State Graphics Script v1.3

What is it?
This script allows states to change an actor’s or an enemy’s graphic while a state is applied to the battler.  This change lasts while the state is applied.  You can make changes to a battler’s battle graphic, character sprite, or face as well as changing the character’s name.  While multiple states are active that change graphic, the highest priority state with a type of change is the one to take effect.

How can I use it?
Insert this below materials and above main.  This script works using several different tags.

  • battler gfx[“name” 0] -or- enemy battler gfx[“name” 0 1,2,3] -or- actor battler gfx[“name” 0 1,2,3] – Changes the in battle graphics of a battler applied with the state.  The short version (battler gfx[“name” 0]) will change both actors and enemies while it is applied.  The long version only works on either actors or enemies and requires you to add the IDs of the actors or enemies whose graphics you want to change, each separated by commas.  For this tag, “name” is the name of the file and MUST be surrounded in quotes.  0 in this case is the hue, which must be a number from 0-255.  1,2,3 are the IDs of the actors or enemies whose graphics will be changed by the state.  These can be changed to reflect the desired graphic, hue, or battler IDs as needed.
  • face gfx[“name” 3] -or- character gfx[“name” 3] -etc- – Work exactly like the tags above only on faces and walking sprites.  In this case the “3” is the index of the graphic to use from a sheet.  These can also be prefixed with “actor” or “enemy” such as “actor face gfx[“name” 3 1,2,3]“.
  • name change[“name”] -or- actor name change[“name” 1,2,3] -or- enemy name change[“name” 1,2,3] – changes the name of the battler with the state applied.  Can be used for a character in disguise or a shape shifting enemy that you don’t want to completely transform.
  • stack gfx[1] – Adding this tag after any other tag will cause the change to only take effect while a state is at a certain stack level.  The 1 can be any number from 1 or above.

What does it work with?
This script should be compatible with most other script, but it assumes that enemies do not have face or character sets.  If you find another script that this is incompatible with, first try place this script ABOVE the other script.  If you still note issues with it, follow the instructions in the compatibility section in the script and then move the script BELOW the other script.  If you are still having problems, leave a message with your issue here.

How can I get the code?
Version 1.3 (base script, 8.17.2012) is available from my pastebin account here.

I would like to use this code.
Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 Unported License and is available for commercial and non-commercial use.

Author’s Disclaimer:
Since it seemed a few people really wanted a script like this, I took the time to make it.  While working on it I got a lot of interesting ideas with transforming which led to one or two other scripts being developed to go along with it.  Overall it makes states a little bit more interesting to work with.  As always, enjoy!

  1. I’m not sure how to make the script changes mid battle???

  2. Hello, I has been out a while, but I have a question: I keep getting a Syntax Error message saying

    Error ‘Game-Interpreter’ line 1411, actor battler gfx[“name” 0, 1], expecting ‘]’

    when I try to use this script in battle. Any idea what I’m doing wrong?

  3. Sara Tonan

    I’m a newb to most of this, only been futzing around with the program or a few weeks. I mean some things I can understand ok (I have been able to figure most things out with research and experimenting, even with minor script edits) but some things go way over my head. I’m looking at it and how does one associate what graphic goes with which state. Like if the enemy were to fall asleep how would the program know which graphic to use? Like, for a set time (after x amount of turns or whatev) I could maybe manually change the state like so
    @>Change enemy state: 1, + [State]
    @>Script:enemy battler gfx[“name” 0 1]
    Then manually switch it again? But like, if a potion is used, how does one ensure the picture changes when the state is applied?

    Am I supposed to use a conditional branch? you maybe should do a visual (videos/screenshots) tutorial for slow people like myself.

  4. This script is really useful, but somewhat confusing to use. Please read this if you’re having trouble:

    – The tags are supposed to be put in the “Note” box of your state of choice, and NOT as a script call, as it says in the script’s own inbuilt description. (I think it might have worked as a script call previously, but that is not the case now.)

    – Your state of choice is the state that, when applied, changes the graphics of your actors/enemies/faces/whatever.

    – When not prefaced by “actor” or “enemy”, the “battler gfx[]”, “face gfx[]” and “character gfx[]” each take 2 values. These are first the name of the picture file you want to use, and then a secondary value. For “battler gfx[]” this is the hue of the picture, ranging from 0-255, while for “face gfx[]” and “character gfx[]” this is the index of the face or character within the picture, ranging from 0-7.

    – When they are prefaced by “actor” or “enemy”, a third value is needed. This is a list of the actor or enemy IDs of those you want to be affected, separated by commas. It is VERY IMPORTANT not to mix these up with the previous numeral value that decides hue or index within the picture. If you do, the script will not work.

    – If you want to change the names it works the same as above, but you skip the secondary hue/index value and also input the new name directly instead of referring to a picture file.

    – This script has some problems working with other scripts, some of them quite common. For instance, if you’re using Yanfly’s battle engine, you have to put this script UNDER the battle engine for it to work. I imagine this would be the case with most other battle-engine-changing scripts.

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