Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: tekmansam on July 19, 2009, 03:00:27 PM

Title: Change Class
Post by: tekmansam on July 19, 2009, 03:00:27 PM
In 2k3 you can call a change class in battle via a common event but this does not change your battle sprite.  Outside of battle this works just fine.  Can anyone think of a way to make that work in battle?
Title: Re: Change Class
Post by: Tina Branford on July 19, 2009, 03:15:26 PM
The only way I can think of is to remove the hero using Change Party, then add them back in.
Title: Re: Change Class
Post by: tekmansam on July 19, 2009, 03:57:14 PM
The only way I can think of is to remove the hero using Change Party, then add them back in.

Yeah, that occurred to me too but, the problem with that is that it gets a little sloppy.  That character must remain in the bottom slot else, when he leaves the party the rest of the party shifts up to replace the lost member and then the "new" character is added in at the bottom.  Seems like no matter which direction I come at this problem I have hit a wall....
Title: Re: Change Class
Post by: Muraiko on July 19, 2009, 05:46:09 PM
You could always just record the ID of each member in the party to seperate variables. When he changes classes, remove everyone from the party, add the hero in, and add in the character IDs back to the party in the same order.
Title: Re: Change Class
Post by: Prpl_Mage on July 19, 2009, 06:29:37 PM
The battle sprite doesn't change?
Are you really sure about that?

At least I know it does change when the battle char is in fact battle animations.
Title: Re: Change Class
Post by: Fisherson on July 19, 2009, 07:09:54 PM
In 2k3 you can call a change class in battle via a common event

It wouldn't work for me the last time I tried this.
Title: Re: Change Class
Post by: tekmansam on July 20, 2009, 05:26:37 AM
The battle sprite doesn't change?
Are you really sure about that?

At least I know it does change when the battle char is in fact battle animations.

I have a "druid" class with an elf-like battle sprite.  I have a "werewolf" class with a werewolf sprite.  Individually these battle sprites work just fine, tried, tested, and true.  If I set an event outside of battle to change the druid characters class to werewolf, the next battle I enter, everything is kosher, I got a big furry werewolf sprite.  If I call an event inside battle to do the same, his class changes, complete with battle commands and skills, however his animation remains that of the druid class.  I could try setting the party members id numbers as Muraiko suggests; the only problem I see with this being the druid changing class and the whole party vanishing and refreshing, it might work but, again, I think it would look kinda sloppy.  I appreciate the idea though, its the kind of outside the box, fresh approach I'm looking for.  I'm starting to think that I've found a limitation to 2k3's code.
Title: Re: Change Class
Post by: Prpl_Mage on July 20, 2009, 07:13:24 AM
As I said.

If you have a battlechar that is in fact battle animation(you can probably find information about it by searching) it won't screw up.

Put all the battle char sprites into a battle animations template and line them up. Save as 256(or use irfanview to get some better quality) and import it.
Go to the animations tab and create a new one. Make one for "ilde" and so on. Line the frames up up like 1,2,3,2(becasue it doesn't loop reverse like a battlechar does per auto) so it looks kinda smooth.
Next go to Animations 2 and have go to the last tab.
Choose that the pose should be a battle animation instead of a character pose.

Then set the new werewolf battlechar(which is in fact battle animations) to the werewolf class.
Now it should appear in battle as it was god's intention.
Title: Re: Change Class
Post by: tekmansam on July 21, 2009, 06:55:46 AM
As I said.

If you have a battlechar that is in fact battle animation(you can probably find information about it by searching) it won't screw up.

Put all the battle char sprites into a battle animations template and line them up. Save as 256(or use irfanview to get some better quality) and import it.
Go to the animations tab and create a new one. Make one for "ilde" and so on. Line the frames up up like 1,2,3,2(becasue it doesn't loop reverse like a battlechar does per auto) so it looks kinda smooth.
Next go to Animations 2 and have go to the last tab.
Choose that the pose should be a battle animation instead of a character pose.

Then set the new werewolf battlechar(which is in fact battle animations) to the werewolf class.
Now it should appear in battle as it was god's intention.

Wow, okay, I didn't even realize you could set a character as a battle animation because all it gives is the spell type animations.  I thought that was kinda silly and pointless.  I'll play around with that and let you guys know how it turns out.  I never would have thought to try this or believed that it would make a difference.  Thanks, I'll get back to ya.
Title: Re: Change Class
Post by: tekmansam on July 24, 2009, 01:44:28 AM
Ok, so I've made a battle animation template for all the animations of the werewolf and it works...mostly.  The animation changes in battle like it should and all is great...except, I have a few questions maybe someone can help me with.

1.  Is there anyway to set the animation for an unarmed attack to "step forward?"
2.  My battle animation cannot use the "row" command.  Just simply doesn't work.  Is there something I have to set up for a battle animation to use this correctly?
3.  The "use item" animation does not work.  I also have this set for the "use skill" animation and I don't think that works either (haven't really tried yet.)  It is the same animation that I have set for "victory" and that works fine.  Anyone know where I might look for the problem on that one?
4.  Does anyone know if there is any way to get "show picture" to work in battle or should I try to make it into a large battle animation maybe...hmm?.  edit:  i tried the large battle animation and it can only be targeted at the enemies or party cutting half the animation off.  I would like to show the altered beast splash screen for shapeshifting werewolf in the middle or middle top of screen. I can post pic if it helps.
5.  Is there any way to have a battle animation character script through an animation on command.  i.e.  I select the "Wild Shape" battle command, he changes class and battle animation etc but first goes through a cool transformation animation (which I already have just don't know if I can do something like this.)  Maybe, making a third class with the animation as the idle animation for that class, he shifts into that class temporarily just long enough for the animation then into the second class?  Timing could be tricky. hmm
Title: Re: Change Class
Post by: Prpl_Mage on July 24, 2009, 08:18:24 AM
1.  Is there anyway to set the animation for an unarmed attack to "step forward?"
Nope, you can however make a battle animation of the character running forward and attacking  and then leave the actual character animation blank.
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2.  My battle animation cannot use the "row" command.  Just simply doesn't work.  Is there something I have to set up for a battle animation to use this correctly?
No idea to be honest.
Did you try this after the class change? 'cuz that might be problem, heard problems about where the character stands and formations after class changes.
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3.  The "use item" animation does not work.  I also have this set for the "use skill" animation and I don't think that works either (haven't really tried yet.)  It is the same animation that I have set for "victory" and that works fine.  Anyone know where I might look for the problem on that one?
Make sure that you checked the box "battle animation" in the Animations tab for the "battlechar", I remember missing that a couple of times and wondering WTH was wrong with it.
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4.  Does anyone know if there is any way to get "show picture" to work in battle or should I try to make it into a large battle animation maybe...hmm?.  edit:  i tried the large battle animation and it can only be targeted at the enemies or party cutting half the animation off.  I would like to show the altered beast splash screen for shapeshifting werewolf in the middle or middle top of screen. I can post pic if it helps.
Make the animation for the battle animation "Global scope"and place it in the middle. Global scope means that it shows on the screen as it does in the animations-thingy. It doesn't have a target, it just does it's thing.
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5.  Is there any way to have a battle animation character script through an animation on command.  i.e.  I select the "Wild Shape" battle command, he changes class and battle animation etc but first goes through a cool transformation animation (which I already have just don't know if I can do something like this.)  Maybe, making a third class with the animation as the idle animation for that class, he shifts into that class temporarily just long enough for the animation then into the second class?  Timing could be tricky. hmm
I suppose you could show the animation on the hero before or after the actual class change. It should work but I'm not certain.
Title: Re: Change Class
Post by: tekmansam on July 24, 2009, 09:20:12 AM
I have finally got nearly every kink worked out of my battle animations, it only took me all night.  My battle animations are nearly flawless, I've gotten pretty darn good at 8 bit spriting, done lots of custom work.  The werewolf finally works great now and with the awesome splash screen I made, looks badass.  I discovered that battle animations don't seem to work from a common event, they must be placed locally, which means every monster group will have to have my scripts in them...oh well, no big.  The only bug thats still, um...bugging me, is the damn item animation.  It doesn't seem to work on any character.  Everything seems to check, it just doesn't work. Oh, and I think you must have at least one character in the front row at all times.  Can anyone confirm this?