Composite Character Sets / Visual Equipment

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Yeah, I was just testing the demo with my own resources but the hair wouldn't go away. Anyways, I started a new project to try it instead. I attached the demo in my last post edit. I'm not sure what's happening there. I think I did everything correctly? It's probably something easy and stupid.

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When I run that project, all I get is the attached. That hair is on the sprite though, so that's why. Do you mean there is a different hair sprite on him?

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Lol, I know there's hair on him already. That's my sprite. I was getting tired of erasing parts so I said screw it and left the hair on that sprite. The rest of the sheets are fine though. The hair I was actually talking about was from your demo though. Which is why I started a new project. I realize that if it starts working, that bits of hair would stick out from behind any of the helmets that are overlaid. I'm going to remove the body later sometime. I just want it to work first. :)

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Well yeah, but it works fine from my testing. When does the turqoise hair show up?

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The hair thing was just when I was testing your demo. So there's no problems with the project I posted???

~Did you talk to the old dude and get all the items to try? Because I definitely can't get them to appear.


~Edit:  I got it to work finally. ._.

I had to replace that one line of code with:
Code: [Select]
while text.sub! (/\\cg\[([^,\]]+),*\s*(\d*),*\s*(\d*)\]/i) { '' } != nil

WHICH, I already did, HOWEVER, there's 2 places that line is used. I only replaced one of them. I stumbled upon the second line and replaced it and it worked. That was troubling! :D Thanks for your help, MA.
« Last Edit: May 04, 2009, 04:12:28 AM by grafikal009 »

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I have no scripting experience, but I was wondering if there's an easy way to place the fully loaded sprite on a HUD or anywhere else...

i guess it may help if you know my prob. I am using this (http://www.hbgames.org/forums/viewtopic.php?f=11&t=56154) battle system, and it places the character sprite on the HUD. Problem is it seems to pull the char sprite from the data base(which is a naked/bald template), whereas i need it to pull from the composite script.

any idea on how to sync them up? I can send a blank proj file loaded with both scripts if you want...

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Yeah, it's actually pretty easy (all you need to do is have, instead of Cache.character, Cache.composite_character and pass the comp. char. array), but I could probably do it faster than you if you send me the blank project.

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Can you make a hair stylist NPC or something like that?
Because in my game, they get to choose their gender, and I don't get how to change their hair from what's in the database.
I was thinking I could also make different actors with different hair bases or just make the character base with hair already.
But I still want to know if or how you can change the hair through an event or something.
Because I tried using the editable region in the script and putting it in the event, and I get a syntax error.
(Sorry, I don't know alot about RMVX scripts.)

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Hey MA
          Sorry to bother you but what would be the code to add hair to a character like suggested in the post above, I've been looking through the codes and the posts for the last 3hours and can't seem to find it.

Thanks
Yhtomitsu

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Don't push me 'coz I'm close to a knife.
I was wondering if there's it's possible to get this to work with Kylock's translation of the Side-View Battle System by RPG Tankentai? I finally got this to work properly, and then realized that the script only uses the base Actor Graphic.

Thanks in advance.
Here we are...
All alone...
No one around...


But don't get any ideas.

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@Monkii & Yhtomitsu:
Yeah, Just know the index and you can do this:

Code: [Select]
actor = $game_actors[x]
cc = actor.composite_character
cc.delete_at (y)
cc.insert (y, ['graphic_name', index, hue])
$game_player.refresh

where x is the actor ID and y is the index of the hair sprite. I split it up so much so that you can use it in a call script. If it extends over more than one line, the you can split it up more by setting variables to the elements of the array. So, something like this would work, as an example:

Code: [Select]
actor = $game_actors[3]
cc = actor.composite_character
cc.delete_at (1)
n = 'VisEquipSample'
cc.insert (1, [n, 5, 0])
$game_player.refresh

@Ekuell:
Yeah, I did it for someone else. I don't remember where that got off too though. Send me the project or a blank project and I'll fix it up for you. I just need to change the Cache.character calls to Cache.composite_character and pass the character array.

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Yeah, I'm having the same problem as Ekuell so how do I fix it? Is there a way even a noob like me could do it?
Squirrel

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@Ekuell:
Yeah, I did it for someone else. I don't remember where that got off too though. Send me the project or a blank project and I'll fix it up for you. I just need to change the Cache.character calls to Cache.composite_character and pass the character array.

It's more or less a find and replace operation, which is easy, but you don't know the syntax required.

EDIT::

I looked around on my comp and found this. It might be the compatibility fix I did for the other guy, I'm not sure. In any case, you'd replace the Sideview 1 (3.3a) entry with this. Try it in a separate project, so as to avoid corrupting your real project. Obviously, it will only work with regular sprites. And no, I'm not going to make it work with those animated battler sheets.
« Last Edit: May 30, 2009, 09:27:32 PM by modern algebra »

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I figured out how to change cache.character but how do you pass the character array?
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Did you try the text document I attached, Your Holiness?

As for what to pass, it depends on the method. In some methods it would be @battler.composite_character, but it's different for what methods and in what classes, etc... Better to let me do it. Did replacing Sideview Battle 1 (3.3a) entry with the code in the txt document not work?

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Hey sorry to bother you but could you put it into your demo or something so I can see how it works I just can't figure it out i'ma total noob whenit comes to this stuff sorry.

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OH, nm, that code won't work to change hair colour anyway. Here, I'll just update the cript to include a wrapper for removing and adding graphics.

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OK, updated the script. Tell me if you encounter any bugs. It was not adequately tested. Instructiond for the feature you requested are included in the script header.

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Shoot, um... text document? Umm how do I look at that? Sorry for my idiocy. Is that a word? ???
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Nah, it's my fault. I think I might have forgotten to upload it. It's attached to this post now.
« Last Edit: May 29, 2009, 07:32:56 PM by modern algebra »

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K Thanks. I love you in a non-gay way. :)


:o Now there's  a problem...
it says "Script 'Sideview 1 (3.3a)' line 6: SyntaxError occured"
« Last Edit: May 29, 2009, 07:03:46 PM by wort wort wort »
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Yeah, sorry, corrupted the data.

Try this one
« Last Edit: June 19, 2009, 12:23:27 AM by modern algebra »

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Sweet! It works perfectly! The pope wishes to thank you with a smile:  :D
Squirrel