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Player-Chosen Character Faces shown in chat. [Resolved]

0 Members and 2 Guests are viewing this topic.

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Rep: +0/-0Level 82
Ok this request is a bit complicated. I'm working on a game and I've set up the ability to make your character look like and have the class that you want at the start of the game. I've set up a choose name box and all that, and I know how to set it in the game so that it'll show your chosen name in chat boxes regardless what name you choose. But now I need to find out how to set the player's face in the chat box without knowing ahead of time what face the player will choose.

So how do I force the game to show a player's character face regardless what face they choose? :zwtf:

Note: an in-depth tutorial would be helpful. Also I'd very much like it if I didn't have to make a new Event Page for each face option, so just re-making everything for every possibility isn't something I want to do.
« Last Edit: January 19, 2010, 10:05:16 AM by Kraton »

pokeball JekOfflineMale
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Rep:
Level 83
The Big Marshmallow Man
SO what im guessing you are trying to do is make it so that the message box shows the face of the class you choose at the start? Its really simple. After choosing a certain class, change a variable to a different number for each class.

So if you choose class 1, change variable 1 to the number 1.
If you choose class 2, change the variable to 2.
Now, for the message, setup a conditional branch. If Variable 1 is equal to 1.
Inside that condition, change the face for the message with "face graphics".
Also put the message inside the conditional branch.
Anything else you want to happen specifically for class 1 should also go into the branch.
Make a new conditional branch for each other class with the same stuff inside.

**
Rep: +0/-0Level 82
Well that's somewhat similar to the way I already knew how to do, only simpler and prolly easier to do.

What I was gonna do if no one left any replies here was to make a separate Event Page for each face and use a variable number like what you mentioned for each page so that the event itself would be set up for each face. With a lot of copy-pasting the pages, changing the faces in the pages, and setting each to a different variable number, this would take a while and be rather boring to do. That'd be why I asked for some help.

I'll go with your suggestion since it saves me from having to make like a hundred Event Pages with virtually the same thing in it, and while I thank you for your help, if someone comes up with a slightly easier way I might go with that instead. Whatever's simplest :P

Thanks for the quick reply. ^^

**
Rep: +0/-0Level 82
Another easy way to do this too would be to let a "Common Event" handle all the "Face Choosing" work for you... All you'd need to do is script it out in a common event and then when you're talking to someone just insert a "Call Event" command before your message... For Example:

(COMMON EVENT: Face Chooser)
<>Branch if Var [0001: Hero 1 Class] is 1
  <>Change Face Graphics: Faceset-0001, 1, Left
  <>
: End
<>Branch if Var [0001: Hero 1 Class] is 2
  <>Change Face Graphics: Faceset-0001, 2, Left
  <>
: End

(MESSAGE EVENT)
<>Call Event: Face Chooser
<>Message: Greetings Earthling

With this method, it would at least keep a lot of your message script looking clean.

Hope it helps!

**
Rep: +0/-0Level 82
Another easy way to do this too would be to let a "Common Event" handle all the "Face Choosing" work for you... All you'd need to do is script it out in a common event and then when you're talking to someone just insert a "Call Event" command before your message... For Example:

(COMMON EVENT: Face Chooser)
<>Branch if Var [0001: Hero 1 Class] is 1
  <>Change Face Graphics: Faceset-0001, 1, Left
  <>
: End
<>Branch if Var [0001: Hero 1 Class] is 2
  <>Change Face Graphics: Faceset-0001, 2, Left
  <>
: End

(MESSAGE EVENT)
<>Call Event: Face Chooser
<>Message: Greetings Earthling

With this method, it would at least keep a lot of your message script looking clean.

Hope it helps!
I didn't know you could precede a message with a common event that has the face in it. I'll try that, thanks. ^^

**
Rep: +0/-0Level 82
SO what im guessing you are trying to do is make it so that the message box shows the face of the class you choose at the start? Its really simple. After choosing a certain class, change a variable to a different number for each class.

So if you choose class 1, change variable 1 to the number 1.
If you choose class 2, change the variable to 2.
Now, for the message, setup a conditional branch. If Variable 1 is equal to 1.
Inside that condition, change the face for the message with "face graphics".
Also put the message inside the conditional branch.
Anything else you want to happen specifically for class 1 should also go into the branch.
Make a new conditional branch for each other class with the same stuff inside.
Even though someone else suggested something a little easier [see above], just thought I'd let you know I still plan on using your suggestion too. His way is faster but doesn't leave room for variety in the messages, only in the faces shown. Your way makes me have to do more work but gives me the opportunity to add some uniqueness to the messages spoken by each character, thus giving them a little more of a 'human' feel. And since I planned on making the characters talk a little different anyway, your described way above gives me that opportunity that Meridius' way doesn't. They'd both work well so I plan to make use of both ways. ^^

thanks again for the help.