设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 63|回复: 0

[制作教程] Creating "Switch states" No script

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    前天 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    4455

    主题

    864

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    22917
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    28266

    灌水之王

    发表于 5 天前 | 显示全部楼层 |阅读模式
    This tutorial is for creating states that will allow users more control over the duration of special skills.

    With what I call a "switch state", players can decide for themselves when a certain effect should be turned off or on in combat.

    These particular skills require 1 common event and 1 dummy state. And of course, they require the actual state. At the end I will explain the purpose of the dummy state and why it is necessary to prevent mass activation.

    First, you would create a skill normally. In the skill features window, you will add both the dummy state which functions as the switch, and the common event. Be sure to add the dummy state first. Right under the dummy state, you add the normal common event for that skill.

    Here is how the skill should look:

    Spoiler



    The dummy state should be left blank. But be sure to turn on the end removal time to 1 turn. So the duration should be 1-1 for when this gets removed. I didn't do that in this pic. However, there is an exception when a character needs to cast a state that affects the entire party, but that one character must function as the controller of the state. See the last paragraph for more info.:

    Spoiler



    How the common event will put everything to use:

    Spoiler




    So if you have compaction and want control, you will need CompactionSwitch. Notice the inner section of the common event. It is checking to see whether the character has the real state on or off. If off, it adds the state. If not off, it removes the state.

    Why use a dummy state?

    Because this method relies on conditional branches and one common event per skill to avoid clogging up your

    list with multiple copies of skills and states, you need the dummy state to act as a switch that will help the event figure out who activated what. If you ignore this and create a common event with If Actor is in party, and you have multiple people who can use the same skill, regardless who activates the skill, everyone will end up being placed under that particular state. This might be fine for states that are meant to affect a group. But this can be a disaster for single target spells. Especially if these switch states come with a certain negative side effect such as draining mp per turn or drain HP per turn.

    You need the dummy states to act as an identifier in your common event. As far as I know now, this is the safest way to handle that without scripts.

    Oh, about the first pic, you wont need multiple skills for the same spell. Everything is checked through the state and common event. So ignore that I have two skills of the same name for each character.

    The exception to the switch state lasting only one turn:

    If you have a character that casts a skill like "Mages wall" which is a protective barrier meant to affect the whole party, but want the controller of the spell to have extra effects tied to the casting, you should add the extra effects inside of the switch state so that the actual state does not have these extra effects. This will allow you to isolate who gets the negative effects of certain spells.

    So using the pics above, you should have the switch like this for a group spell:

    MagesWallSWITCH

    Removal: none

    Features: -3% MRG per turn.

    In the common event, where the actual state gets removed, simply add an extra line where you remove the switch state

    from the controller of the spell when that controller turns the spell off.


    本贴来自国际rpgmaker官方论坛作者:CWells处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/creating-switch-states-no-script.21449/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-14 15:41 , Processed in 0.144104 second(s), 53 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表