1.) I have a dummy state that gets applied in order to check for something else. But that dummy state is shown in the state window even if there is no icon. Is there a possiblity to make certain states (by ID) invisible or just have it not an icon drawn at all so the player can't see it?
Now you might say that i could just put the priority high / low to have it shown at the end of the list, but there is the second issue coming in.
2.) I use the MOG Ultra HUD script which allows me more control about how the combat UI looks like.
For reference this is what it looks like:
Spoiler

Now the states are going to get shown on the left side besides the HP bars but the MOG Ultra Hud has only one rectangle assigned for the states and cycles through them. A state without an icon will now make the states flash for a bit, because it is still in the list of states to be cycles through.
The script part which does that should be the following:
Spoiler
#==============================================================================#==============================================================================# ** Battle Hud EX#==============================================================================#==============================================================================class Battle_Hud_EX #-------------------------------------------------------------------------- # * Create States #-------------------------------------------------------------------------- def create_states(viewport) return if !STATES_VISIBLE @status_old = nil @status_flow = [-24,0] @status = Sprite.new @status.bitmap = Bitmap.new(24,24) @status.x = @hud_position[0] + STATES_POSITION[0] @status.y = @hud_position[1] + STATES_POSITION[1] @status.z = HUD_Z + STATES_Z @status.angle = STATE_ANGLE @status.viewport = viewport end #-------------------------------------------------------------------------- # * Refresh States #-------------------------------------------------------------------------- def refresh_states check_icon_image @status_old = @actor.states @status_flow = [0,0] @actor_status.dispose if @actor_status != nil @states_size = @actor.states.size > 0 ? (26 * @actor.states.size) : 24 @actor_status = Bitmap.new(@states_size,24) index = 0 for i in @actor.states rect = Rect.new(i.icon_index % 16 * 24, i.icon_index / 16 * 24, 24, 24) @actor_status.blt(26 * index , 0, @icon_image, rect) @status.x = @hud_position[0] + STATES_POSITION[0] - 24 index += 1 end end #-------------------------------------------------------------------------- # * Flow_Status #-------------------------------------------------------------------------- def flow_states return if @actor_status == nil @status.bitmap.clear return if @actor.states.size == 0 st_src_rect = Rect.new(@status_flow[0],0, 24,24) @status.bitmap.blt(0,0, @actor_status, st_src_rect) if STATES_SCROLLING_ANIMATION @status_flow[0] += 1 @status_flow[0] = -24 if @status_flow[0] >= @states_size + 2 else @status_flow[1] += 1 unless @actor.states.size <= 1 if @status_flow[1] > 30 @status_flow[1] = 0 @status_flow[0] += 26 @status_flow[0] = 0 if @status_flow[0] >= (@states_size - 0) end end end #-------------------------------------------------------------------------- # * Update States #-------------------------------------------------------------------------- def update_states return if @status == nil refresh_states if @status_old != @actor.states flow_states end end
I'm sure there is a way to handle my skill different without the dummy state, but if i can't find a solution for the second issue i will probably drop that script altogether because having the states cycled through really is inconvenient for the player.
And even if the common event i used for the skill is suboptimal, i rather have something done myself (and something i can understand), so if you were thinking "why use a dummy state" this would be a short answer to it.
I appreciate any kind of insight on this issue.
Here would be the entire MOG Ultra HUD script for the case i have overseen something:
http://pastebin.com/XzaiQLvh
