I tried via creating alt. actor, but I dont know how conditions work
A lil' bit of help for Transformation
● ARCHIVED · READ-ONLY
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Default battles do not have a sprite, so you have to be using a custom battle script to get a sprite displayed in battle.
Yes, there might be solutions - but they depend on what battlescript you're using, because each of the solutions I've heard of is for a different battlescript (and not all battlescripts have a compatible other script to solve this).
Please link us to the battlescript you're using, and then we can give you an answer - without that link the answer is impossible. -
There is a simple solution to this. First, as you have done, you create an alternate actor. Then you call a common script that swaps the actor (I'd suggest a large fancy animation to distract the audience since in-battle this means the original actor runs off-screen and the alternate runs back in their place) and the new actor has a different battle sheet set up. You can even include dialogue and other events in the common event)
Keep in mind though you will have an issue with XP though, unless you turn on XP sharing (don't remember the specific checkbox but it's in the game settings or system DB tab) then the main/alt character will end up with a different level than each other (and can end up with the "powered up" character being so week he's useless as the game progresses) -
My sugestion is, instead of another actor, creating another class and changing the original actor's class, then changing his charset.
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That's going to depend on the battle system he's using, if he can choose different sprites in mid-battle based on class...My sugestion is, instead of another actor, creating another class and changing the original actor's class, then changing his charset.
It would certainly be possible in the default system to simply change the graphic and class back and forth, but the battle system is what's going to really dictate what has to be done.- But sprite must change (in this case - to a Super Saiyan) -
The classic scripted battle engine - YEA:
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
To make it more clear, I want face of character (in battle/menu) to change, and when battle is over, sprite of actual moving character becomes different, until time has passed (that is, State has expired)
I know I can easily change face when it comes to dialog -
I'm using Yanfly's engine too, but I've not played around with transformation since I don't have battle sheets completed for the only character with a transformation option... but I doubt you can change battlers mid-battle without changing actors (and honestly, I don't think you can do class-based battlers, I think it's purely actor-based) likewise to change the sprite on the map-screen you'd need to change actors.The classic scripted battle engine - YEA:
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
To make it more clear, I want face of character (in battle/menu) to change, and when battle is over, sprite of actual moving character becomes different, until time has passed (that is, State has expired)
I know I can easily change face when it comes to dialog -
Yeah, I just thought there is Script that would allow to select Common Events when specified State is activated, that way I could easily do it.
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Common events can be triggered a number of ways, including battle events (character dropping below xHP for example), Items, and skills. The problem is that just changing a class will not change a sprite, you'll have to change out the whole actor.Yeah, I just thought there is Script that would allow to select Common Events when specified State is activated, that way I could easily do it.
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So I can trigger it by using skill? Cause you know, in Events in 3rd tab there is possibility to Change Sprite and I did it, just need to trigger it by Skill/StateCommon events can be triggered a number of ways, including battle events (character dropping below xHP for example), Items, and skills. The problem is that just changing a class will not change a sprite, you'll have to change out the whole actor.
So I already changed graphics and everything, just tell me how do I trigger it by getting a desired Character State?
EDIT: I realized you can do it with Skills/Items, but I really need to do it with States -
o_O have you actually tested it in-battle? As I said AFAIK the battler is set by the actor, not the class... (but if you got it to work, then congrats, Hakuna matatta!)So I can trigger it by using skill? Cause you know, in Events in 3rd tab there is possibility to Change Sprite and I did it, just need to trigger it by Skill/State
So I already changed graphics and everything, just tell me how do I trigger it by getting a desired Character State?
Personally I'd try to avoid states (skills/items are easier to handle) but... go into the troops tab and the battle events add a loop to check for "If Actor X has State Inflicted" then call the event(s) you want.
keep in mind though that this has to be done for each group unless you use a script to call a common event in all battles (I think yanfly has one, not sure, I don't have a need for it, but I read about it in another post) -
THANK YOU ALL! I DID IT!
So, I made two common events (SuperSayianGoku / Changeback) and State "Super Saiyan"! Then I made Skills with name as same as Common Event, connected it all together, works fine !!
WORKS PERFECT IN BATTLE!