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I think Harbinger means a parallel-trigger common event. Bear in mind that such events won't run in battle at all. Also, I can't imagine how it would crash the game...it'd just make the last change the one that is applied, right? On the plus side, a parallel common event like this should work. Something like:
(It would be better to use a plugin that offers some kind of "on equip/unequip, run this common event" kind of functionality. That said, I looked and found nothing like that...)
Also, a handy tip! If you hover over most buttons or lists or such in the editor for a couple of seconds, a help box will appear with a brief description of what it does. So, for example, if you hover over the Conditional Branch > Actor > Weapon dropdown box, the help box will tell you that it actually checks whether the weapon is equipped by that actor. (May seem confusing, but if you think about it there's only one inventory for the party, so if you're asking whether an actor "has" an item, you can sort of infer it means "equipped" rather than "in the party's collective bottomless pockets".)
Lastly, to my knowledge, the Change Actor Images command changes all the graphics (face, walking sprite, and SV battle sprite) to the ones specified. I'm not sure how to change only one or two of them?
Taking dual-wielding into account changes the system significantly, but without any concrete examples from you, I don't understand what you believe will form a conflict. Every Change Actor Images command is its own command, and without a plugin (see above) changing that behaviour somehow, the software makes conflict impossible, no?
I cannot see a way to do this, though. Change Actor Image seems, in notation and testing, to set all three graphics at once? Perhaps I am mistaken.
Yes, it would be better. On reflection, I would use 1 variable per actor + 1 temporary variable to store current weapon ID for comparison. It still works and is much more compact: just store the equipped weapon's (or weapon category's) ID. If wanting to accommodate for dual-wielding, an extra variable per actor can be used if the OP is not comfortable enough (perfectly understandable!) with modular arithmetic to pack it into the first. I cannot see a way to use 1 switch per actor, though.
- Change Actor Image - this would be fine were it not for the fact that the thread starter wishes to accommodate two different sizes of walking sprite dependent on current map. Just means you have twice as many conditional branches, was hoping I'd missed something that could help avoid that. No worries!
- My use of switches/variables was explicitly to prevent reapplication of the Change Actor Images command every frame. Perhaps I was just being silly there.
- A parallel event per actor sounds rather more prone to conflicts than a single one for all actors, but we all have our own programming styles and I admit I don't know exactly how multiple parallel events are prioritised/executed in Javascript.
Sorry for the confusion.In lighter news, I think I've managed to make a very bare-bones plugin that calls a common event when you equip/unequip any weapon/armor item. Could use it to do away with the parallel events! Link: https://drive.google.com/file/d/0B47clJwJZOS0N1hpRmZpeTk3TjA/view?usp=sharing
With said plugin, you can just have a common event for weapon equip/unequip, check equipped weapons for each actor, and change their sprites...all without any switches/variables, I hope? =)
Also, thank you, Caethyril, for making this plugin! I will try it out as soon as I can and see if it's what I need.
Hi! I know its been a long time, but i'm about to start working on my battle sytem that's going to be in my game, and am wondering if the plugin you made is ok to use in a commercial game? I'm not 100% set on making my game commercial yet, but i thought it would be a lot better to ask anyway.
However, I realise now that this plugin of mine has a potential problem...the default behaviour for "reserve event" is for the engine to remember only the most recently "reserved" event until it can be run (which, here, is when the menu closes). This means if you wanted to perform multiple independent checks with my plugin, only the most recent (un)equip event would run. If an issue, this could be remedied by a plugin, such as Common Event Queue[himeworks.com], in which case mine could trigger any of the equip/unequip events multiple times in a single visit to the equip menu.
Yanfly's released a plugin quite recently called Utility Common Events[yanfly.moe], and one of the triggers is "close menu". So you could, perhaps, use that to link to your common event instead. Might be a little more stable as long as you just want a net effect based on current equips, as opposed to some kind of instant on-equip stuff (e.g. lose 10 HP every time you equip the weapon?) or something.
If none of that sounds applicable to you (or if it's working just fine for you at the moment) then don't mind me. xP
You've already had much more detailed help than I can offer, but just to let you know you CAN specify if a weapon is equipped or not as a paralell process, but it's on a different tab from the if a weapon is merely in your possession tab. You select the character then the weapon and it will only check if it's equipped - not just if it's in your possession. I don't know why they kept them separate tabs but it definitely is there.
Thanks to that functionality my custom action combat system is possible.