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Field States and Situational Music

Saruteku

Villager
Xy$
0.00
There are a few things I wanna try and do. One is make a state that changes the music. To give you an idea of what I mean my bard has a few spells that play constantly and as long as they are played (Not changed) the party benefits from it, much like Sona from League of Legends. Is it possible to attach songs to skills and to revert the song back to what it was before the skill was used?

Building off on that there is another character that controls the arena and the weather, making the ground rocky or full of Grass or causing storms and hail, would these in any way be possible to connect to a skill Once the Skill is overeverything reverts back to normal.

I know this is more advanced stuff but it's worth a try.
 

Jiriki9

Towns Guard
Xy$
0.00
In case this is not solved for you yet, the second could be done via a common event and switches or a variable I think. However I am not used enough to making to be sure how to turn it back again automatically -or would it work also for you that the skill is used to turn it off as well as on?

I would do it something like this:

  1. Make a skill called Weather Mastery
  2. Make the skill call a common event "Weather Mastery" (Or however the skill is called).
  3. Make a switch "Inside", and 2 variables "Ground" and "Weather".
  4. Make the switch "Inside" be off by default (or on if your game starts inside, of course) and change it with map transition between areas.
  5. Gife the variables "Ground" and "Weather" the value "default".
  6. On (all) outside maps, place rocks, grass, and the stuff as events, which have as condition that the variable "Ground" has a certain value. Also place parallel events on the map to turn the weather effect on - wich of course, also have the condition that "Weather" must be something specific.
  7. In the common event "Weather Mastery", start out with a conditional branch that asked wether the switch "Inside" is on and, if that's true, gives a message "Cannot change weather inside a building!" or similar and also give a deny-sound.
  8. However if the party is not inside, give the choice of changing Area or Weather.
  9. No matter which path, next comes a conditional branch asking for the state of the "Ground" or "Weather" variable.
  10. If it is "default", the following branch would come. If not, the branch under 11 follows.

    1. If it is not normal, the player now can choose to change the ground/weather (depending on the choice before) to one of the possible states you want. Taking your example they would be given the choice between "grass" and "rocks".
    2. Each choice would simply set the variable to the chosen value. After that, the effects should immediately take place.
  11. If it is not default, there would simply be a choice to keep the weather as it is or change it back to normal. If you chose the latter, the variables would become "default" again, which should let the rocks/grass/etc disappear. Additionally, here you would also have any weather effect be turned off.
I think that should do it, but I do not really have the time to test it out in the maker right now. Hope it helps you anyway.
 
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