Hime-Works / Requests

Bug reports and requests that may require longer discussions and is not suitable to leave on the blog
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Conditional Passives Viewer #248

Open rubydragon44 opened 9 years ago

rubydragon44 commented 9 years ago

A request I have is a window that describes individual passive states that are given based on conditions. You give set of set of custom descriptions for each actor and a condition for the description to be included. The script doesn't actually handle passive states or traits, but merely shows custom conditional text. My reason for not just using skills and using your custom learn and forget conditions for a Passive skill type is that not only is a skill's description limited to 2 lines, but making that many custom skills for different actors and different situations and then having the game check that many custom skill learn/forget formulas seems a bit undesired.

For example, you have a passive trait for Actor 2, titled "Fear of Thunder" "As long as Alisha is exposed to the outside elements, STR and AGI is \LBreduced by TP Charge and escapability are boosted. Negated by stronger \LBsituational moodlets like \C[10]Motherly Bond\C[0].", and the condition being

if a.state?(120) or a.hp / a.mhp > 0.2 then return false end; a.state?(54) && a.state?(70)

meaning, in this example, that unless the actor has the state Motherly Bond or has low HP, if the actor is outside and the weather is stormy, the passive trait description will show.

Although technically giving the trait description a title isn't necessary since you could just go "Fear of Thunder \LBAs long as Alisha is exposed to the outside elements, STR and AGI is \LBreduced by TP Charge and escapability are boosted. Negated by stronger \LBsituational moodlets like \C[10]Motherly Bond\C[0]."

For example, this would be a sample desired outcome of the Passive Viewer window: https://drive.google.com/file/d/0B9oxIE0LXB7cUVNacElJMzNBQ0U/view?usp=sharing

The only time the game checks the conditions for the bits of text is right before the Passives Viewer scene is accessed, so no matter how much

If desired, this script could use actor notetags instead of the script editor. I just thought it would look more neat and organized in the script editor, such as this https://drive.google.com/file/d/0B9oxIE0LXB7cU3JidGFqdmJacW8/view?usp=sharing

HimeWorks commented 9 years ago
My reason for not just using skills and using your custom learn and forget conditions for a Passive skill type is that not only is a skill's description limited to 2 lines, but making that many custom skills for different actors and different situations and then having the game check that many custom skill learn/forget formulas seems a bit undesired.

You can use scripts to load the description from an external source (note-tag, script, spreadsheet, etc.)

How will you be displaying these descriptions?

rubydragon44 commented 9 years ago

In a separate window, possibly either from the status menu ...or the main menu which then you select "Passives" in the main menu and it takes you to a custom scene and returns with the return button. That sounds better. It displays a custom text like "Passives" at the top of the screen then lists the name of the current actor. It displays the actor in the first slot then cycles using the L and R buttons.

rubydragon44 commented 9 years ago

Or do you mean skill descriptions? Because if so then I'd be doing that from notetags. However for that you'd have to make incompatible display customizations, I assume. And the more skills that are being checked of their learn formulas in battle, the slower the speed. I'm aware of class Scene_MenuBase < Scene_Base

def create_help_window @help_window = Window_Help.new @help_window.viewport = @viewport @help_window.height = 144 end end and the \LB function

HimeWorks commented 9 years ago

Are you asking for a completely new window to be created along with dynamic descriptions?

In that case you're going to have to provide more information such as how it will be accessed, where it will be displayed, how it will be displayed when it is accessed, and basically anything else that you can think of that would be necessary to add a window to a scene (or several scenes).

It might even look differently depending on what scene you're in. Information such as the dimensions would be required. What happens if text overflows? Is it supposed to be scrollable? How would it scroll? Does it scroll automatically? Does the player scroll it?

It would be easier to first look for a window that scrolls, and then just add text to it.