RPG Maker 2003

RPG Maker 2003

misu Aug 26, 2020 @ 6:02pm
facesets in battle
i was hoping to be able to do something like...

>Actor is inflicted with poison
>Actor's face changes to a new faceset until the poison goes away

or

>Actor receives enough damage
>Actor's face changes to a dying faceset

i havent had any luck so far, and im not bright without pretty straightforward instructions, so could anyone help me please?
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Showing 1-3 of 3 comments
prpl_mage Aug 27, 2020 @ 10:34am 
This can be done but will take a lot of work.

2 ways.

1. Create a battle event to do the things mentioned below. Won't go in further because...

2. In battle you can call Common events. Doing this allows you to use the same "system" in each battle.

So create a battle event that calls a common event every round of combat.

In the common event you can check the conditions of your hero and then change the faceset accordingly. However, your branch of status checks will have to be setup in some sort of priority order.

As for damage. Set a variable equal to the max hp of the hero and another to the current hp of the hero to see how hurt they are. That way you can check the difference between the max hp and current hp or get some percentage.
Or simply set the var to current and use hp specific limits ( less than 50, less than 100, less than 150 etc.)


Also you need to paste that battle event page into every single "troop".
Last edited by prpl_mage; Aug 27, 2020 @ 10:36am
misu Aug 27, 2020 @ 5:45pm 
Originally posted by prpl_mage:
This can be done but will take a lot of work.

2 ways.

1. Create a battle event to do the things mentioned below. Won't go in further because...

2. In battle you can call Common events. Doing this allows you to use the same "system" in each battle.

So create a battle event that calls a common event every round of combat.

In the common event you can check the conditions of your hero and then change the faceset accordingly. However, your branch of status checks will have to be setup in some sort of priority order.

As for damage. Set a variable equal to the max hp of the hero and another to the current hp of the hero to see how hurt they are. That way you can check the difference between the max hp and current hp or get some percentage.
Or simply set the var to current and use hp specific limits ( less than 50, less than 100, less than 150 etc.)


Also you need to paste that battle event page into every single "troop".

thank you, i managed to get the status effect stuff to work! although, about dying portraits, im a bit confused on that. if you want to dumb it down for me, I'd appreciate it, but if you don't want to then that's totally fine! still, this was a lot of help, thanks!
prpl_mage Aug 27, 2020 @ 10:53pm 
Well, if you want different facesets for different percentage of health then you need to do some calculations to see how much health the hero has right now.
We'll do this as a common event that is called in battle just like the other. If you want this to override the status then it should be in the same common event and be placed before to get priority.

For example, if you're down at 100 out of 200 you would take 100/200 and get 0.5. However, RPGM don't do fractions. So the easiest way to fix this would be to first divide the VAR set to Max HP by 10 (in this case the result would be 20) and then divide 100/20 and get 5. 5 in this case represents 50% and would then show that faceset.
If you're down at 10hp the result would still be 0 though so make sure you have a specific face for "less than 1" and a death portrait for when the hero current hp is actually 0.


However, if you're only looking for a new faceset upon death or barely hanging on you can use a battle event instead if you want. There are conditions for "Hero" and "health between" and you can set percentages there. But you'll have to add that page for each hero in each troop.
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