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Mima

Changing character to a coffin when dying?

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I am using Yanfly Battle Engine and Yanfly Visual Battlers but i noticed on battle when characters die they just stand there so i wanted to see if there was a way or script to make it so when they die it show a coffin instead, i tried this script

that say it turn the characters to coffin when they die but when i tested i noticed that putting "show_on_map" from true to false not change anything and the coffins still appear on overworld can anyone help me?

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Now I'm no expert with Ace's event system. I mastered 95's, for what that's worth, and I did no shortage of tinkering with 2k's event system, but honestly, I'm always seduced to no end by every other aspect of Ace.

 

However, there may be a way to disable all followers period whilst on the Overworld Map.

 

Spoiler

image.png.08938ab1ec9f9cadc750a7a59be73c66.png

 

 

Try setting up a sequence that disables follower sprites whenever the player transfers to the/an overworld map, and enables them whenever they enter any other map. or when they leave the/an overworld map. Again, I'm a 95 kid, and need to make  a game in order to get a firm grasp on Ace's event system. Not that it's rocket science, just some of the new features are newer to me.

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21 minutes ago, That One NPC said:

Now I'm no expert with Ace's event system. I mastered 95's, for what that's worth, and I did no shortage of tinkering with 2k's event system, but honestly, I'm always seduced to no end by every other aspect of Ace.

 

However, there may be a way to disable all followers period whilst on the Overworld Map.

 

  Reveal hidden contents

image.png.08938ab1ec9f9cadc750a7a59be73c66.png

 

 

Try setting up a sequence that disables follower sprites whenever the player transfers to the/an overworld map, and enables them whenever they enter any other map. or when they leave the/an overworld map. Again, I'm a 95 kid, and need to make  a game in order to get a firm grasp on Ace's event system. Not that it's rocket science, just some of the new features are newer to me.

The problem is not the followers i want to have the followers all the time on my game the problem is the coffins showing outside of battle even when i put false on show_on_map.

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Ahhhhhh. So you want them to walk around, but be in coffins in battle?

 

 

Well it sounds like a scripting problem. When this happens to me and I reach my wits end, I go through every script in my project, just scanning over the features and functions, but also settings. You never know (and we definitely don't) what little script is in there causing conflicts in the process of your Coffin on Death script.

 

Make double sure your maps don't need note tags for that Coffin script to work. Just an idea, no clue what the script looks like. Script compatibility is such an issue with Ace when you don't know Ruby to clearly identify processes and issues, let alone make small rewrites and fixes here and there. I've actually got my old middle school friend and RPG blood brother thinking about learning Ruby just to write some cool scripts, because he has a coding base from his career anyway.

 

But yeah, I'll tell you what I'd actually do here, since I feel your pain

  • Create a new blank project.
  • Set up the basic features you'll need to test the Coffin script. Like an actor, the gfx, some monsters, etc. Copy your script as is in your project, over to your blank test project. Take care of anything else it needs for the new project so that you don't run into a new issue trying to isolate the old one.
  • Now test the Coffin script by entering battle on any old map, enter battle, let a minion or two bite the dust, finish them with your mian actor (give 'em a juiced up weapon or skill). See if, as the only custom script, it works alone. If it doesn't work, you know it's your script version. If it does work, you know you've got a compatibility error in one of your other scripts.
  • IF works: Go to your project scripts. Look through anything that might affect maps, sprites, vehicles, anything that could be causing a conflict here. 8-way movement, sprite effects, custom dash sprite sheets, anything could be causing the smallest infraction here. You'd be surprised at times, lol. Copy any script you think might be causing an issue, over to the test project. Set them up properly so they don't cause new issues.
  • Test new scripts with the Coffin script, one by one. NO more than one at a time so when those coffins start appearing again, you know exactly what addition caused it to happen.
  • IF and when you find the offending script: Dissect its settings and features, trying to find any setting that might fix this. Best case scenario it's as simple as flicking a setting on another script. Most likely, though, it's a tiny technical hiccup hard wired into the code of a script.
  • If nothing here works??? Post your script version here in full so some of the more Ruby-savvy members can help you figure out what's afoot here.

 

 

Honestly, aside from all of that, If they are going to be coffins in battle but walk around the rest of the time anyway, maybe always having coffins is the better aesthetic/logic/choice.

Edited by That One NPC

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12 hours ago, Mima said:

and the coffins still appear on overworld can anyone help me?

I tested the script. It works fine. You must have something else that is causing a conflict. 

What other scripts do you have that affect characters or sprites or maps?

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20 minutes ago, roninator2 said:

I tested the script. It works fine. You must have something else that is causing a conflict. 

What other scripts do you have that affect characters or sprites or maps?

let me see my scripts
Yanfly Engine Ace - Ace Core Engine v1.09
Yanfly Engine Ace - Ace Battle Engine v1.22
Yanfly Engine Ace - Ace Equip Engine v1.06
Yanfly Engine Ace - Move Restrict Region v1.03
Yanfly Engine Ace - Visual Battlers v1.01
opaque windowskin (someone made this one for me but it just modify the menus transparency)
Yanfly Engine Ace - Slippery Tiles v1.00
this is all of them.

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25 minutes ago, roninator2 said:

I tested the script. It works fine. You must have something else that is causing a conflict. 

What other scripts do you have that affect characters or sprites or maps?

btw try to change the formation of the dead character with the leader character or move to other map, this is how the coffin appear to me in overworld even with show_on_map being on false.

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49 minutes ago, roninator2 said:

I tested the script. It works fine. You must have something else that is causing a conflict. 

What other scripts do you have that affect characters or sprites or maps?

ok so i tested and it seems Yanfly Engine Ace - Visual Battlers v1.01 is the one causing the conflict which is pretty sad since this is essential script for my game.

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1 hour ago, That One NPC said:

Ahhhhhh. So you want them to walk around, but be in coffins in battle?

 

 

Well it sounds like a scripting problem. When this happens to me and I reach my wits end, I go through every script in my project, just scanning over the features and functions, but also settings. You never know (and we definitely don't) what little script is in there causing conflicts in the process of your Coffin on Death script.

 

Make double sure your maps don't need note tags for that Coffin script to work. Just an idea, no clue what the script looks like. Script compatibility is such an issue with Ace when you don't know Ruby to clearly identify processes and issues, let alone make small rewrites and fixes here and there. I've actually got my old middle school friend and RPG blood brother thinking about learning Ruby just to write some cool scripts, because he has a coding base from his career anyway.

 

But yeah, I'll tell you what I'd actually do here, since I feel your pain

  • Create a new blank project.
  • Set up the basic features you'll need to test the Coffin script. Like an actor, the gfx, some monsters, etc. Copy your script as is in your project, over to your blank test project. Take care of anything else it needs for the new project so that you don't run into a new issue trying to isolate the old one.
  • Now test the Coffin script by entering battle on any old map, enter battle, let a minion or two bite the dust, finish them with your mian actor (give 'em a juiced up weapon or skill). See if, as the only custom script, it works alone. If it doesn't work, you know it's your script version. If it does work, you know you've got a compatibility error in one of your other scripts.
  • IF works: Go to your project scripts. Look through anything that might affect maps, sprites, vehicles, anything that could be causing a conflict here. 8-way movement, sprite effects, custom dash sprite sheets, anything could be causing the smallest infraction here. You'd be surprised at times, lol. Copy any script you think might be causing an issue, over to the test project. Set them up properly so they don't cause new issues.
  • Test new scripts with the Coffin script, one by one. NO more than one at a time so when those coffins start appearing again, you know exactly what addition caused it to happen.
  • IF and when you find the offending script: Dissect its settings and features, trying to find any setting that might fix this. Best case scenario it's as simple as flicking a setting on another script. Most likely, though, it's a tiny technical hiccup hard wired into the code of a script.
  • If nothing here works??? Post your script version here in full so some of the more Ruby-savvy members can help you figure out what's afoot here.

 

 

Honestly, aside from all of that, If they are going to be coffins in battle but walk around the rest of the time anyway, maybe always having coffins is the better aesthetic/logic/choice.

major reason i want them to be coffin in battle because the Yanfly Engine Ace - Visual Battlers v1.01 sideview battle script not have anything special when the characters dies, so you have just the character standing there with the menu showing they are death.
funny enough i tested removing the scripts one by one and it seems Yanfly Engine Ace - Visual Battlers v1.01 is the one causing conflict with the coffin script and the FALSE show_on_map flag.

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On 1/22/2021 at 11:34 AM, Mima said:

try to change the formation of the dead character with the leader character or move to other map

this should fix that.

class Game_Party < Game_Unit
  def swap_order(index1, index2)
    @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

Hopefully this fixed it as you posted this question 4 times.

Edited by roninator2

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On 1/23/2021 at 8:51 PM, roninator2 said:

this should fix that.


class Game_Party < Game_Unit
  def swap_order(index1, index2)
    @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

Hopefully this fixed it as you posted this question 4 times.

i will try it thanks

 

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On 1/23/2021 at 8:51 PM, roninator2 said:

this should fix that.


class Game_Party < Game_Unit
  def swap_order(index1, index2)
    @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

Hopefully this fixed it as you posted this question 4 times.

not fixed
image.png.30e6db7cfe4e019045c3a5571fcc094f.png
 

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20 minutes ago, Mima said:

not fixed

It works perfectly in my tests.

image.png.511b24cb74d99fd7132e82005c6af14b.png

Can you send me your scripts file?

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21 hours ago, roninator2 said:

It works perfectly in my tests.

image.png.511b24cb74d99fd7132e82005c6af14b.png

Can you send me your scripts file?

you want every single of my scripts?

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15 minutes ago, Mima said:

every single of my scripts?

Yes, thanks.

Turns out it was an easy fix.

I wanted your scripts file so that I could figure out what script is causing the incompatibility.

But all it was, was that you had the coffin script above visual battlers.

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31 minutes ago, roninator2 said:

Yes, thanks.

Turns out it was an easy fix.

I wanted your scripts file so that I could figure out what script is causing the incompatibility.

But all it was, was that you had the coffin script above visual battlers.

oh i will test it
ok moved it below....same error although it only showed when i moved from one map to other.
image.png.670d85e6fc88bc3fa6bb545b31fa636c.png

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3 minutes ago, Mima said:

it only showed when i moved from one map to other.

Doesn't in my test demo.

Is it possible for you to send me your project or a demo with the error?

Probably have to use a file storage site like mediafire or google drive.

 

There must be something else that is specific to your game.

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3 hours ago, roninator2 said:

Doesn't in my test demo.

Is it possible for you to send me your project or a demo with the error?

Probably have to use a file storage site like mediafire or google drive.

 

There must be something else that is specific to your game.

hum ok

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Figured it out.

You were doing the command change player followers, which runs the interpreter command 216. this also has a player.refresh.

So like my other fix this needs the same adjustment. Or don't do a change player followers command. So it wasn't on changing maps.

class Game_Interpreter
  def command_216
    $game_player.followers.visible = (@params[0] == 0)
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

 

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19 hours ago, roninator2 said:

Figured it out.

You were doing the command change player followers, which runs the interpreter command 216. this also has a player.refresh.

So like my other fix this needs the same adjustment. Or don't do a change player followers command. So it wasn't on changing maps.


class Game_Interpreter
  def command_216
    $game_player.followers.visible = (@params[0] == 0)
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

 

omg i can't believe it finally work, it actually work the coffin is not showing on the overworld anymore

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19 hours ago, roninator2 said:

Figured it out.

You were doing the command change player followers, which runs the interpreter command 216. this also has a player.refresh.

So like my other fix this needs the same adjustment. Or don't do a change player followers command. So it wasn't on changing maps.


class Game_Interpreter
  def command_216
    $game_player.followers.visible = (@params[0] == 0)
    $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false
  end
end

 

thank you so much!

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