RPG Maker MV

RPG Maker MV

Calling a common event from a State?
Can you call a common event once an actor has been aflicted with a state?

Like, if an actor gets a particular state in battle it calls the game over screen.
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Showing 1-11 of 11 comments
Iguana Guy Aug 25, 2018 @ 5:52pm 
Difficulty is that calling a common event from a "State" is not possible by default, but from a skill it is possible. One suggestion I have would be a common event that runs throughout the game ( It would be a parallel one that you need to create an activation switch for ( I would suggest when gameplay starts where this state could be applied to hero) Now in that common event you create a conditional branch that states if player x is affected by state then - game over. Of course if the state is applied in battle, you may also need to slip an end/abort battle command to make this process a little less clunky. Best thing is to get it working "mechanically" and then smooth out the process with sound effects, fades and game over screen.
RoyalCrownCode Aug 25, 2018 @ 5:57pm 
Yeah, that sounds reasonable. Thanks a bunch!
Iguana Guy Aug 25, 2018 @ 6:25pm 
My only other thought is that too many of these common events always running may diminish the game speed, smoothness of gameplay so don't do too many common events always running. If the player only gets these states from battles, then you could even shut the control switch off when you go to towns or safe areas and turn it on whne you return to danger areas again to cut back on processes running all the time.
XIIIthHarbinger Aug 25, 2018 @ 11:28pm 
Actually for battles you might need to integrate your parallel into the troop events. As common events have a tendency not to go into effect in battle, unless directly called up by skills or items. So if you're intending something like say, if your main character dies the party automatically loses, it might not apply until after the battle ends, if your parallel is anchored in your common events tabs.

For example, the weather & time system of my own project both run off of parallels. But while the darkness of "Night", carries over from the maps & changes the tinting on the battlebacks, weather effects like "Rain", don't. I've actually been meaning to put some work into my troop tabs, by seeing if I can get the weather effects that are active in the map, to carry over to the battle when they happen.

& I am not certain the shifts in the day & night cycle I have running through my parallels would implement during a battle, as I haven't tried to let the clock run long enough to see if the transitions occur in battle. Since I haven't tried to see it my time system "stops" while battle is going on, or if continues to cycle through its various increments of time.

Also, if you only have the state in question being applied in battle, then you don't need to have it anywhere besides the troop events; which would remove the possibility of them causing any lag outside of battle.
XIIIthHarbinger Aug 25, 2018 @ 11:43pm 
Okay, just finished testing it.

The "clock" which I anchored to a wait mechanic, & then operated through cycling variables, effectively "stops" as soon as battle is joined. Which means that both my "weather" & my "time" system, despite being parallels are both turned off in battle.

I was fairly certain that was the case, as I had heard other people say as much, but I hadn't bothered to test it to confirm prior to this.

So any parallel evaluating for a state that you create, but anchored into the common events tab like my "time" & "weather" system, won't apply until after the battle is over either.

So if you have the state in question being something you can pick up in & out of battle, you'll need a parallel in your common events tab, & a similar event in the troop tab as well, applied to the troops where the character might pick up the state in question.

If you'll only get it in battle, then ignore the common events tab, & even your troops tab.
Iguana Guy Aug 26, 2018 @ 12:24am 
Not sure if the OP reads this, but that is helpful info to know when it comes to parrallel common events. I have some stuff that happens in battles so I will need to be sure conditions are dealt with in the troops events tab instead of general common event system.
XIIIthHarbinger Aug 26, 2018 @ 12:33am 
Well, then I have something else I just discovered to tell you.

It seems you can't apply weather effects in battle, only in maps. I just ran through about half a dozen different ways of calling them up, & nothing.

I even attached a text message to the event calling up the weather effect that said "It should be raining!!!".

The text box with the message appeared just fine, but not the slightest bit of "Rain" weather effect to be had.

I am not sure if I can make the clock in my time system keep advancing while in battle, I still need to experiment with that one, I'll let you know by tomorrow if I had any success.
XIIIthHarbinger Aug 26, 2018 @ 12:38am 
Hmm, seems Tsukihime made a plugin to work around the weather problem a while ago, I place the link here.

http://himeworks.com/2015/10/battle-weather/
Iguana Guy Aug 26, 2018 @ 12:40am 
I ahd asked a question here about modding the weather effects ( like making it rain on another angle, etc.) and I know Caethyril gave me some script calls for sutff. I'm not sure if we figured out something for battles and yes I was aware that weather was non existent in battle. Terrax lighting is also a bust in that regards - anytime I go into battle I have to adjust the hue of the map so it isn't full bright when the SV battle screen comes up.
XIIIthHarbinger Aug 26, 2018 @ 1:16am 
Originally posted by IguanaGuy:
I ahd asked a question here about modding the weather effects ( like making it rain on another angle, etc.) and I know Caethyril gave me some script calls for sutff. I'm not sure if we figured out something for battles and yes I was aware that weather was non existent in battle. Terrax lighting is also a bust in that regards - anytime I go into battle I have to adjust the hue of the map so it isn't full bright when the SV battle screen comes up.

Strange, I just use the standard screen tinting, & it carries over onto the battlebacks just fine.

However, I am not using any of Terrax's stuff. It seem Moghunter also made a plugin for the weather effects as well. Though the battle mod was just an addition, their real interest was in expanding the number of available weather options.

I suppose it's not that big of a deal if the "clock" stops during battles. As I hadn't intended for any of the battles to take an inordinate amount of time, speaking from a "game time" perspective. But the weather effect drop off is annoying, & also rather perplexing.

I suspect it has to do with dropping the total number of animations playing, to reduce potential lag; which does make sense. However, I would like to have the choice in the matter.

I've actually already tried the direct scripting method, I created an item that called up the weather via script calls, complete with dialogue box tracer to be sure it activated; works just fine on the maps, doesn't do anything in battle though; save for the dialogue box tracer.

If I have time this month after finishing up title screen "world map", & my updated icon sheet, I'll spend some time experimenting with those plugins.

Though I am disappointed in having to rely upon a plugin to apply a system that already works fine everywhere else.
RoyalCrownCode Aug 26, 2018 @ 7:24am 
Yes, I've been aware of any "clock" stoping during battles.

I believe the best way to go about my problem is to use Yanfly's Base Troop Events to create a check at the start of every turn for the state. By using the simple conditional branch for checking if the actors have the state to call the game over, if not the battle goes as intended.

Thanks for all the feedback! love you guys~ <3
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Date Posted: Aug 25, 2018 @ 5:37pm
Posts: 11