Sprites and Speed


Considering RPG Maker by itself can't have layers of sprites overlaying the actor; How could I show different sprites according to which body part being bound without any order and be able to show both?

Variables

I made a new variable called BindingType, and each BindingType is treated like an ID for bindings, 
Eg; Arm Bondage (Binding Type = 1), Leg Bondage (Binding Type 2), Both (Binding Type 3)
I have to excuse crotchrope because there is no way I can make them visible in such a small sprite

First, on the character's Common Event, I made sure that


So the values won't go over 3 and below 0.

Mechanic

So every time a binding is applied through a Common Event I've written


Variable 1 is Binding Points on the arms
If: BindingType =/= 1 //To prevent the same binding changing the "ID" of the BindingType


Legs however adds 2.

If both are present, BindingType totals up to 3, if anything more is added it would reach more than 3 and mess up the IDs but thanks to the earlier code I've written, that won't be a problem.

Now with that is done, we can have the code change the sprites for us!


Get Miss Manager Misadventure

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(2 edits)

This looks like a really cool mechanic, really well thought.

I´m not familiar with the laguage but that last image looks like it could be really compacted tho
Something like this: 

    · managerImages = [manager (0), manager(2), manager(4), manager(6)]
    · Change Actor Images : Miss Manager, Manager(0), managerImages[BindingType], None

IDK the whole code but it looks like this could work.